void CubePBC::InitPos(string type) { if("fcc" == type) SetupFCC(); else if("cubic" == type) SetupCubic(); UpdateCoord(); }
void Ghost::Update() { UpdateCoord(); if (objType != GOT_PLAYER) { UpdateAngle(); UpdateAI(1, true); // in order to ghosts don't stop // updating AI after moving to the next cell if (!(i == mi && j == mj)) { if (pGame->IsDifficultyHard() && pGame->GetMode() == "rl") { if (Velocity == pGame->cGhostList().cbegin()->Velocity) UpdateAI(0.4, false); //0.3 else UpdateAI(0.8, false); //0.2 } else if (pGame->GetCell(i, j) == 4 || pGame->GetCell(i, j) == 5) { if (pGame->GetMode() == "s") UpdateAI(0.8, false); else { double call_prob = 0.8; //0.5 0.8 if (pGame->GetMode() == "rl") call_prob = 0.3; //0.4 0.8 0.2 if (pGame->IsDifficultyHard()) // for labyrinth mode UpdateAI(call_prob, false); else { if (RANDOM < 0.7) UpdateAI(call_prob, false); else UpdateAI(call_prob); } } } } } Update_mij(); // isn't used if (objType == GOT_PLAYER) -> for future needs }