numbers of turns to finish.
Enemies' AI is very dumb so far: Each turn, they try to move towards their
-shortest-path-wise nearest enemy visible to them. If they see no enemy, they
-just wait.
+shortest-path-wise nearest enemy (any animate being of a different species)
+visible to them. If they see no enemy, they just wait.
Every move of yours re-writes a file "savefile" that describes the new state of
the world. Once you re-start the game, the game state is recreated from the
static char get_dir_to_nearest_enemy(struct Thing * t_origin)
{
- /* Calculate for each cell the distance to the visibly nearest map actor not
- * "t_origin", with movement only possible in the directions of "dir".
- * (Actors' own cells start with a distance of 0 towards themselves.)
+ /* Calculate for each cell distance to visibly nearest enemy, with movement
+ * possible in the directions or "dir". (Actor's own cells start with 0
+ * distance towards themselves. Cells of actors of own type are invisible.)
*/
uint32_t map_size = world.map.length * world.map.length;
uint16_t max_score = UINT16_MAX - 1;
for (i = 0; i < map_size; i++)
{
score_map[i] = t_origin->fov_map[i] & VISIBLE ? max_score : UINT16_MAX;
+
}
struct Thing * t = world.things;
for (; t != NULL; t = t->next)
{
continue;
}
- score_map[(t->pos.y * world.map.length) + t->pos.x] = 0;
+ if (t->lifepoints && t->type == t_origin->type)
+ {
+ score_map[t->pos.y * world.map.length + t->pos.x] = UINT16_MAX;
+ continue;
+ }
+ score_map[t->pos.y * world.map.length + t->pos.x] = 0;
}
dijkstra_map(score_map, max_score);