rect_t* PlayerAI::strongPlayerNear() { return findNearObject( ET_PLAYER, PL_LIFE, cl.pl->attrs[PL_LIFE]+1, 0x7F ); }
rect_t* PlayerAI::weakPlayerNear() { return findNearObject( ET_PLAYER, PL_LIFE, 10, cl.pl->attrs[PL_LIFE]-1 ); }
rect_t* PlayerAI::foodIsVisible() { value_t food_min = entity_types[ET_APPLE]->attr_types[AP_FOOD].min; return findNearObject( ET_APPLE, AP_FOOD, food_min+1, 0x7F ); }
bool PlayerAI::strongPlayerNear(int *x, int *y) { return findNearObject(x, y, MAX_CLIENT_VIEW, CELL_PLAYER, cd->life + 1, 0xFFFF); }
bool PlayerAI::weakPlayerNear(int *x, int *y) { // Pick all the fights (with max life = 100). return findNearObject(x, y, MAX_CLIENT_VIEW, CELL_PLAYER, 0, 100); }
bool PlayerAI::foodIsVisible(int *x, int *y) { return findNearObject(x, y, MAX_CLIENT_VIEW, CELL_OBJECT, -1, 0x7FFFFFFF); }