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fix: resolve unit collision with buildings and AI clustering issues#1224

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braedonsaunders merged 1 commit into
mainfrom
claude/debug-collision-ai-clustering-Op5DX
Feb 2, 2026
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fix: resolve unit collision with buildings and AI clustering issues#1224
braedonsaunders merged 1 commit into
mainfrom
claude/debug-collision-ai-clustering-Op5DX

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Collision fixes:

  • Add building avoidance to zero-velocity fallback (prevents bypassing NavMesh)
  • Add emergency building avoidance for crowd agents as safety net
  • Add warning logs when TileCache unavailable for obstacle registration

AI clustering fixes:

  • Use assaultIdleTicks counter to clear assault mode after 60 ticks idle
  • Handle stuck assault units in ALL AI states (not just attacking)
  • Hunt enemy units when no buildings remain (prevent premature victory state)
  • Spread hunt mode attack positions to prevent unit clumping
  • Return units to base after hunt completes with assault mode cleared
  • Increase idle separation strength from 0.8 to 1.2

https://claude.ai/code/session_01PCCMES9RiE6SXW5NKAJyHP

Collision fixes:
- Add building avoidance to zero-velocity fallback (prevents bypassing NavMesh)
- Add emergency building avoidance for crowd agents as safety net
- Add warning logs when TileCache unavailable for obstacle registration

AI clustering fixes:
- Use assaultIdleTicks counter to clear assault mode after 60 ticks idle
- Handle stuck assault units in ALL AI states (not just attacking)
- Hunt enemy units when no buildings remain (prevent premature victory state)
- Spread hunt mode attack positions to prevent unit clumping
- Return units to base after hunt completes with assault mode cleared
- Increase idle separation strength from 0.8 to 1.2

https://claude.ai/code/session_01PCCMES9RiE6SXW5NKAJyHP
@braedonsaunders braedonsaunders merged commit 016188d into main Feb 2, 2026
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2 participants