X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=src%2Fserver%2Fai.h;h=966edd5d8e66b31078bb7aadc80031be17d4eba5;hb=c89e7df6e7b6b64037b5b964e10a63ad38f86eb5;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);