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Question by SuperCats14 · Aug 22, 2021 at 03:40 AM · enemy ai

Enemy AI Not Working

I used Patch quest's pseudocode to help me create a system that pushes the enemy away from obstacles and pulls the enemy towards the player. However, when I tested the system, the enemy does not push away from the obstacles at all, but still follows the player. I tried making the spring strength higher, but it did not work. Here's the code:

     [SerializeField] private Transform player;
     [SerializeField] private List<GameObject> obstacles;
     [SerializeField] private float speed;
 
     private Vector3 movementIntention = Vector3.zero;
     private Rigidbody2D rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
     }
 
     void Update()
     {
         movementIntention = getMovementIntention();
 
         rb.velocity = movementIntention * speed;
     }
 
     private Vector3 getMovementIntention()
     {
         Vector3 intention = Vector3.zero;
 
         intention = getPlayerMovementIntention(intention);
         intention = getObstacleMovementIntention(intention);
 
         if(intention.magnitude < 0.5f)
         {
             return Vector3.zero;
         }
 
         return intention.normalized;
     }
 
     private Vector3 getPlayerMovementIntention(Vector3 intention)
     {
         Vector3 direction = player.position - transform.position;
         float distance = Vector3.Distance(player.position, transform.position);
 
         float targetDistance = 0f;
         float springStrength = (distance - targetDistance);
         intention += direction * springStrength;
 
         return intention;
     }

     //This is the code that is supposed to push the enemy away from the obstacle
     private Vector3 getObstacleMovementIntention(Vector3 intention)
     {
         foreach (GameObject obstacle in obstacles)
         {
             Vector3 direction = obstacle.transform.position - transform.position;
             float distance = Vector3.Distance(transform.position, obstacle.transform.position);
 
             float springStrength = 1f / (1f + distance * distance * distance);
             intention -= direction * springStrength;
             print(intention);
         }
 
         return intention;
     }

Thanks in Advance!

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