X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=sidebyside;f=src%2Fserver%2Fai.h;h=27c105451ba73fe75457a5ed5aa7537884dffdeb;hb=e34629517265170e7bb3f446b9b067bab382b572;hp=4b9b776c9dfa1b8465d96b6ccddc8965a7e4c36b;hpb=e430e9baabcde0c5ee373928ffb363bb452f6bb7;p=plomrogue
diff --git a/src/server/ai.h b/src/server/ai.h
index 4b9b776..27c1054 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.
*/
@@ -6,15 +10,18 @@
#ifndef AI_H
#define AI_H
-struct MapObj;
+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 simply wait.
*/
-extern void ai(struct MapObj * mo);
+extern void ai(struct Thing * t);