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21 lines
1.0 KiB
C
21 lines
1.0 KiB
C
#ifndef PMDSKY_DUNGEON_AI_TARGETING_H
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#define PMDSKY_DUNGEON_AI_TARGETING_H
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#include "dungeon_mode.h"
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// Checks whether an AI-controlled monster should try to avoid the first hit in battle.
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// monster: Entity pointer
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// should_avoid: If true, this function always returns true.
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// return: True if the monster should try to avoid the first hit in battle.
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bool8 ShouldAvoidFirstHit(struct entity *monster, bool8 should_avoid);
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// Checks if a monster should run away from other monsters
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// return: True if the monster should run away, false otherwise
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bool8 ShouldMonsterRunAway(struct entity *monster);
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// Calls ShouldMonsterRunAway and returns its result. It also calls DisplayRunAwayIfTriggered if the result was true.
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// monster: Entity pointer
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// show_run_away_effect: Boolean value. If true, display a visual "poof" effect if the Run Away ability caused the monster to run away.
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// return: Result of the call to ShouldMonsterRunAway
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bool8 ShouldMonsterRunAwayAndShowEffect(struct entity *monster, bool8 show_run_away_effect);
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#endif //PMDSKY_DUNGEON_AI_TARGETING_H
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