; a: 1 attack performed
; a: 0 no attack
unit_cpu_attack_player:
+ ld hl, act_pos_y
+ add hl, de
+
+ ld a, [hl] ; a = current unit y
+ ld b, a ; move to b
+
+ ld hl, player_unit+act_pos_y
+ ld a, [hl] ; a = player y
+
+ ; check y distance
+ call distance
+ cp a, 1
+ jr nz, @not_in_y_range REL
+ ld a, c ; find out which direction
+ cp a, DISTANCE_AGTB
+ ; jump up or down
+ jp z, @attack_up
+ jp @attack_down
+
+@not_in_y_range:
+
+ ; check x distance
+
ld a, 0 ; no attack
ret
+
+@attack_up:
+ ld a, 1 ; attack
+ ret
+
+@attack_down:
+ ld a, 1 ; attack
+ ret
+
+@attack_left:
+ ld a, 1 ; attack
+ ret
+
+@attack_right:
+ ld a, 1 ; attack
+ ret
+
; moves actor into a random direction
; inputs: