branchrust_reboot/main/ai_wolf_iterationcancel
413 Commits over 123 Days - 0.14cph!
Make sure state and transitions are always deep copying internal lists
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
Fix wolves sliding when waking up
When wolf braking too abruptly
Tick steering manually from serverMgr instead of unity's update
Fix typo in time warning comment
Remove hardcoded speed values
Fix hobo barrel and witch cauldron not scaring wolves when they are lit
Undo accidental change to procedural map
Make wolves more accurately align with food when eating
Make wolf decelerate faster when approaching a player holding fire, as to not end up charging them by accident, which would make them think the fire is not working
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
- Optimize the fsm transitions that are called often: cache distance to target (per frame) and components
- Optimize roaming and flee: don't project all points in a circle around the wolf, once points are scored, early out after both nav projection and path succeed
- Remove allocation caused by List.GetRange in GetFirstReachablePointInTopPct
- Remove transitions updates (time elapsed now uses a timestamp)
- Add more TimeWarning coverage
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
Temporarily prevent wolves from hunting scientists until we update their AI
Fix wolf mesh not being culled on client when occluded
Fix wolves not stopping when ai.move is set to false while the server is running
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
Fire fire blocking the wolves unreachable behaviour from triggering
Reduces wolf odds of trying to resist fire
Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
Use a different syntax for HFSM declaration which results in a more compact and readable tree
Fix wolf chasing its own tail
Fix a lot of the wolves state incorrectly returning base.OnStateEnter() from OnStateUpdate, causing a lot of weird behaviour
Fix wolf slowing down before jumping on foundation
Have wolf smoothly decelerate instead of stopping dead in its tracks
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
Expose convar for wolf max per frame budget
Make wolf foundation jump more consistent
The wolf can now lie down or scratch its ears instead of just standing still
Refactor wolf fsm to be easier to maintain and extend
▊▅▅▇▍▍▍▊▉ ▄▋▌ ▌█▄ ▅▇▅█▅▋ ▌▄▇▉▅▉, █▅▇▅▍█ ▇▄▊▇ ▋▌▆▆▊ ▄▉▌▇ ▄▉█ ▆▋█▊ ▌▊▌ ▄▋▋▋█ █▉▆ ▍▋▇███▋ ▊▇ ▆▍▅, ▋▉▉ ▅▅▄▄ ▌▉▊▇▊▊ ▆▉▊▍▅▌ ▋▄▌▉ ▄▄▉'▅ ▄▉▅▄ █▍▉▄▉▅
- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee
- Make torch swing reactions less delayed
- Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
Fix fire not being detected sometimes at a specific distance
(do not forget about a fire when it leaves out perception range, remember it until it's disappears)
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)