* 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
*/
}
if ('f' == filter)
{
- if (!dir_to_nearest_target && 1 == score_map[pos_i])
+ if (!dir_to_nearest_target)
{
- dir_to_nearest_target = rand_target_dir(dirs, 0, neighbors);
- }
- else if (dir_to_nearest_target && minmax_neighbor > 3)
- {
- dir_to_nearest_target = 0;
+ if (1 == score_map[pos_i]) /* Attack if cornered too closely. */
+ {
+ 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 && 3 < score_map[pos_i]) /* Don't flee */
+ { /* enemy of */
+ dir_to_nearest_target = 0; /* a certain */
+ } /* distance. */
}
return dir_to_nearest_target;
}