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Fixed neighbor finding loop and added probabilistic movement #16
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AFAIK the loop / synchro stuff was already fixed by 83986dc? So hopefully this wouldn't need any additional mitigation. Nevertheless, the Any particular reason why the |
Adding a few more details:
|
Amended the commit to reflect the original RANDOM_BLOCK_ITERATIONS loop on neighbor finding, but randomized. |
Reverting module.txt from debug settings Changed how reachTarget flag is raised in MoveTo minion action
Tested out, merging 👍 Am having a hard time tracking what is an outstanding issue and what may be newly introduced bugs. I noticed the "sliding" effect mentioned at #20 (comment) and also saw that all deer seemed to reset to point in a specific direction after they're done moving. Will continue on merging and hope to straighten it all out when we have fewer parallel PRs. |
I can confirm the "sliding"movement as well. (Context: all behaviors that ultimately use the |
Contains
Objective
Mitigate the synchronized stray behavior observed in the associated issue. Implementing a probabilistic movement action creates a visually smoother behavior for entities possessing the
stray
behavior and grouped in the same region.Changes
SetTargetToNearbyBlockNode
and replaced it with a random number generatormoveProbability
for the actionset_target_nearby_block
indoRandomMove.behavior
reachedTarget
flag is raised inMoveTo
minion actionUsage
The examples below show the usage of the
set_target_nearby_block
in conjunction withdoRandomMove.behavior
: