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author | DracoOmega <draco_omega@live.com> | 2014-02-25 05:09:10 -0330 |
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committer | DracoOmega <draco_omega@live.com> | 2014-02-25 05:22:12 -0330 |
commit | b859c480c2e92fa42d481166c99477d15f9e48b9 (patch) | |
tree | e19bfd954aaca6f789f3a2c7840d8eb18fc8e099 /crawl-ref/source/mon-behv.cc | |
parent | a15dc20ff3689b5046f2bde9cf7cb2ccd10af172 (diff) | |
download | crawl-ref-b859c480c2e92fa42d481166c99477d15f9e48b9.tar.gz crawl-ref-b859c480c2e92fa42d481166c99477d15f9e48b9.zip |
Improve/fix some ally movement behavior via pathfinding
This should fix them sometimes inexplicably attempting to walk
into walls, and hopefully improve their movement in a number of
other situations where you have a clear view of their target, but
they don't.
Diffstat (limited to 'crawl-ref/source/mon-behv.cc')
-rw-r--r-- | crawl-ref/source/mon-behv.cc | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/mon-behv.cc b/crawl-ref/source/mon-behv.cc index 383e242c16..fda0306657 100644 --- a/crawl-ref/source/mon-behv.cc +++ b/crawl-ref/source/mon-behv.cc @@ -704,7 +704,7 @@ void handle_behaviour(monster* mon) // our target, even if this monster cannot (we'll assume // the player passes along this information to allies) else if (!foepos.origin() && you.see_cell(foepos)) - mon->target = foepos; + try_pathfind(mon); else { new_foe = MHITYOU; |