# Monster Detection & Behavior Improvements ## Summary Applied minimal, targeted fixes to improve monster detection, rotation smoothness, and attack consistency based on analysis of the existing system. --- ## Changes Made ### 1. ✅ Added Configurable Rotation Speed (MonsterController.cs) **Location**: Lines 15, 83 **What Changed**: ```csharp // NEW: Added public field public float rotationSpeed = 8f; // Higher = smoother rotation // UPDATED: FaceTarget() now uses configurable speed transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSpeed); ``` **Why**: - Previous hardcoded value of `5f` was okay but not customizable - New default of `8f` provides smoother rotation - Can be adjusted per-monster in Unity Inspector - Makes direction changes feel more natural during movement **Impact**: 🟢 Low - Improves visual smoothness, no gameplay impact --- ### 2. ✅ Added Per-Monster Distance Check (MonsterFormationGroup.cs) **Location**: Lines 397-403 **What Changed**: ```csharp // NEW: Check if each specific monster is close enough before attacking float distanceToPlayer = Vector3.Distance(monster.transform.position, player.position); if (distanceToPlayer > effectiveAttackRange) { Debug.Log($"[Combat] {monster.name} too far to attack ({distanceToPlayer:F1}m > {effectiveAttackRange:F1}m)"); continue; } ``` **Why**: - Previous system only checked if ANY monster was in range - Caused distant monsters in formation to attack when they shouldn't - Now each monster validates their own distance before attacking - Prevents "teleporting attacks" from back-row monsters **Impact**: 🟡 Medium - Fixes major combat issue, improves realism --- ### 3. ✅ Standardized Attack Range Checks (MonsterFormationGroup.cs) **Location**: Lines 20-22, 303, 368 **What Changed**: ```csharp // NEW: Consistent attack range calculation private const float ATTACK_RANGE_BUFFER = 0.5f; private float effectiveAttackRange => attackRange + ATTACK_RANGE_BUFFER; // UPDATED: All checks now use effectiveAttackRange if (monsterToPlayerDist <= effectiveAttackRange) // Line 303 if (...Distance(...) <= effectiveAttackRange) // Line 368 ``` **Before** (Inconsistent): | Location | Range Used | |----------|------------| | Update() | `attackRange + 0.5f` | | LoopAttack() | `attackRange + 0.5f` | | ChaseRoutine() | `attackRange` (no buffer) | **After** (Consistent): - All checks use `effectiveAttackRange` (6.5f by default) - Single source of truth for attack range - Easy to adjust if needed **Why**: - Inconsistent ranges caused confusing behavior - Monsters would chase/stop/attack at different distances - Now all combat logic uses same range definition **Impact**: 🟢 Low - Fixes consistency issue, makes behavior predictable --- ### 4. ✅ Prevented Update() State Interference (MonsterFormationGroup.cs) **Location**: Lines 280-281 **What Changed**: ```csharp // NEW: Early return if already in active state if (isChasing || attackLoopCoroutine != null) return; ``` **Why**: - Update() runs every frame (60+ times/second) - Could restart chase/attack while already running - Created race conditions and duplicate coroutines - Now guards against interfering with active states **Impact**: 🟡 Medium - Prevents potential bugs and duplicate behaviors --- ### 5. ✅ Removed Redundant Facing Check (MonsterFormationGroup.cs) **Location**: Line 408 (removed lines 396-400) **What Removed**: ```csharp // REMOVED: This check was always true after instant rotation // if (!monster.IsFacingTarget(player.position, 45f)) // { // Debug.LogWarning($"[Combat] {monster.name} is not properly facing player, skipping attack"); // continue; // } ``` **Why**: - Line 393 does instant rotation: `FaceTarget(player.position, instant: true)` - Immediately after, line 396 checked if facing (always true) - Redundant check that never fails - Removed unnecessary performance overhead **Impact**: 🟢 Low - Cleanup, minor performance improvement --- ## Testing Checklist ### Detection System - [ ] Monsters start chasing when player enters 20f detection radius - [ ] Monsters stop when player exits detection zone - [ ] Detection triggers consistently ### Direction/Rotation - [ ] Monsters rotate smoothly toward player during movement - [ ] Rotation feels natural and not jerky - [ ] Instant rotation works in combat (monsters face player before attacking) ### Attack System - [ ] Only front-row monsters in range attack - [ ] Distant monsters in formation don't attack - [ ] Attack range is consistent (6.5f) - [ ] Monsters stop attacking when player moves away ### Formation - [ ] Formation maintains during combat - [ ] No "teleporting attacks" from distant monsters - [ ] Back-row replacements work correctly ### State Management - [ ] No duplicate chase/attack behaviors - [ ] Update() doesn't interfere with active coroutines - [ ] Smooth transitions between idle/chase/attack states --- ## Configuration Options You can now adjust in Unity Inspector: ### MonsterController - **rotationSpeed** (default: 8f) - Higher = smoother turning ### MonsterFormationGroup - **attackRange** (default: 6f) - Base attack range - **ATTACK_RANGE_BUFFER** (hardcoded: 0.5f) - Buffer added to attack range - Effective range = 6.5f --- ## Known Limitations (Not Changed) These were identified but NOT modified per "don't change much" requirement: 1. **No Line-of-Sight**: Monsters detect through walls (simple sphere collider) 2. **Sequential Attacks**: Monsters attack one-by-one with delays (not parallel) 3. **Formation Gaps**: 2-second delay when replacing dead front-row monsters 4. **No Terrain Awareness**: Monsters don't check for obstacles during movement These can be addressed in future updates if needed. --- ## Summary of Impact | Change | Priority | Impact | Risk | |--------|----------|--------|------| | Rotation Speed | Low | Visual | None | | Per-Monster Distance | High | Gameplay | None | | Standardized Range | High | Consistency | None | | Update() Guard | Medium | Stability | None | | Remove Redundant Check | Low | Performance | None | **Total Changes**: 5 targeted fixes **Lines Modified**: ~15 lines across 2 files **Risk Level**: 🟢 Low - All changes are conservative and backwards compatible --- ## Files Modified 1. `/Assets/Scripts/Monsters/MonsterController.cs` - Added rotation speed field - Updated FaceTarget() to use configurable speed 2. `/Assets/Scripts/Monsters/MonsterFormationGroup.cs` - Added attack range consistency helpers - Added per-monster distance check - Added Update() state guards - Removed redundant facing check - Standardized all range checks 3. `/MONSTER_DETECTION_AND_BEHAVIOR_ANALYSIS.md` (NEW) - Comprehensive analysis document - Identified issues and recommendations --- ## Conclusion ✅ **Detection**: Now validates individual monster proximity before attacking ✅ **Direction**: Smoother, configurable rotation ✅ **Consistency**: Unified attack range across all checks ✅ **Stability**: Prevented state interference All changes are minimal, focused, and maintain existing behavior while fixing specific issues.