X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fserver%2Fai.c;h=1a296ce18ffc7038bed075d77da719be39d817ef;hb=2906acb0d93705435ce737285ead26fd015e20be;hp=cf3e047e0bce697ea0d4fe46138e82905acb9bd8;hpb=2a7ddc073a24ac4c8f02717b22af49d108bbd5d1;p=plomrogue diff --git a/src/server/ai.c b/src/server/ai.c index cf3e047..1a296ce 100644 --- a/src/server/ai.c +++ b/src/server/ai.c @@ -67,14 +67,14 @@ static char get_dir_from_neighbors(char filter, struct Thing * t_eye, /* Set (if possible) as "t_eye"'s command a move to the path to the path-wise * nearest target that is not "t_eye" and fits criteria set by "filter". On * success, return !0, else 0. Values for "filter": - * "a": thing in FOV is animate, but of a type that is not "t_eye"'s, and - * starts out weaker than it is; build path as avoiding things of "t_eye"'s - * type + * "a": thing in FOV is below a certain distance, animate, but of a type that is + * not "t_eye"'s, and starts out weaker than it is; build path as avoiding + * things of "t_eye"'s type * "f": neighbor cell (not inhabited by any animate thing) further away from * animate thing not further than x steps away and in FOV and of a type * that is not "t_eye"'s, and starts out stronger or as strong as "t_eye" * is currently; or (cornered), if no such flight cell, but thing of above - * criteria is in neighbor cell, that cell + * criteria is too near, a cell closer to it, or, if less near, just wait * "c": thing in memorized map is consumable * "s": memory map cell with greatest-reachable degree of unexploredness */ @@ -335,14 +335,26 @@ static char get_dir_from_neighbors(char filter, struct Thing * t_eye, } if ('f' == filter) { - if (!dir_to_nearest_target && 1 == score_map[pos_i]) + if (!dir_to_nearest_target) { - dir_to_nearest_target = rand_target_dir(dirs, 0, neighbors); - } - else if (dir_to_nearest_target && minmax_neighbor > 3) - { - dir_to_nearest_target = 0; + if (1 == score_map[pos_i]) /* Attack if cornered too closely. */ + { + dir_to_nearest_target = rand_target_dir(dirs, 0, neighbors); + } + else if (3 >= score_map[pos_i]) /* If less closely, just wait. */ + { + t_eye->command = get_thing_action_id_by_name(s[S_CMD_WAIT]); + return 1; + } } + else if (dir_to_nearest_target && 3 < score_map[pos_i]) /* Don't flee */ + { /* enemy of */ + dir_to_nearest_target = 0; /* a certain */ + } /* distance. */ + } + else if ('a' == filter && 10 <= score_map[pos_i]) + { + dir_to_nearest_target = 0; } return dir_to_nearest_target; }