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KNPCs often get put into a very long pathing timeout

Open Kenionatus opened this issue 1 year ago • 0 comments

/datum/component/knpc/pathfind_timeout often reaches values above 100, which means they'll wait at least that many AI cycles before pathing again. This would be ok if pathing were only used for waypoints, but it is also used for melee attacks and kiting. This leads to the knpcs standing still when an enemy enters their vicinity and they'd now be able to find a sensible path.

I believe a combination of them getting into situation where no next node is available, the move randomly code never being reached and the timeout not being reset when it would be sensible lead to this.

Kenionatus avatar Dec 08 '22 08:12 Kenionatus