branchrust_reboot/main/naval_update/scientist_boat_aicancel
19 Commits over 31 Days - 0.03cph!
Much better avoidance results - higher speed in general
Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
naval_update -> scientist_boat_ai
naval_update -> scientist_boat_ai
Can drive in between obstacles better
Left side preference seems to be the way to go
Increase distance awareness
Better avoidance model
Rather than appending left,right,left,right directions append all left centre then right
When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left
Flip steering direction (was steering left when meant to be right)
Very simple, half working obstacle avoidance
Add classic boat wandering state
naval_update -> scientist_boat_ai
Calculate a bunch of ray directions in the bow and stern of the boat
Gives us some directions for steering behaviour
naval_update -> scientist_boat_ai
AI always ensures boat has enough fuel
AI makes sure the boat is started
Ensure State data gets a reference to the MotorRowboat, not the BaseVehicle
Huge cleanup of Vehicle AI architecture
Test idle state
Setup BoatAI as an ent
Prefab warmup
More implementation cleanup
Boat AI object BaseEntity which will be toggled on/off depending on if there are any NPCs on the RHIB
Injects steering and gas pedal into the BaseBoat class
Ensure the correct detla time is caclulated for between each ai update
Flesh out the AI Input provided interface with some OnAdd and OnRemove methods
BaseBoat injects steering and gas pedal into the AI's tick method