Walking_Away: ; entity XY in BC, Breaks DE ; Is Bunny close enough to follow LD A, $mem_bunny_x SUB B .ABS CP $08 JR NC, =.Random_walker LD A, $mem_bunny_y SUB C .ABS CP $08 JR NC, =.Random_walker JR =.Follow_bunny .Random_walker: CALL =RNG_Step LD E, $00 RR A RR E SWAP E AND $03 INC A OR E LD D, A AND $07 SWAP A OR D LD D, A JP =.Check_Collision .Follow_bunny: LD A, $mem_bunny_predicted_x LD $tmp_var_1, A LD A, $mem_bunny_predicted_y LD $tmp_var_2, A CALL =RNG_Step AND $02 LD $tmp_var_3, A CP $00 JR Z, =.skip_invert_axis LD A, $mem_bunny_predicted_y LD $tmp_var_1, A LD A, $mem_bunny_predicted_x LD $tmp_var_2, A LD E, B LD B, C LD C, E .skip_invert_axis: ; Choose direction LD A, B ADD $80 LD E, A LD A, $tmp_var_1 ADD $80 CP E JR Z =.Vertical JR C =.Go_Left .Go_Right: LD A, $enum_direction_left JR =.Check_Horizontal_Collision .Go_Left: LD A, $enum_direction_right .Check_Horizontal_Collision: LD E, A DEC E LD A, $tmp_var_3 XOR E INC E INC A OR $08 PUSH BC CALL =Get_Position_After_Move CALL =Is_Collisionable POP BC CP $00 LD A, E JR Z, =.Direction_check_end .Vertical: LD A, C ADD $80 LD E, A LD A, $tmp_var_2 ADD $80 CP E JR Z =.No_movement JR C =.Go_Up .Go_Down: LD A, $enum_direction_up JR =.Direction_check_end .Go_Up: LD A, $enum_direction_down .Direction_check_end: DEC A LD E, A LD A, $tmp_var_3 XOR E INC A OR $08 LD D, A AND $07 SWAP A OR D LD D, A ; Check collision .No_movement: LD A, $tmp_var_3 CP $00 JR Z, =.skip_invert_axis2 LD E, B LD B, C LD C, E .skip_invert_axis2: .Check_Collision: PUSH BC LD A, D CALL =Get_Position_After_Move CALL =Is_Collisionable CALL =Carve_Entity_Collision_Map POP BC CP $00 RET Z RES 3, D RET