X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=src%2Fserver%2Fai.c;h=1a296ce18ffc7038bed075d77da719be39d817ef;hb=d88ddfea1633a4d5220afa8b5ceefdf924ee06ce;hp=d8a9d2e402e51c42321d1637fe2fde05103cafa4;hpb=f36dc55279993c54c1dcd1d318bf5ee5cc8c9735;p=plomrogue
diff --git a/src/server/ai.c b/src/server/ai.c
index d8a9d2e..1a296ce 100644
--- a/src/server/ai.c
+++ b/src/server/ai.c
@@ -10,6 +10,7 @@
#include /* free() */
#include "../common/try_malloc.h" /* try_malloc() */
#include "hardcoded_strings.h" /* s */
+#include "rrand.h" /* rrand() */
#include "thing_actions.h" /* get_thing_action_id_by_name() */
#include "things.h" /* Thing, ThingType, ThingInMemory, get_thing_type() */
#include "world.h" /* world */
@@ -56,6 +57,9 @@ static uint8_t score_map_filter_search(uint8_t filter, uint16_t * score_map,
static void init_score_map(char filter, uint16_t * score_map, uint32_t map_size,
struct Thing * t_eye);
+/* From "targets" select random "cmp" match as directory by order in "dirs". */
+static char rand_target_dir(char * dirs, uint16_t cmp, uint16_t * targets);
+
/* Helper to get_dir_to_nearest_target(). */
static char get_dir_from_neighbors(char filter, struct Thing * t_eye,
uint16_t * score_map);
@@ -63,14 +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
*/
@@ -287,6 +291,24 @@ static void init_score_map(char filter, uint16_t * score_map, uint32_t map_size,
}
+static char rand_target_dir(char * dirs, uint16_t cmp, uint16_t * targets)
+{
+ char candidates[N_DIRS];
+ uint8_t n_candidates = 0;
+ uint8_t i;
+ for (i = 0; i < N_DIRS; i++)
+ {
+ if (cmp == targets[i])
+ {
+ candidates[n_candidates] = dirs[i];
+ n_candidates++;
+ }
+ }
+ return n_candidates ? candidates[rrand() % n_candidates] : 0;
+}
+
+
+
static char get_dir_from_neighbors(char filter, struct Thing * t_eye,
uint16_t * score_map)
{
@@ -295,7 +317,8 @@ static char get_dir_from_neighbors(char filter, struct Thing * t_eye,
char * dirs = "edcxsw"; /* get_neighbor_scores()'s clockwise dir order. */
uint16_t neighbors[N_DIRS];
get_neighbor_scores(score_map, pos_i, UINT16_MAX, neighbors, 'f'==filter);
- uint16_t minmax_neighbor = 'f' == filter ? 0 : UINT16_MAX-1;
+ uint16_t minmax_start = 'f' == filter ? 0 : UINT16_MAX-1;
+ uint16_t minmax_neighbor = minmax_start;
uint8_t i;
for (i = 0; i < N_DIRS; i++)
{
@@ -304,27 +327,34 @@ static char get_dir_from_neighbors(char filter, struct Thing * t_eye,
|| ('f' != filter && minmax_neighbor > neighbors[i]))
{
minmax_neighbor = neighbors[i];
- dir_to_nearest_target = dirs[i];
}
}
+ if (minmax_neighbor != minmax_start)
+ {
+ dir_to_nearest_target = rand_target_dir(dirs,minmax_neighbor,neighbors);
+ }
if ('f' == filter)
{
- if (!dir_to_nearest_target && 1 == score_map[pos_i])
+ if (!dir_to_nearest_target)
{
- get_neighbor_scores(score_map, pos_i, UINT16_MAX, neighbors, 0);
- for (i = 0; i < N_DIRS; i++)
+ if (1 == score_map[pos_i]) /* Attack if cornered too closely. */
{
- if (!neighbors[i])
- {
- dir_to_nearest_target = dirs[i];
- break;
- }
+ 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 && minmax_neighbor > 3)
- {
- dir_to_nearest_target = 0;
- }
+ 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;
}