Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls.
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586343a614
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3 changed files with 8 additions and 3 deletions
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@ -15,8 +15,10 @@ namespace combat {
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if(enemy.ai.active()) {
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if(enemy.ai.wants_to("kill_enemy")) {
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fmt::println(">> enemy {} wants to KILL", entity);
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pending_actions.emplace_back(enemy, BattleAction::ATTACK);
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} else if(enemy.ai.wants_to("run_away")) {
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fmt::println(">> enemy {} wants to RUN", entity);
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pending_actions.emplace_back(enemy, BattleAction::ESCAPE);
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}
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}
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@ -194,7 +194,6 @@ namespace gui {
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}
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} break;
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case MOUSE_CLICK:
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fmt::println("CLICK: {}", $router.left_button);
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mouse_action(guecs::NO_MODS);
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break;
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case MOUSE_MOVE: {
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@ -102,16 +102,20 @@ void System::enemy_pathing() {
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if(ent != level.player) {
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auto& enemy_ai = world.get<ai::EntityAI>(ent);
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Point out = position.location; // copy
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bool found_path = false;
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if(enemy_ai.wants_to("find_enemy")) {
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map.random_walk(out, motion.random, PATHING_TOWARD);
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found_path = map.random_walk(out, motion.random, PATHING_TOWARD);
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} else if(enemy_ai.wants_to("run_away")) {
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map.random_walk(out, motion.random, PATHING_AWAY);
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found_path = map.random_walk(out, motion.random, PATHING_AWAY);
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} else {
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motion = {0,0};
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return; // enemy doesn't want to move
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}
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enemy_ai.set_state("cant_move", !found_path);
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enemy_ai.update();
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motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
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}
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});
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