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Continue AI
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commit
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4
levels.h
4
levels.h
@ -237,8 +237,8 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level0 =
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{SFG_LEVEL_ELEMENT_BARREL, {12, 4}}, {SFG_LEVEL_ELEMENT_BARREL, {15, 4}},
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{SFG_LEVEL_ELEMENT_BARREL, {12, 4}}, {SFG_LEVEL_ELEMENT_BARREL, {15, 4}},
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{SFG_LEVEL_ELEMENT_BARREL, {24, 10}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_BARREL, {24, 10}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_BARREL, {13, 4}}, {SFG_LEVEL_ELEMENT_BARREL, {12, 6}},
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{SFG_LEVEL_ELEMENT_BARREL, {13, 4}}, {SFG_LEVEL_ELEMENT_BARREL, {12, 6}},
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{SFG_LEVEL_ELEMENT_MONSTER1, {15, 7}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_MONSTER1, {15, 7}}, {SFG_LEVEL_ELEMENT_MONSTER1, {16, 8}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_MONSTER1, {16, 7}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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36
main.c
36
main.c
@ -1010,28 +1010,38 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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if (state == SFG_MONSTER_STATE_IDLE)
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if (state == SFG_MONSTER_STATE_IDLE)
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{
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{
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switch (SFG_random() % 2)
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switch (SFG_random() % 8)
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{
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{
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case 0: state = SFG_MONSTER_STATE_GOING_E; break;
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case 0: state = SFG_MONSTER_STATE_GOING_E; break;
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case 1: state = SFG_MONSTER_STATE_GOING_W; break;
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case 1: state = SFG_MONSTER_STATE_GOING_W; break;
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case 2: state = SFG_MONSTER_STATE_GOING_N; break;
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case 3: state = SFG_MONSTER_STATE_GOING_S; break;
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case 4: state = SFG_MONSTER_STATE_GOING_NE; break;
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case 5: state = SFG_MONSTER_STATE_GOING_NW; break;
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case 6: state = SFG_MONSTER_STATE_GOING_SE; break;
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case 7: state = SFG_MONSTER_STATE_GOING_SW; break;
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default: break;
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default: break;
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}
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}
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}
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}
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else
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else
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{
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{
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switch (state)
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if (state == SFG_MONSTER_STATE_GOING_E ||
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{
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state == SFG_MONSTER_STATE_GOING_NE ||
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case SFG_MONSTER_STATE_GOING_E:
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state == SFG_MONSTER_STATE_GOING_SE)
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coordAdd[0] = 1;
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coordAdd[0] = 1;
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break;
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else if (state == SFG_MONSTER_STATE_GOING_W ||
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state == SFG_MONSTER_STATE_GOING_SW ||
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state == SFG_MONSTER_STATE_GOING_NW)
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coordAdd[0] = -1;
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case SFG_MONSTER_STATE_GOING_W:
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if (state == SFG_MONSTER_STATE_GOING_N ||
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coordAdd[0] = -1;
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state == SFG_MONSTER_STATE_GOING_NE ||
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break;
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state == SFG_MONSTER_STATE_GOING_NW)
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coordAdd[1] = -1;
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default:
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else if (state == SFG_MONSTER_STATE_GOING_S ||
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break;
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state == SFG_MONSTER_STATE_GOING_SE ||
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}
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state == SFG_MONSTER_STATE_GOING_SW)
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coordAdd[1] = 1;
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}
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}
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int16_t newPos[2];
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int16_t newPos[2];
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