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author | Adam Borowski <kilobyte@angband.pl> | 2013-07-10 19:26:42 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2013-07-10 19:26:42 +0200 |
commit | 1addaaf8ee92de5060fdb436f93251843abd2035 (patch) | |
tree | 1e7c5e4eeb4fe08527bb2fbfd15c1d6f4957a33e /crawl-ref/source/mon-movetarget.cc | |
parent | 1bc77d242ca25376a8a86a79614afa345c1f0c8b (diff) | |
download | crawl-ref-1addaaf8ee92de5060fdb436f93251843abd2035.tar.gz crawl-ref-1addaaf8ee92de5060fdb436f93251843abd2035.zip |
Bye bye clinging.
With player clinging removed, monster doesn't make much sense.
Note that I personally somehow like clinging -- even if it's rarely useful
except early on, it was quite harmless. However, I'm strongly against
having players and monsters inconsistent when there's no very good reason.
Thus, reverting this and MarvinPA's change is an option. Just please keep
or revert them together.
Diffstat (limited to 'crawl-ref/source/mon-movetarget.cc')
-rw-r--r-- | crawl-ref/source/mon-movetarget.cc | 12 |
1 files changed, 2 insertions, 10 deletions
diff --git a/crawl-ref/source/mon-movetarget.cc b/crawl-ref/source/mon-movetarget.cc index d8003f6bdf..0fbd37fdc7 100644 --- a/crawl-ref/source/mon-movetarget.cc +++ b/crawl-ref/source/mon-movetarget.cc @@ -61,10 +61,6 @@ static void _mark_neighbours_target_unreachable(monster* mon) if (mons_primary_habitat(m) != habit) continue; - // Wall clinging monsters use different pathfinding. - if (mon->can_cling_to_walls() != m->can_cling_to_walls()) - continue; - // A flying monster has an advantage over a non-flying one. // Same for a swimming one. if (!flies && mons_flies(m) @@ -175,13 +171,9 @@ bool try_pathfind(monster* mon) // If the target is "unreachable" (the monster already tried, // and failed, to find a path), there's a chance of trying again. - // The chance is higher for wall clinging monsters to help them avoid - // shallow water. Retreating monsters retry every turn. - if (target_is_unreachable(mon) && !one_chance_in(12) - && !(mon->can_cling_to_walls() && one_chance_in(4))) - { + // Retreating monsters retry every turn. + if (target_is_unreachable(mon) && !one_chance_in(12)) return false; - } #ifdef DEBUG_PATHFIND mprf("%s: Player out of reach! What now?", |