forked from phenom/healer-man
Release Healer Man 0.1.36
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import type { MutablePartyWorldPosition, PartyWorldPosition } from "./partyRuntimeRegistry";
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export const PARTY_STUCK_REPLAN_MS = 2_000;
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export const PARTY_STUCK_RECOVER_MS = 5_000;
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export const PARTY_STUCK_RECOVERY_COOLDOWN_MS = 10_000;
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const PROGRESS_DISTANCE = 0.45;
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const RECOVERY_RETRY_MS = 1_000;
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const MAX_TRAIL_GROUP_DISTANCE = 12;
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const MAX_TRAIL_HEIGHT_DIFFERENCE = 1.25;
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const MIN_RECOVERY_DISTANCE = 1;
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export interface PartyStuckRecoveryState {
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goalKey: string | null;
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readonly previousPosition: MutablePartyWorldPosition;
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waypoint: MutablePartyWorldPosition | null;
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netProgress: number;
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lastProgressAtMs: number;
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replanned: boolean;
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cooldownUntilMs: number;
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retryAtMs: number;
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}
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export interface PartyStuckRecoverySample {
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readonly position: PartyWorldPosition;
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readonly waypoint: PartyWorldPosition | null;
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readonly goalKey: string;
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readonly movementExpected: boolean;
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readonly health: number;
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readonly paused: boolean;
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readonly stopped: boolean;
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readonly casting: boolean;
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readonly controlled: boolean;
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readonly nowMs: number;
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}
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function distance(a: PartyWorldPosition, b: PartyWorldPosition): number {
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return Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2]);
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}
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function finitePosition(position: PartyWorldPosition): boolean {
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return position.every(Number.isFinite);
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}
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export function createPartyStuckRecoveryState(position: PartyWorldPosition, nowMs: number): PartyStuckRecoveryState {
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return {
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goalKey: null,
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previousPosition: [...position],
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waypoint: null,
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netProgress: 0,
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lastProgressAtMs: nowMs,
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replanned: false,
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cooldownUntilMs: 0,
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retryAtMs: 0,
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};
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}
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/** Clear navigation timing without letting pauses/holds bypass a teleport cooldown. */
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export function resetPartyStuckRecoveryProgress(state: PartyStuckRecoveryState): void {
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state.goalKey = null;
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state.waypoint = null;
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state.netProgress = 0;
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state.replanned = false;
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}
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/** Signed progress toward the previous waypoint cancels doorway back-and-forth. */
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export function updatePartyStuckRecovery(
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state: PartyStuckRecoveryState,
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sample: PartyStuckRecoverySample,
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): "none" | "replan" | "recover" {
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const { position, waypoint, nowMs } = sample;
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if (!Number.isFinite(nowMs) || !finitePosition(position) || (waypoint && !finitePosition(waypoint))) {
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resetPartyStuckRecoveryProgress(state);
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return "none";
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}
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const excluded = !sample.movementExpected || sample.health <= 0 || sample.paused
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|| sample.stopped || sample.casting || sample.controlled;
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if (excluded || state.goalKey !== sample.goalKey || nowMs < state.lastProgressAtMs) {
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resetPartyStuckRecoveryProgress(state);
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state.lastProgressAtMs = nowMs;
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if (!excluded) state.goalKey = sample.goalKey;
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} else if (state.waypoint) {
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// Target/waypoint movement itself is not actor progress. Count only the
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// actor's displacement relative to the last sampled route waypoint.
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// Once the old waypoint was reached, movement belongs to the next leg.
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// Otherwise dense waypoint chains would count every forward step as
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// moving away from the just-completed point.
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const progressWaypoint = waypoint && distance(state.previousPosition, state.waypoint) <= 0.06
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&& distance(waypoint, state.waypoint) > 0.04 ? waypoint : state.waypoint;
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state.netProgress += distance(state.previousPosition, progressWaypoint) - distance(position, progressWaypoint);
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if (state.netProgress >= PROGRESS_DISTANCE) {
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state.netProgress = 0;
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state.lastProgressAtMs = nowMs;
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state.replanned = false;
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}
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}
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state.previousPosition[0] = position[0];
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state.previousPosition[1] = position[1];
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state.previousPosition[2] = position[2];
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if (waypoint && !excluded) {
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state.waypoint ??= [0, 0, 0];
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state.waypoint[0] = waypoint[0];
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state.waypoint[1] = waypoint[1];
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state.waypoint[2] = waypoint[2];
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} else state.waypoint = null;
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if (excluded) return "none";
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const elapsed = nowMs - state.lastProgressAtMs;
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if (!state.replanned && elapsed >= PARTY_STUCK_REPLAN_MS) {
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state.replanned = true;
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return "replan";
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}
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if (elapsed >= PARTY_STUCK_RECOVER_MS && nowMs >= state.cooldownUntilMs && nowMs >= state.retryAtMs) {
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state.retryAtMs = nowMs + RECOVERY_RETRY_MS;
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return "recover";
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}
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return "none";
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}
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export function markPartyStuckRecovered(state: PartyStuckRecoveryState, position: PartyWorldPosition, nowMs: number): void {
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resetPartyStuckRecoveryProgress(state);
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state.previousPosition[0] = position[0];
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state.previousPosition[1] = position[1];
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state.previousPosition[2] = position[2];
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state.lastProgressAtMs = nowMs;
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state.cooldownUntilMs = nowMs + PARTY_STUCK_RECOVERY_COOLDOWN_MS;
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state.retryAtMs = state.cooldownUntilMs;
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}
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/** Position-only recovery: no squad recall, healing, threat reset, or resurrection. */
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export function applyPartyStuckRecoveryLanding(
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positions: ReadonlyMap<string, MutablePartyWorldPosition>,
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memberId: string,
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landing: PartyWorldPosition,
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state: PartyStuckRecoveryState,
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nowMs: number,
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): boolean {
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const current = positions.get(memberId);
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if (!current || !finitePosition(landing) || !Number.isFinite(nowMs)) return false;
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current[0] = landing[0];
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current[1] = landing[1];
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current[2] = landing[2];
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markPartyStuckRecovered(state, current, nowMs);
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return true;
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}
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/** Only visited trail positions are local candidates; never jump to an arbitrary nearest room. */
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export function choosePartyStuckRecoveryPosition({
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current, player, groupAnchor, trailPoints, validate,
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}: {
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readonly current: PartyWorldPosition;
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readonly player: PartyWorldPosition;
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readonly groupAnchor: PartyWorldPosition;
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readonly trailPoints: readonly PartyWorldPosition[];
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readonly validate: (position: PartyWorldPosition, anchor: PartyWorldPosition) => PartyWorldPosition | null;
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}): { readonly position: PartyWorldPosition; readonly source: "trail" | "player" } | null {
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if (!finitePosition(current) || !finitePosition(player) || !finitePosition(groupAnchor)) return null;
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const candidates = trailPoints.filter((point) => finitePosition(point)
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&& distance(point, current) >= MIN_RECOVERY_DISTANCE
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&& distance(point, groupAnchor) <= MAX_TRAIL_GROUP_DISTANCE
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&& Math.abs(point[1] - groupAnchor[1]) <= MAX_TRAIL_HEIGHT_DIFFERENCE)
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.sort((a, b) => distance(a, groupAnchor) - distance(b, groupAnchor));
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// Bound expensive path/physics checks even when a looping trail has many samples.
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for (const candidate of candidates.slice(0, 16)) {
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const position = validate(candidate, groupAnchor);
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if (position && finitePosition(position) && distance(position, current) >= MIN_RECOVERY_DISTANCE
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&& distance(position, candidate) <= 0.85
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&& Math.abs(position[1] - groupAnchor[1]) <= MAX_TRAIL_HEIGHT_DIFFERENCE) {
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return { position: [...position], source: "trail" };
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}
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}
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const position = validate(player, player);
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return position && finitePosition(position) && distance(position, player) <= 0.85
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? { position: [...position], source: "player" }
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: null;
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}
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