From: Christian Heller Date: Tue, 29 Jul 2014 04:12:57 +0000 (+0200) Subject: Server: Make actors enemy-pathfinding travel around actors of own type. X-Git-Tag: tce~687 X-Git-Url: https://plomlompom.com/repos/te"st.html?a=commitdiff_plain;h=cb4bbc0c2d65535d1d47822d86ad88194243a31a;p=plomrogue Server: Make actors enemy-pathfinding travel around actors of own type. --- diff --git a/README b/README index dfbdf0b..71fad4e 100644 --- a/README +++ b/README @@ -12,8 +12,8 @@ to gain hitpoints. Note that different kinds of movements/actions take different 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 diff --git a/src/server/ai.c b/src/server/ai.c index 94f212e..4789c41 100644 --- a/src/server/ai.c +++ b/src/server/ai.c @@ -122,9 +122,9 @@ static void dijkstra_map(uint16_t * score_map, uint16_t max_score) 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; @@ -133,6 +133,7 @@ static char get_dir_to_nearest_enemy(struct Thing * t_origin) 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) @@ -141,7 +142,12 @@ static char get_dir_to_nearest_enemy(struct Thing * t_origin) { 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);