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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
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