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Enemy AI #58
Enemy AI #58
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Still no indication of player health (except the game crashing). Consider adding it here or creating a separate issue for this. |
Bullet issue is fairly regular and not necessarily when targets are touching. Here's the error:
The problem is an attempt to do something with the bullet in the ship_damage system, but by the time this thing is attempted to be done... the bullet no longer exists. All that we do attempt to do with the bullet is despawn it: commands.entity(event.bullet).despawn(); It seems reasonable to assume that the bullet ship contact event is being triggered twice (bullets move fast - perhaps it has hit two targets before the event handling system has caught up). |
I was able to resolve that bug by moving the contact logic into the AttackSet system set. This places it before the damage system, which is set to happen This is a quick, hacky resolution, and it should be considered a target for refactoring when we reorganise modules into separate systems and components files. |
The last two todos...
I've created a new issue for the first (#59), and I just don't want to do the second one right now... I could spend a long time tweaking values, but it's all going to be worked into a broader AI system later so... I think it should be deferred to after that work. If that work doesn't come before v0.1, value tweaking might be a last thing before that milestone. |
closes #57
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