/* 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"
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;
}