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feat: Add MovingAI pathing for NPCs without combatAI #1509
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Easier for usage with paths
we just need it for npcs for now, combat ai can be done later
jadebenn
reviewed
Mar 26, 2024
aronwk-aaron
approved these changes
Mar 27, 2024
jadebenn
approved these changes
Mar 27, 2024
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Looks good to me!
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wow look we finally got it done, lets see how old this issue is
yeah thats pretty old
fixes #555
also fixes and unreported issue that apparently we were all just complacent with; enemies no longer do small teleports do go from location to location. They now follow a smooth path of their actual position which makes combat way more fun. The point of the Approximate location is kind of defeated now given the position needs to be set on every frame, but combat and moving proximity boxes are now correct.
Tested (in an unmodified vanilla client) that all enemies in crux move in smooth lines towards the player with no teleporting, Forbidden valley ronins and horsemen path smoothly
Battle of Nimbus Station enemies path smoothly
Avant Gardens Survival enemies path smoothly
Heimlich Stewblaster now moves along his path and stops when players are close
Robots in Robot City now move and stop when players interact with them (animation isnt consistent, but a non-issue)
both of the above also loop as per their pathing configuration.
Note: Pathing is only implemented right now for NPCs without CombatAI. This is because this was a necessary step to get the CombatAI working and a good stepping stone to implementing pathing overrides for CombatAI (see patrols for skeleton commanders in Crux Prime).
here is a video of the difference as well.
https://www.youtube.com/watch?v=7ZMOTrO34Sg