X-Git-Url: https://plomlompom.com/repos/%7B%7Bprefix%7D%7D/balance2?a=blobdiff_plain;f=src%2Fserver%2Fai.h;h=87b178333ebed237ce5cfd6ef552fb37c6deb79b;hb=28b8b4234e395c3fdc4800e5cfb3dcd70a15cadf;hp=7e5a145fc1df71f6d6d194e1994843e8df81531a;hpb=dd9d65ee727ac7e95801da0f8b5bae7009811802;p=plomrogue diff --git a/src/server/ai.h b/src/server/ai.h index 7e5a145..87b1783 100644 --- a/src/server/ai.h +++ b/src/server/ai.h @@ -1,4 +1,8 @@ /* src/server/ai.h + * + * This file is part of PlomRogue. PlomRogue is licensed under the GPL version 3 + * or any later version. For details on its copyright, license, and warranties, + * see the file NOTICE in the root directory of the PlomRogue source package. * * Pseudo AI for actor movement. */ @@ -6,17 +10,15 @@ #ifndef AI_H #define AI_H -struct MapObj; +struct Thing; -/* Determine next non-player actor command / arguments by the actor's AI. - * - * The AI is pretty dumb so far. Actors basically try to move towards their - * nearest neighbor in a straight line, easily getting stuck behind obstacles or - * ending up in endless chase circles with each other. +/* Determine next non-player actor command / arguments by the actor's AI. It's + * pretty dumb so far. Actors will try to move towards their path-wise nearest + * neighbor. If no one else is found in the neighborhood, they will simply wait. */ -extern void pretty_dumb_ai(struct MapObj * mo); +extern void ai(struct Thing * t);