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♻️ Refactor RandomWalk to receive a Monster reference (#4905)

pull/4983/head
Cesar Canassa 4 years ago committed by GitHub
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  1. 51
      Source/monster.cpp

51
Source/monster.cpp

@ -1826,10 +1826,9 @@ void GroupUnity(Monster &monster)
}
}
bool RandomWalk(int monsterId, Direction md)
bool RandomWalk(Monster &monster, Direction md)
{
Direction mdtemp = md;
Monster &monster = Monsters[monsterId];
bool ok = DirOK(monster, md);
if (FlipCoin())
@ -1938,7 +1937,7 @@ bool AiPlanWalk(int monsterId)
return false;
}
RandomWalk(monsterId, plr2monst[path[0]]);
RandomWalk(monster, plr2monst[path[0]]);
return true;
}
@ -1971,7 +1970,7 @@ bool RoundWalk(int monsterId, Direction direction, int *dir)
// Try 90 degrees in the opposite than desired direction
*dir = (*dir == 0) ? 1 : 0;
return RandomWalk(monsterId, Opposite(turn90deg));
return RandomWalk(monster, Opposite(turn90deg));
}
bool AiPlanPath(int monsterId)
@ -2050,7 +2049,7 @@ void AiAvoidance(int monsterId)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
&& monster.var2 == 0
&& v < 2 * monster.intelligence + 78)) {
RandomWalk(monsterId, md);
RandomWalk(monster, md);
}
} else if (v < 2 * monster.intelligence + 23) {
monster.direction = md;
@ -2122,7 +2121,7 @@ void AiRanged(int monsterId)
AiDelay(monster, GenerateRnd(20));
} else if (abs(mx) < 4 && abs(my) < 4) {
if (GenerateRnd(100) < 10 * (monster.intelligence + 7))
RandomWalk(monsterId, Opposite(md));
RandomWalk(monster, Opposite(md));
}
if (monster.mode == MonsterMode::Stand) {
if (LineClearMissile(monster.position.tile, { fx, fy })) {
@ -2142,7 +2141,7 @@ void AiRanged(int monsterId)
int fx = monster.position.last.x;
int fy = monster.position.last.y;
Direction md = GetDirection(monster.position.tile, { fx, fy });
RandomWalk(monsterId, md);
RandomWalk(monster, md);
}
}
@ -2195,7 +2194,7 @@ void AiRangedAvoidance(int monsterId)
v = GenerateRnd(100);
if (v < 1000 * (monster.intelligence + 5)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways) && monster.var2 == 0 && v < 1000 * (monster.intelligence + 8))) {
RandomWalk(monsterId, md);
RandomWalk(monster, md);
}
} else if (v < 1000 * (monster.intelligence + 6)) {
monster.direction = md;
@ -2230,7 +2229,7 @@ void ZombieAi(int monsterId)
}
Walk(monster, md);
} else {
RandomWalk(monsterId, GetMonsterDirection(monster));
RandomWalk(monster, GetMonsterDirection(monster));
}
} else {
StartAttack(monster);
@ -2259,7 +2258,7 @@ void OverlordAi(int monsterId)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
&& monster.var2 == 0
&& v < 4 * monster.intelligence + 70)) {
RandomWalk(monsterId, md);
RandomWalk(monster, md);
}
} else if (v < 4 * monster.intelligence + 15) {
StartAttack(monster);
@ -2285,7 +2284,7 @@ void SkeletonAi(int monsterId)
monster.direction = md;
if (abs(x) >= 2 || abs(y) >= 2) {
if (static_cast<MonsterMode>(monster.var1) == MonsterMode::Delay || (GenerateRnd(100) >= 35 - 4 * monster.intelligence)) {
RandomWalk(monsterId, md);
RandomWalk(monster, md);
} else {
AiDelay(monster, 15 - 2 * monster.intelligence + GenerateRnd(10));
}
@ -2411,7 +2410,7 @@ void ScavengerAi(int monsterId)
int x = monster.goalVar1 - 1;
int y = monster.goalVar2 - 1;
monster.direction = GetDirection(monster.position.tile, { x, y });
RandomWalk(monsterId, monster.direction);
RandomWalk(monster, monster.direction);
}
}
}
@ -2473,7 +2472,7 @@ void RhinoAi(int monsterId)
|| v >= 2 * monster.intelligence + 83)) {
AiDelay(monster, GenerateRnd(10) + 10);
} else {
RandomWalk(monsterId, md);
RandomWalk(monster, md);
}
} else if (v < 2 * monster.intelligence + 28) {
monster.direction = md;
@ -2540,14 +2539,14 @@ void FallenAi(int monsterId)
}
} else if (monster.goal == MonsterGoal::Retreat) {
monster.direction = static_cast<Direction>(monster.goalVar2);
RandomWalk(monsterId, monster.direction);
RandomWalk(monster, monster.direction);
} else if (monster.goal == MonsterGoal::Attack) {
int xpos = monster.position.tile.x - monster.enemyPosition.x;
int ypos = monster.position.tile.y - monster.enemyPosition.y;
if (abs(xpos) < 2 && abs(ypos) < 2)
StartAttack(monster);
else
RandomWalk(monsterId, GetMonsterDirection(monster));
RandomWalk(monster, GetMonsterDirection(monster));
} else
SkeletonAi(monsterId);
}
@ -2602,7 +2601,7 @@ void LeoricAi(int monsterId)
&& (IsNoneOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways) || monster.var2 != 0 || (v >= monster.intelligence + 75))) {
AiDelay(monster, GenerateRnd(10) + 10);
} else {
RandomWalk(monsterId, md);
RandomWalk(monster, md);
}
} else if (v < monster.intelligence + 20) {
monster.direction = md;
@ -2630,10 +2629,10 @@ void BatAi(int monsterId)
int v = GenerateRnd(100);
if (monster.goal == MonsterGoal::Retreat) {
if (monster.goalVar1 == 0) {
RandomWalk(monsterId, Opposite(md));
RandomWalk(monster, Opposite(md));
monster.goalVar1++;
} else {
RandomWalk(monsterId, PickRandomlyAmong({ Right(md), Left(md) }));
RandomWalk(monster, PickRandomlyAmong({ Right(md), Left(md) }));
monster.goal = MonsterGoal::Normal;
}
return;
@ -2654,7 +2653,7 @@ void BatAi(int monsterId)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
&& monster.var2 == 0
&& v < monster.intelligence + 63)) {
RandomWalk(monsterId, md);
RandomWalk(monster, md);
}
} else if (v < 4 * monster.intelligence + 8) {
StartAttack(monster);
@ -2697,7 +2696,7 @@ void GargoyleAi(int monsterId)
if (abs(dx) >= monster.intelligence + 2 || abs(dy) >= monster.intelligence + 2) {
monster.goal = MonsterGoal::Normal;
StartHeal(monster);
} else if (!RandomWalk(monsterId, Opposite(md))) {
} else if (!RandomWalk(monster, Opposite(md))) {
monster.goal = MonsterGoal::Normal;
}
}
@ -2722,7 +2721,7 @@ void ButcherAi(int monsterId)
monster.direction = md;
if (abs(x) >= 2 || abs(y) >= 2)
RandomWalk(monsterId, md);
RandomWalk(monster, md);
else
StartAttack(monster);
@ -2775,7 +2774,7 @@ void SneakAi(int monsterId)
if (monster.goal == MonsterGoal::Retreat
|| ((abs(mx) >= 2 || abs(my) >= 2) && ((monster.var2 > 20 && v < 4 * monster.intelligence + 14) || (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways) && monster.var2 == 0 && v < 4 * monster.intelligence + 64)))) {
monster.goalVar1++;
RandomWalk(monsterId, md);
RandomWalk(monster, md);
}
}
}
@ -2953,7 +2952,7 @@ void CounselorAi(int monsterId)
int v = GenerateRnd(100);
if (monster.goal == MonsterGoal::Retreat) {
if (monster.goalVar1++ <= 3)
RandomWalk(monsterId, Opposite(md));
RandomWalk(monster, Opposite(md));
else {
monster.goal = MonsterGoal::Normal;
StartFadein(monster, md, true);
@ -3084,7 +3083,7 @@ void MegaAi(int monsterId)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
&& monster.var2 == 0
&& v < 2 * (5 * monster.intelligence + 40))) {
RandomWalk(monsterId, md);
RandomWalk(monster, md);
}
} else {
if (GenerateRnd(100) < 10 * (monster.intelligence + 4)) {
@ -3283,7 +3282,7 @@ void HorkDemonAi(int monsterId)
v = GenerateRnd(100);
if (v < 2 * monster.intelligence + 33
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways) && monster.var2 == 0 && v < 2 * monster.intelligence + 83)) {
RandomWalk(monsterId, md);
RandomWalk(monster, md);
} else {
AiDelay(monster, GenerateRnd(10) + 10);
}
@ -4184,7 +4183,7 @@ void GolumAi(int monsterId)
if (golem.pathCount > 8)
golem.pathCount = 5;
if (RandomWalk(monsterId, Players[monsterId]._pdir))
if (RandomWalk(golem, Players[monsterId]._pdir))
return;
Direction md = Left(golem.direction);

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