git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8791 c06c8d41-db1a-0410-9941-cceddc491573
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// Nonliving and berserking monsters always stop imediately,
// since they're only being forced out rather than actually scared.
// Nonliving and berserking monsters always stop immediately,
// since they're only being forced out rather than actually
// scared.
// move somewhat randomly along oblique paths. It is an exceedingly
// good idea, given crawl's unique line of sight properties.
// move somewhat randomly along oblique paths. It is an
// exceedingly good idea, given crawl's unique line of sight
// properties.
// If the monster is moving in your direction, whether to attack or protect
// you, or towards a monster it intends to attack, check whether we first
// need to take a step to the side to make sure the reinforcement can
// follow through.
// First, check whether the monster is smart enough to even consider this.
// If the monster is moving in your direction, whether to attack or
// protect you, or towards a monster it intends to attack, check
// whether we first need to take a step to the side to make sure the
// reinforcement can follow through.
// First, check whether the monster is smart enough to even consider
// this.
// (For really smart monsters, also check whether there's a monster
// farther back in the corridor that has some kind of ranged attack.)
//
// (For really smart monsters, also check whether there's a
// monster farther back in the corridor that has some kind of
// ranged attack.)
// Try to stay in sight of the player if we're moving toward's him/her,
// in order to avoid the monster coming into view, shouting, and then
// taking a step in a path to the player which temporarily takes it out of
// view, which can lead to the player getting "comes into view" and
// shout messages with no monster in view.
// Try to stay in sight of the player if we're moving towards
// him/her, in order to avoid the monster coming into view,
// shouting, and then taking a step in a path to the player which
// temporarily takes it out of view, which can lead to the player
// getting "comes into view" and shout messages with no monster in
// view.