Radar Bush Game

Walker behaviour

  • Choose mon
    • check for event
      • check if we already have mon
        • check steps
        • check percent
        • exclamation level = 3+rand()%2
    • check option a > b > c
    • check steps
    • check percent (same rand() val)
    • exclamation level = 3-idx+rand()%2
    • always have at least option c
  • mark active timer = 5 ticks
  • timeout timer = 0x40
  • active bush = rand()%4
  • substate user choose bush
    • dec mark timer
    • if mark timer up, dec timeout timer
    • on enter, if cursur is on active bush, move to substate handle ok bush
    • else move to failed global state
    • set message timeout to 10 ticks
  • substate radar handle ok bush
    • dec message timeout
    • if exclamation level == chosen level
      • set show message
      • reset bar animation frame
      • switch to battle start state
    • mark active timer = 16+rand()/stuff
    • inc exclamation level
    • active bush = rand()%4
    • switch to choosing state
  • substate user failure (I don't know if this ever gets called, on failure we go to separate global state)
    • show received message (??)
    • wait for input
    • send to splash
  • substate battle start
    • 4 ticks to black out screen
    • send to battle state