Renamed to random_walk since that's what it called. Closes #26.
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769530b45c
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3 changed files with 4 additions and 5 deletions
2
map.cpp
2
map.cpp
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@ -118,7 +118,7 @@ Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
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* drunkenly gradually reaching the player, and dodging
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* drunkenly gradually reaching the player, and dodging
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* in and out.
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* in and out.
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*/
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*/
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bool Map::neighbors(Point &out, bool random, int direction) {
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bool Map::random_walk(Point &out, bool random, int direction) {
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return $paths.random_walk(out, random, direction);
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return $paths.random_walk(out, random, direction);
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}
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}
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3
map.hpp
3
map.hpp
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@ -50,8 +50,7 @@ public:
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bool inmap(size_t x, size_t y);
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bool inmap(size_t x, size_t y);
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bool iswall(size_t x, size_t y);
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bool iswall(size_t x, size_t y);
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bool can_move(Point move_to);
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bool can_move(Point move_to);
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// BUG: this isn't really neighbors anymore. Maybe move? Walk?
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bool random_walk(Point &out, bool random=false, int direction=PATHING_TOWARD);
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bool neighbors(Point &out, bool random=false, int direction=PATHING_TOWARD);
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void make_paths();
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void make_paths();
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void set_target(const Point &at, int value=0);
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void set_target(const Point &at, int value=0);
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@ -89,9 +89,9 @@ void System::enemy_pathing(GameLevel &level) {
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Point out = position.location; // copy
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Point out = position.location; // copy
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if(enemy_ai.wants_to("find_enemy")) {
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if(enemy_ai.wants_to("find_enemy")) {
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map.neighbors(out, motion.random, PATHING_TOWARD);
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map.random_walk(out, motion.random, PATHING_TOWARD);
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} else if(enemy_ai.wants_to("run_away")) {
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} else if(enemy_ai.wants_to("run_away")) {
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map.neighbors(out, motion.random, PATHING_AWAY);
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map.random_walk(out, motion.random, PATHING_AWAY);
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}
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}
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motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
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motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
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