Commit Graph

2 Commits

Author SHA1 Message Date
Aaron Kimbrell
f6659d35f9 test(ai): pets at pet blockers, carver_only walls and hedge sizes
A pet chasing across a "PR - Pet Blocker" stops in front of it; a
carver_only navmesh carver added without an object stops an enemy and goes
away with the physics world; carver_only alone blocks nothing; a Robot City
hedge's blocker has the size and offset of its collision shape.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 07:49:19 -05:00
Aaron Kimbrell
6208724e6a feat(ai): enemies' paths stop at movement blockers
MovementAIComponent::SetDestination cuts an enemy's path (chasing, tethering,
wandering) where it first walks into a wall its collision group can't cross,
so enemies no longer walk through the Sentinel camp walls, the Crux Prime and
property navmesh carvers, or the enemy blocking volumes. With nothing left to
walk the enemy stays put. Patrols along a level path, and movers without combat
AI, are left alone.

Adds a scenario test: an enemy chasing across an enemy only volume and across a
carver stops in front of it; the clear threat wall is a trigger, not a wall.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 17:52:02 -05:00