X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fserver%2Fai.h;h=966edd5d8e66b31078bb7aadc80031be17d4eba5;hb=78dce4062e2cc7ca4fb205917ab2b8b087e562f2;hp=87b178333ebed237ce5cfd6ef552fb37c6deb79b;hpb=28b8b4234e395c3fdc4800e5cfb3dcd70a15cadf;p=plomrogue diff --git a/src/server/ai.h b/src/server/ai.h index 87b1783..966edd5 100644 --- a/src/server/ai.h +++ b/src/server/ai.h @@ -14,9 +14,14 @@ struct Thing; -/* 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. +/* Determine next non-player actor command / arguments by the actor's AI. Actors + * will look for, and move towards, enemies (animate things not of their own + * type); if they see none, they will consume consumables in their inventory; if + * there are none, they will pick up any consumables they stand on; if they + * stand on none, they will move towards the next consumable they see or + * remember on the map; if they see or remember none, they'll explore parts of + * the map unseen since ever or for at least one turn; if there is nothing to + * explore, they will simply wait. */ extern void ai(struct Thing * t);