Fixes: #21 Complex method issue in monster.c

At least this is an attempt at a fix
This commit is contained in:
Linus Probert 2018-07-31 21:08:36 +02:00
parent b12e5d4f7a
commit 58e9c7ed13
1 changed files with 38 additions and 31 deletions

View File

@ -245,8 +245,8 @@ monster_drunk_walk(Monster *m, RoomMatrix *rm)
}
}
static void
monster_agressive_walk(Monster *m, RoomMatrix *rm)
static Direction
get_optimal_move_towards(Monster *m, RoomMatrix *rm, const Position *dest)
{
int x_dist, y_dist;
Position mPos;
@ -275,7 +275,7 @@ monster_agressive_walk(Monster *m, RoomMatrix *rm)
break;
}
if (position_equals(&next, &rm->playerRoomPos)) {
if (position_equals(&next, dest)) {
chosenDirection = (Direction) i;
break;
}
@ -283,8 +283,8 @@ monster_agressive_walk(Monster *m, RoomMatrix *rm)
if (!position_in_roommatrix(&next))
continue;
x_dist = abs(next.x - rm->playerRoomPos.x);
y_dist = abs(next.y - rm->playerRoomPos.y);
x_dist = abs(next.x - dest->x);
y_dist = abs(next.y - dest->y);
if (rm->spaces[next.x][next.y].occupied || rm->spaces[next.x][next.y].lethal) {
nextScore += 50;
@ -297,6 +297,14 @@ monster_agressive_walk(Monster *m, RoomMatrix *rm)
}
}
return chosenDirection;
}
static void
monster_agressive_walk(Monster *m, RoomMatrix *rm)
{
unsigned int chosenDirection = get_optimal_move_towards(m, rm, &rm->playerRoomPos);
switch (chosenDirection) {
case UP:
move(m, rm, VECTOR2D_UP);
@ -324,7 +332,6 @@ monster_coward_walk(Monster *m, RoomMatrix *rm)
x_dist = mPos.x - rm->playerRoomPos.x;
y_dist = mPos.y - rm->playerRoomPos.y;
if (abs(x_dist) > abs(y_dist)) {
if (x_dist > 0)
move(m, rm, VECTOR2D_RIGHT);