Improve mob combat and movement AI - #58
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Summary
Improves Retold mob decision-making across targeting, group defense, specialist combat, navigation recovery, and urgent flight. This follows the developer playtest reports that mobs retained low-threat targets, noticed enemies from implausible distances, failed to react before being hit, handled Phantom and armed attacks poorly, and visibly zigzagged while fleeing.
Player or developer impact
Validation
The full build passed after the final changes. Focused GameTests passed for target-range boundaries, threat retargeting, visible attack intent, faction/species assistance, Phantom behavior, Skeleton tactics, navigation recovery, Panda bamboo replacement, passive and wounded flight, Creeper/Cat reactions, water-safe routing, straight flee corridors, and active-path retention. Exact 50-mob Cow, Wolf, Salmon, and Cat benchmarks sustained 20 TPS across all 20 phases with a 6.472 ms/tick peak. Natural obstacles, crowds, circling attackers, multiplayer, dedicated servers, and existing worlds remain unverified and are documented as such.
AI assistance
Codex materially assisted implementation, test creation, documentation, and repository validation under developer direction. Results were checked with the full Gradle build, focused GameTests, diff checks, and representative TPS selectors; subjective natural-gameplay approval remains with the developer.
Documentation and release notes
Updated the AI architecture, implementation status, risks, confirmed issues, testing strategy, compatibility notes, benchmark record, and handoff documentation. README did not require a change.
Visual evidence
Not applicable: this PR contains AI behavior, tests, tags, mixin hooks, and documentation, with no visual or asset changes.
Licensing
No creative assets are included.