- I know it's been acknowledged but mentioning it just for the sake of it: Volt Goats can be zapped by lightning after they die.
- Spider Dens: their AttemptMakeQueen function doesn't account for the nest being dead (also, the spider queen cap check for some reason still lets the process go through, but doesn't spawn a queen, shouldn't it stop it from going through entirely so the den doesn't reset back to stage 1..?).
- Spider Queens: due to the brain still processing logic while dead (this should.. probably be changed in general to stop the brain on death as a generic mechanic, leaving room for exceptions if needed), they're able attempt to spawn spiders or become a spider den while in their death state, if timers align (they can still erode and despawn before either process is finished).
There's definitely more that I can't remember at the moment, but addressing the second point, of brains not being stopped on death, could probably help a lot to avoid that sort of thing (as well as save performance).
You could make the functionality in the spider queen brain to push events instead, so that the stategraph verifies that, but that will happen on any brain update once the timers allow those actions, so stopping the brain on death for most if not all entities would be more ideal I feel. You could add a unique check in the health component for when an entity is revived, to remove the "death" reason and restart the brain if applicable.
Gonna have to use debugging tools to consistently reproduce this.
- Kill certain entities like the ones mentioned in the report, right before their timers to go into a unique state are done.
- Notice how they can still exit the death state into something else, potentially fully going through with the new state, or eroding away (from having died) before they're finished.
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