From 5a139c5b058beedf631a2e316b336759edf48667 Mon Sep 17 00:00:00 2001 From: Christian Heller Date: Sun, 15 Feb 2015 04:01:31 +0100 Subject: [PATCH] Server/AI: Only hunt enemies up to a certain distance. --- src/server/ai.c | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/src/server/ai.c b/src/server/ai.c index ba1db38..1a296ce 100644 --- a/src/server/ai.c +++ b/src/server/ai.c @@ -67,9 +67,9 @@ 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" @@ -352,6 +352,10 @@ static char get_dir_from_neighbors(char filter, struct Thing * t_eye, 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; } -- 2.30.2