if you throw a proximity grenade near the door of a house
Wait, you said "house", not UFO. I think I know what likely happens.
If you throw them near the UFO-wall, they will not avoid it and sometimes explode it by getting into the trigger-radius but while at the other side of the wall.
I made it so that they can defuse grenades that won't harm them anyways.
However, I didn't consider regular houses with weak wooden doors. If they try the same there, the mine will just explose outside of the door but the door will break and the alien will die anyways.
Maybe I can make them consider the armor of whatever they think will protect them from the explosion so they can figure out what things don't.
Edit: I'm actually already doing this. However, I compare armor of the blockage vs. the mine's power but the damage can be up to power * 2. So I guess that it's the explosions that roll higher are the cause of it and I have to require the armor to be twice the power in order to deem it save. I'll experiment a little with what you said.
Edit 2: It's kinda weird and inconsistent. Some mines are respected and they totally will not explode them. But others are ignored. Guess I have some debugging to do.
Edit 3: I found the issue. The proxy-safety is checked in "isPathToPositionSave". The function checks for risk of reaction fire with it's return-value and for risk of triggering a proxy-grenade in a reference-parameter.
So when it found an issue with reaction-fire-fear it would "return false" at this place. But this value was then only used as a score-modifier. And since the path is checked backwards from goal to start, it won't notice anymore that proxy-grenades on the path will be triggered as it has already left the function.
So the fix was to no longer "return false" but instead to set a return-value and only return it at the end.
The issue got way worse with 8.3.1 since this also used virtual positions of enemies for reaction-fire checks, whereas before it only used units actually visible. That's why I didn't notice it before and I didn't recheck if it still works after this change.
So thanks a lot for finding and reporting this issue!