chase splits into chaseBestSpot/chaseTry/scareScrollAt with a chaseSearch state struct; chaseStep gains chaseRooms, chaseGoal, dragonBreath/dragonShoots, and chaseTakeObject; runners gains runnerTurn; findDest gains objectClaimed. chase.go is complexity-clean. Behavior and RNG call order unchanged.
520 lines
12 KiB
Go
520 lines
12 KiB
Go
package game
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// chase.c — code for one creature to chase another.
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// dragonShot: one chance in DRAGONSHOT that a dragon will flame.
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const dragonShot = 5
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// runners makes all the running monsters move (chase.c runners).
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func (g *RogueGame) runners(int) {
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list := append([]*Monster(nil), g.Level.Monsters...)
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for _, tp := range list {
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g.runnerTurn(tp)
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}
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if g.HasHit {
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g.endmsg()
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g.HasHit = false
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}
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}
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// runnerTurn gives one monster its motion for the turn; flying monsters
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// far from the hero move twice (the loop body of chase.c runners).
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func (g *RogueGame) runnerTurn(tp *Monster) {
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if tp.On(Held) || !tp.On(Awake) {
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return
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}
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origPos := tp.Pos
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wastarget := tp.On(Targeted)
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if removed := g.moveMonster(tp); removed {
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return
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}
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if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
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if removed := g.moveMonster(tp); removed {
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return
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}
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}
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if wastarget && origPos != tp.Pos {
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tp.Flags.Clear(Targeted)
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g.ToDeath = false
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}
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}
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// moveMonster executes a single turn of running for a monster (chase.c
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// move_monst). The result reports that the monster died or left the
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// level (the C -1 return).
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func (g *RogueGame) moveMonster(tp *Monster) bool {
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if !tp.On(Slowed) || tp.Turn {
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if g.chaseStep(tp) {
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return true
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}
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}
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if tp.On(Hasted) {
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if g.chaseStep(tp) {
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return true
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}
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}
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tp.Turn = !tp.Turn
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return false
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}
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// relocate makes the monster's new location be the specified one, updating
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// all the relevant state (chase.c relocate).
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func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
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if newLoc != th.Pos {
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g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
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th.Room = g.roomIn(newLoc)
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g.setOldChar(th, newLoc)
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oroom := th.Room
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g.Level.SetMonsterAt(th.Pos.Y, th.Pos.X, nil)
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if oroom != th.Room {
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th.Dest = g.findDest(th)
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}
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th.Pos = newLoc
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g.Level.SetMonsterAt(newLoc.Y, newLoc.X, th)
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}
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g.move(newLoc.Y, newLoc.X)
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if g.seeMonst(th) {
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g.addch(th.Disguise)
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} else if g.Player.On(SenseMonsters) {
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g.standout()
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g.addch(th.Type)
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g.standend()
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}
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}
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// chaseStep makes one thing chase another (chase.c do_chase). The
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// result reports that the chaser died or left the level in the attempt
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// (the C -1 return).
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func (g *RogueGame) chaseStep(th *Monster) bool {
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stoprun := false // true means we are there
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rer, ree, door := g.chaseRooms(th)
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this, shot := g.chaseGoal(th, rer, ree, door, 32767)
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if shot {
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return false
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}
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// This now contains what we want to run to this time so we run to it.
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// If we hit it we either want to fight it or stop running
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if g.chase(th, this) {
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if th.Type == 'F' {
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return false
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}
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} else {
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switch this {
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case g.Player.Pos:
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return g.attack(th)
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case *th.Dest:
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g.chaseTakeObject(th)
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stoprun = th.Type != 'F'
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}
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}
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g.relocate(th, g.chRet)
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// And stop running if need be
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if stoprun && th.Pos == *th.Dest {
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th.Flags.Clear(Awake)
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}
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return false
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}
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// chaseRooms finds the rooms of the chaser and its desire; doors do not
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// count as inside rooms here (the setup of chase.c do_chase).
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func (g *RogueGame) chaseRooms(th *Monster) (*Room, *Room, bool) {
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p := &g.Player
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rer := th.Room // find room of chaser
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if th.On(Greedy) && rer.GoldVal == 0 {
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th.Dest = &p.Pos // if gold has been taken, run after hero
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}
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var ree *Room // find room of chasee
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if th.Dest == &p.Pos {
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ree = p.Room
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} else {
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ree = g.roomIn(*th.Dest)
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}
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return rer, ree, g.Level.Char(th.Pos.Y, th.Pos.X) == Door
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}
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// chaseGoal picks the spot the chaser runs toward this turn: the
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// nearest exit toward its desire when it is in a different room, or the
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// desire itself. shot means a dragon breathed flame instead of moving
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// (the goal loop of chase.c do_chase).
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func (g *RogueGame) chaseGoal(th *Monster, rer, ree *Room, door bool, mindist int) (Coord, bool) {
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var this Coord
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for {
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// If the object of our desire is in a different room, and we are
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// not in a corridor, run to the door nearest to our goal.
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if rer == ree {
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this = *th.Dest
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return this, g.dragonBreath(th)
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}
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for i := range rer.Exits {
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curdist := distCp(*th.Dest, rer.Exits[i])
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if curdist < mindist {
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this = rer.Exits[i]
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mindist = curdist
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}
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}
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if !door {
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return this, false
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}
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rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
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door = false
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// the C goto over: redo with the passage as room
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}
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}
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// dragonBreath checks whether a dragon shoots flame at the hero instead
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// of moving, and shoots it (the D block of chase.c do_chase).
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func (g *RogueGame) dragonBreath(th *Monster) bool {
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if th.Type != 'D' || !g.dragonShoots(th) {
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return false
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}
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p := &g.Player
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g.Delta.Y = sign(p.Pos.Y - th.Pos.Y)
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g.Delta.X = sign(p.Pos.X - th.Pos.X)
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if g.HasHit {
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g.endmsg()
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}
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g.fireBolt(th.Pos, &g.Delta, "flame")
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g.Running = false
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g.Count = 0
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g.Quiet = 0
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if g.ToDeath && !th.On(Targeted) {
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g.ToDeath = false
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g.Kamikaze = false
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}
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return true
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}
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// dragonShoots decides whether the dragon takes the shot: the hero is
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// on a straight line from it, within shooting distance but outside
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// striking range, it is not cancelled, and the shot roll comes up
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// (chase.c do_chase).
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func (g *RogueGame) dragonShoots(th *Monster) bool {
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p := &g.Player
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if th.Pos.Y != p.Pos.Y && th.Pos.X != p.Pos.X &&
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abs(th.Pos.Y-p.Pos.Y) != abs(th.Pos.X-p.Pos.X) {
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return false
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}
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return distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
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!th.On(Cancelled) && g.rnd(dragonShot) == 0
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}
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// chaseTakeObject has the monster pick up the object it was running to
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// (the dest arm of chase.c do_chase).
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func (g *RogueGame) chaseTakeObject(th *Monster) {
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for _, obj := range g.Level.Objects {
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if th.Dest == &obj.Pos {
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g.Level.RemoveObject(obj)
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attachObj(&th.Pack, obj)
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if th.Room.Flags.Has(Gone) {
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g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Passage)
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} else {
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g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Floor)
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}
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th.Dest = g.findDest(th)
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break
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}
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}
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}
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// chase finds the spot for the chaser to move closer to the chasee
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// (chase.c chase). Returns true if we want to keep on chasing later, false
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// if we reach the goal. The chosen spot lands in g.chRet.
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func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
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var curdist int
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// If the thing is confused, let it move randomly. Invisible Stalkers
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// are slightly confused all of the time, and bats are quite confused
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// all the time
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if (tp.On(Confused) && g.rnd(5) != 0) || (tp.Type == 'P' && g.rnd(5) == 0) ||
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(tp.Type == 'B' && g.rnd(2) == 0) {
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// get a valid random move
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g.chRet = g.randomStep(&tp.Creature)
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curdist = distCp(g.chRet, ee)
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// Small chance that it will become un-confused
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if g.rnd(20) == 0 {
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tp.Flags.Clear(Confused)
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}
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} else {
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curdist = g.chaseBestSpot(tp, ee)
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}
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return curdist != 0 && g.chRet != g.Player.Pos
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}
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// chaseSearch is the scan state while chase looks for the step that
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// gets a monster closest to its chasee.
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type chaseSearch struct {
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er Coord // where the chaser is
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ee Coord // where it wants to go
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curdist int
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plcnt int
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}
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// chaseBestSpot finds the empty spot next to the chaser that is closest
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// to the chasee, leaving it in g.chRet; if there is none, the chaser
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// stays where it is (the search half of chase.c chase).
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func (g *RogueGame) chaseBestSpot(tp *Monster, ee Coord) int {
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er := tp.Pos
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s := chaseSearch{er: er, ee: ee, curdist: distCp(er, ee), plcnt: 1}
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g.chRet = er
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ey := er.Y + 1
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if ey >= NumLines-1 {
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ey = NumLines - 2
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}
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ex := er.X + 1
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if ex >= NumCols {
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ex = NumCols - 1
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}
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for x := er.X - 1; x <= ex; x++ {
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if x < 0 {
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continue
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}
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for y := er.Y - 1; y <= ey; y++ {
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g.chaseTry(&s, y, x)
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}
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}
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return s.curdist
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}
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// chaseTry scores one candidate square, reservoir-sampling among ties
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// (the scan body of chase.c chase).
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func (g *RogueGame) chaseTry(s *chaseSearch, y, x int) {
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tryp := Coord{X: x, Y: y}
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if !g.diagOk(s.er, tryp) {
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return
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}
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ch := g.Level.VisibleChar(y, x)
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if !stepOk(ch) {
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return
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}
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// If it is a scroll, it might be a scare monster scroll so we need
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// to look it up to see what type it is.
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if ch == Scroll && g.scareScrollAt(y, x) {
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return
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}
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// It can also be a Xeroc, which we shouldn't step on
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if m := g.Level.MonsterAt(y, x); m != nil && m.Type == 'X' {
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return
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}
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// If we didn't find any scrolls at this place or it wasn't a scare
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// scroll, then this place counts
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thisdist := distance(y, x, s.ee.Y, s.ee.X)
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if thisdist < s.curdist {
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s.plcnt = 1
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g.chRet = tryp
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s.curdist = thisdist
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} else if thisdist == s.curdist {
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if s.plcnt++; g.rnd(s.plcnt) == 0 {
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g.chRet = tryp
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s.curdist = thisdist
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}
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}
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}
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// scareScrollAt reports whether the object lying at (y, x) is a scare
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// monster scroll (chase.c chase).
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func (g *RogueGame) scareScrollAt(y, x int) bool {
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for _, obj := range g.Level.Objects {
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if y == obj.Pos.Y && x == obj.Pos.X {
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return obj.ScrollKind() == ScrollScareMonster
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}
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}
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return false
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}
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// setOldChar sets the oldch character for the monster (chase.c set_oldch).
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func (g *RogueGame) setOldChar(tp *Monster, cp Coord) {
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if tp.Pos == cp {
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return
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}
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sch := tp.OldCh
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tp.OldCh = g.mvinch(cp.Y, cp.X)
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if !g.Player.On(Blind) {
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if (sch == Floor || tp.OldCh == Floor) && tp.Room.Flags.Has(Dark) {
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tp.OldCh = ' '
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} else if distCp(cp, g.Player.Pos) <= LampDist && g.Options.SeeFloor {
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tp.OldCh = g.Level.Char(cp.Y, cp.X)
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}
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}
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}
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// seeMonst returns true if the hero can see the monster (chase.c
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// see_monst).
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func (g *RogueGame) seeMonst(mp *Monster) bool {
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p := &g.Player
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if p.On(Blind) {
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return false
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}
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if mp.On(Invisible) && !p.On(CanSeeInvisible) {
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return false
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}
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y, x := mp.Pos.Y, mp.Pos.X
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if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
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if y != p.Pos.Y && x != p.Pos.X &&
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!stepOk(g.Level.Char(y, p.Pos.X)) && !stepOk(g.Level.Char(p.Pos.Y, x)) {
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return false
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}
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return true
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}
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if mp.Room != p.Room {
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return false
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}
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return !mp.Room.Flags.Has(Dark)
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}
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// runTo sets a monster running after the hero (chase.c runto).
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func (g *RogueGame) runTo(runner Coord) {
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tp := g.Level.MonsterAt(runner.Y, runner.X)
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if tp == nil {
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return
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}
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// Start the beastie running
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tp.Flags.Set(Awake)
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tp.Flags.Clear(Held)
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tp.Dest = g.findDest(tp)
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}
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// roomIn finds what room some coordinates are in; nil means they aren't in
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// any room (chase.c roomin).
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func (g *RogueGame) roomIn(cp Coord) *Room {
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fp := *g.Level.FlagsAt(cp.Y, cp.X)
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if fp.Has(FPassage) {
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return &g.Level.Passages[fp&FPassNum]
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}
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for i := range g.Level.Rooms {
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rp := &g.Level.Rooms[i]
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if cp.X <= rp.Pos.X+rp.Max.X && rp.Pos.X <= cp.X &&
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cp.Y <= rp.Pos.Y+rp.Max.Y && rp.Pos.Y <= cp.Y {
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return rp
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}
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}
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g.msg("in some bizarre place (%d, %d)", cp.Y, cp.X)
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return nil
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}
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// diagOk checks to see if a diagonal move is legal (chase.c diag_ok).
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func (g *RogueGame) diagOk(sp, ep Coord) bool {
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if ep.X < 0 || ep.X >= NumCols || ep.Y <= 0 || ep.Y >= NumLines-1 {
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return false
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}
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if ep.X == sp.X || ep.Y == sp.Y {
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return true
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}
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return stepOk(g.Level.Char(ep.Y, sp.X)) && stepOk(g.Level.Char(sp.Y, ep.X))
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}
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// canSee returns true if the hero can see a certain coordinate (chase.c
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// cansee).
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func (g *RogueGame) canSee(y, x int) bool {
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p := &g.Player
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if p.On(Blind) {
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return false
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}
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if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
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if g.Level.FlagsAt(y, x).Has(FPassage) {
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if y != p.Pos.Y && x != p.Pos.X &&
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!stepOk(g.Level.Char(y, p.Pos.X)) &&
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!stepOk(g.Level.Char(p.Pos.Y, x)) {
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return false
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}
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}
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return true
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}
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// We can only see if the hero is in the same room as the coordinate
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// and the room is lit, or if it is close.
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rer := g.roomIn(Coord{X: x, Y: y})
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return rer == p.Room && !rer.Flags.Has(Dark)
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}
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// findDest finds the proper destination for the monster (chase.c
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// find_dest).
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func (g *RogueGame) findDest(tp *Monster) *Coord {
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prob := g.Monsters[tp.Type-'A'].Carry
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if prob <= 0 || tp.Room == g.Player.Room || g.seeMonst(tp) {
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return &g.Player.Pos
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}
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for _, obj := range g.Level.Objects {
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if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster {
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continue
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}
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if g.roomIn(obj.Pos) == tp.Room && g.rnd(100) < prob &&
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!g.objectClaimed(obj) {
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return &obj.Pos
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}
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}
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return &g.Player.Pos
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}
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// objectClaimed reports whether some monster already runs toward this
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// object (chase.c find_dest).
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func (g *RogueGame) objectClaimed(obj *Object) bool {
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for _, other := range g.Level.Monsters {
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if other.Dest == &obj.Pos {
|
|
return true
|
|
}
|
|
}
|
|
|
|
return false
|
|
}
|