Closed ghost closed 3 years ago
This is necessary for performance reasons, unfortunately. After I implement (clean) path merging at some point in the future I can "fix" this.
Also, fun fact: it isn't that mobs are retargeting every few seconds. They actually retarget twice per SECOND, because the actual target selection algorithm is basically free. However, their path isn't updated until after a certain delay, which is dependent on several factors (a constant delay + a slight random delay + the number of nodes in the previous path). This lessens massive CPU spikes on rounds with 70+ mobs that spawn far away from the player.
I take it back — read over the code again and there's something I can maybe do to improve it.
Likely fixed or at least improved now, so I will close (feel free to reopen if it turns out it's not actually fixed)
Describe the bug (I don't know if this should be reported as a feature req or bug) Retargeting is "zz slow" as Josh would say.
Where did the bug occur Hades' Dominion
To Reproduce
Expected behavior Mob should've retargeted in a shorter time-frame
Additional context Had an incident just now where mob ignored the closest player for some unknown reason.