This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm.
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5 changed files with 30 additions and 27 deletions
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@ -19,8 +19,10 @@ TEST_CASE("cause scared rat won't run away bug", "[combat-fail]") {
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ai::EntityAI rat("Enemy::actions", ai_start, ai_goal);
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rat.set_state("tough_personality", false);
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rat.set_state("health_good", false);
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REQUIRE(!rat.active());
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battle.add_enemy(rat_id, rat);
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battle.plan();
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REQUIRE(rat.active());
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rat.dump();
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REQUIRE(rat.wants_to("run_away"));
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}
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