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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-04 21:43:17 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-04 21:43:17 +0000 |
commit | 24c7f48b5401889a28462a809303545a7f4933df (patch) | |
tree | 3cb82bce72ee8146e817dc45021d78883f5a013e /crawl-ref/source/store.h | |
parent | e422b1baa5ffb05c2b938e2ca5a8490f4c8bfe83 (diff) | |
download | crawl-ref-24c7f48b5401889a28462a809303545a7f4933df.tar.gz crawl-ref-24c7f48b5401889a28462a809303545a7f4933df.zip |
Implement pathfinding for monsters, using the A* algorithm.
It's not actually used anywhere yet, but I've implemented a wizmode
testing function (x on monster, then 'w') that calculates the shortest
path to any playerchosen destination on the level, and it seems to work
quite well. The monsters tend to take zigzag paths but that should be
easy enough to smooth out and in any case doesn't matter all that much
since the player usually won't witness this. Oh, and though I tested
the whole thing in a labyrinth, it went ridiculously fast! I'd rather
doubted that but Darshan was completely right, as usually. :p
Please don't remove the debugging output yet, I still need them.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5476 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/store.h')
-rw-r--r-- | crawl-ref/source/store.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/store.h b/crawl-ref/source/store.h index f5f3f52b4a..23277348a3 100644 --- a/crawl-ref/source/store.h +++ b/crawl-ref/source/store.h @@ -352,7 +352,7 @@ public: void set_max_size(vec_size size); vec_size get_max_size() const; - // NOTE: If the const versions of get_value() or [] are given a + // NOTE: If the const versions of get_value() or [] are given an // index which doesn't exist, they will assert. const CrawlStoreValue& get_value(const vec_size &index) const; const CrawlStoreValue& operator[] (const vec_size &index) const; |