forked from phenom/healer-man
Compare commits
| Author | SHA1 | Date | |
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03a4e3f51c | ||
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40d9f346d8 |
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@@ -2305,3 +2305,137 @@ Vite's existing large-chunk advisory remains informational.
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compression, and release-bundle verification passed. Existing build-size
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advisories and deprecated physics initialization warnings remain. No hosted
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release was published.
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## 2026-09-12 - Non-blocking players and combat actors
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- Removed party soft separation and crowd-triggered combat repositioning.
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Companions may overlap or cross one another without push-apart corrections
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changing their routes. Normal follow formations and role-specific attack
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ranges remain; a tank already in melee range does not move just because an
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ally occupies the same position.
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- Added a shared actor collision layer that interacts only with physical
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terrain. The player capsule uses this layer. Player controller movement,
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ground probes, camera sweeps, party direct/route validation, party grounding,
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and combat ground-position queries use terrain-only filters. Actor body type
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cannot turn an actor into a floor or movement obstruction. Party members,
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remote players, mobs, and bosses currently render without physical colliders;
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any future actor capsule must use the shared actor layer.
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- Walls, floors, ceilings, dungeon objects, and the Stockades walking ramps
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retain their terrain collision. Target-selection meshes, combat visibility,
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damage, and attack-range checks were not removed.
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- Ten new Rapier regressions cover overlapping actors with no contacts or
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displacement, movement through fixed/kinematic/dynamic actors (including an
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overlapped starting position), continued wall/floor collision, and ignoring
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actors in ground, party-route, and camera queries. A terrain-layer control
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confirms real actor/terrain contacts are still detected. Stockades shipping-
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asset regressions now use the live player collision policy and still pass
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down/up all three ramps without jumping.
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- Browser smoke pass at 1280 x 720 used offline level-15 Priest Rolecheck with
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Blood DK, Combat Rogue, Unholy DK, and Frost Mage companions. Inline roster
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and dungeon screenshots show character bodies, weapons, unchanged visible
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stairs, and the existing warm lighting. Attack moved companions down from
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the entrance and out of its view without ROUTE BLOCKED; the tank took aggro
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and melee/caster combat events continued. Experience rose from 11,098 to
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13,359. Stop followed by Recall returned the party to the nearby player.
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Selecting Morvane and casting Power Word: Shield applied the buff successfully.
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- Live QA was an entrance/trash/recall smoke pass, not a full dungeon clear or
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a manual traversal of both wings. Actor overlap and passage guarantees are
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backed by the physics regressions; physical Android and multiplayer QA remain
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open.
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- Validation: all 225 Vitest files passed, 1,390 tests passed, and six existing
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tests remained skipped. The final focused checks passed again after cleanup.
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Production TypeScript/Vite build, texture/performance audits, static bundle
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compression, and release-bundle verification passed. Existing chunk-size
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advisories and deprecated physics initialization warnings remain. No hosted
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||||
release was published.
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## 2026-09-12 - Individual companion navigation recovery
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- Replaced the old distant, whole-party stuck Recall with an individual
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navigation watchdog in a separately tested game module. Two seconds without
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meaningful waypoint progress invalidates that companion's route; five seconds
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requests a safe recovery landing. Failed replans do not restart the timer,
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back-and-forth movement cancels forward progress, and dense waypoint chains
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still count genuine movement around corners.
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- Recovery prefers a recently visited party/player trail point near the group
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on the same floor, then falls back to a validated player position. Actual
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terrain checks require walkable ground, clear companion body space, and a
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route back to the group. Blocked or invalid landings are not applied. Each
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companion has an independent ten-second teleport cooldown.
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- Intentional attack-range holds, casting/channeling, crowd control, Stop,
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death, inactive simulation, and UI pauses do not accumulate stuck time.
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Automatic recovery changes only the affected companion's position and routing
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state; it does not heal, resurrect, reset threat, or teleport other companions.
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Manual Recall keeps its existing whole-party behavior and party order.
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- Added regressions for recovery timing, oscillation, replanning, independent
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cooldowns and member isolation, exclusions, safe-trail/player selection, wall
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and ceiling rejection, missing floors, and actor-independent landing checks.
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Shipping Stockades navigation/collision assets validate recovery landings on
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all three ramps and along approaches to all five boss objectives.
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- Browser smoke pass at 1280 x 720 used offline Priest Rolecheck and Blood DK,
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Combat Rogue, Unholy DK, and Frost Mage companions. Inline roster and dungeon
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screenshots show unchanged character bodies, equipment, stairs, and warm
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lighting. The first catalog load needed a retry. Attack moved companions down
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from the entrance without ROUTE BLOCKED, and combat continued with the player
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stationary. The unattended party eventually died; Stop remained selected
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after Recall returned the fallen companions without resurrecting them.
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- The intermittent side-room trap and its automatic recovery were not reproduced
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live. Recovery triggers and terrain safety are backed by automated tests;
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extended side-room playtesting, a healed full clear, and physical Android QA
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remain open. This pass did not modify existing ramp or actor-collision policy.
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- Validation: all 227 Vitest files passed, 1,416 tests passed, and six existing
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tests remained skipped. The final 37 focused checks passed after correcting a
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test-helper type annotation. Production TypeScript/Vite compilation, texture
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and performance audits, static compression, and bundle verification passed.
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Existing chunk-size advisories and deprecated physics initialization warnings
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remain. No hosted release was published.
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## 2026-09-12 - Wall-aware combat pursuit and individual mob recovery
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- Hostile mob actions now require both attack range and terrain line of sight.
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Losing either cancels a pending hostile cast so pursuit can resume; companion
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hostile casts also cancel when sight is lost. Self buffs and friendly heals
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cannot make an otherwise obstructed mob hold an attack position. Proximity
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aggro also checks sight instead of pulling enemies through nearby walls.
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- Static enemies, roaming packs, and summoned enemies share separately tested
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imperative pursuit rules over the already-loaded dungeon navigation surface.
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Blocked direct approaches use approved routes through doorways. Routes may
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finish at a reachable attack position only when that position is both in
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range and visible; off-surface connectors still require body clearance.
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- Two seconds without meaningful waypoint progress requests a replan. After
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five seconds, a stuck mob within ten meters of its target may recover to a
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validated nearby landing on the same floor and within its home leash. Ground,
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body clearance, route connectivity, attack range, and sight must all pass.
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This teleport preserves health and threat and has a ten-second cooldown.
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- Distant, wrong-floor, out-of-leash, or unsafe near-target recovery requests
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instead reset only that mob's combat state and restore its health. A validated
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home landing is preferred; otherwise it evades and navigates home without a
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blind teleport. Ten seconds of evade prevents immediate proximity, damage,
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or taunt re-engagement. Dead enemies are never resurrected. Casting, control,
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pauses, inactive simulation, and non-authoritative online clients do not
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accumulate navigation failures or trigger automatic recovery.
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- Regression coverage includes range-plus-sight attack/cast gating, immediate
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cast cancellation, doorway detours, recovery timing and safety, reset/member
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isolation, cooldown bypass protection, and near-teleport health/threat
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preservation. Shipping Stockades meshes independently verify real wall
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occlusion in both directions and clear sight across all three stair ramps.
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Pursuing mobs traverse each actual ramp uphill and downhill without false
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teleport/reset recovery. Existing party and player ramp checks still pass.
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- Browser smoke pass at 1280 x 720 used offline level-16 Priest Rolecheck and
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Blood DK, Combat Rogue, Unholy DK, and Frost Mage companions. Power Word:
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Shield applied to Morvane; Attack moved companions down from the entrance
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and out of its view without ROUTE BLOCKED, and Defias melee/cast events and
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tank damage followed. Stop plus Recall returned all four living companions
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to the nearby player while retaining Stop. Inline screenshots show character
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bodies, equipment, unchanged visible steps, and the existing warm lighting.
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The browser console had no errors and the existing physics initialization
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deprecation warning only.
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- Live QA was a short entrance/combat/recall smoke test, not a healed full clear
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or a manually reproduced side-room wall trap. Wall-blocked pursuit and mob
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recovery triggers are backed by automated tests; extended side-room combat,
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physical Android, and live multiplayer QA remain open. Existing lighting,
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ramp assets, and non-blocking actor collision policy were not changed.
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- Validation: all 229 Vitest files passed, 1,444 tests passed, and six existing
|
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tests remained skipped. Final production TypeScript/Vite compilation, texture
|
||||
and performance audits, static compression, and bundle verification passed.
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Existing chunk-size advisories remain. No hosted release was published.
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Generated
+2
-2
@@ -1,12 +1,12 @@
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{
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"name": "healer-man",
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"version": "0.1.34",
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"version": "0.1.36",
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"lockfileVersion": 3,
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"requires": true,
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"packages": {
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"": {
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"name": "healer-man",
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"version": "0.1.34",
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"version": "0.1.36",
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"dependencies": {
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"@capacitor/android": "8.4.1",
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"@capacitor/core": "8.4.1",
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+1
-1
@@ -1,7 +1,7 @@
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{
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"name": "healer-man",
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"private": true,
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"version": "0.1.34",
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"version": "0.1.36",
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"type": "module",
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"scripts": {
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"dev": "vite --host 0.0.0.0",
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@@ -1,4 +1,4 @@
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{
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"versionName": "0.1.34",
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"versionCode": 1034
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"versionName": "0.1.36",
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"versionCode": 1036
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}
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@@ -1,3 +1,5 @@
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import type { PartyNavigationGraph } from "./partyNavigation";
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export type CombatSpatialPosition = readonly [x: number, y: number, z: number];
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export interface CombatSpatialActorSnapshot {
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@@ -8,6 +10,8 @@ export interface CombatSpatialActorSnapshot {
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}
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export interface CombatSpatialProvider {
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/** The already-loaded, reviewed dungeon surface shared by actor navigation. */
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readonly navigationGraph?: () => PartyNavigationGraph | null;
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readonly actor: (actorId: string) => CombatSpatialActorSnapshot | null;
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readonly hasLineOfSight: (
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source: CombatSpatialPosition,
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@@ -45,6 +49,10 @@ export function combatHasLineOfSight(
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return provider?.hasLineOfSight(source, target) ?? true;
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}
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export function combatNavigationGraph(): PartyNavigationGraph | null {
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return provider?.navigationGraph?.() ?? null;
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}
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export function projectCombatGroundPoint(
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requested: CombatSpatialPosition,
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maximumDistance: number,
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+81
-13
@@ -372,6 +372,7 @@ export interface MobCombatState {
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readonly lastDamageAt: number;
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readonly engaged: boolean;
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readonly combatPhase: "idle" | "chasing" | "attacking" | "returning";
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readonly navigationEvadeUntil?: number;
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readonly homePosition: CombatPosition | null;
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readonly nextAttackAt: number;
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readonly abilityReadyAt: Readonly<Record<string, number>>;
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@@ -723,6 +724,7 @@ export interface CombatState {
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cancelCast: (message?: string) => boolean;
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engageNearbyMobs: (now?: number, playerPosition?: CombatPosition) => number;
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advanceMobCombat: (now?: number, playerPosition?: CombatPosition) => number;
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resetMobForNavigation: (id: string, atHome: boolean, now?: number) => boolean;
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tick: (deltaSeconds: number, now?: number) => void;
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resetEncounter: (options?: {
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readonly preserveDefeated?: boolean;
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@@ -2418,6 +2420,7 @@ function engageMobGroup(
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let changed = false;
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for (const [id, mob] of Object.entries(mobs)) {
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if (mob.dead || mob.despawned || mobGroupId(id) !== groupId) continue;
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if (mob.combatPhase === "returning" || (mob.navigationEvadeUntil ?? 0) > now) continue;
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const threatByActor = groupWasEngaged
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? mob.threatByActor
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: seedActorThreat(mob.threatByActor, sourceActorId);
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@@ -2459,7 +2462,7 @@ function nearestAggroActorId(
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let nearestDistanceSquared = aggroRange * aggroRange;
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if (state.health > 0) {
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const playerDistanceSquared = distanceSquared(mobPosition, state.playerPosition);
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if (playerDistanceSquared <= nearestDistanceSquared) {
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if (playerDistanceSquared <= nearestDistanceSquared && combatHasLineOfSight(mobPosition, state.playerPosition)) {
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nearestId = PLAYER_AGGRO_ID;
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nearestDistanceSquared = playerDistanceSquared;
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}
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@@ -2469,7 +2472,7 @@ function nearestAggroActorId(
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const position = getPartyRuntimePosition(member.id);
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if (!position) continue;
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const memberDistanceSquared = distanceSquared(mobPosition, position);
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if (memberDistanceSquared < nearestDistanceSquared) {
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if (memberDistanceSquared < nearestDistanceSquared && combatHasLineOfSight(mobPosition, position)) {
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nearestId = member.id;
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nearestDistanceSquared = memberDistanceSquared;
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}
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@@ -2479,7 +2482,7 @@ function nearestAggroActorId(
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const position = getPartyRuntimePosition(actor.id);
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if (!position) continue;
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const actorDistanceSquared = distanceSquared(mobPosition, position);
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if (actorDistanceSquared < nearestDistanceSquared) {
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if (actorDistanceSquared < nearestDistanceSquared && combatHasLineOfSight(mobPosition, position)) {
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nearestId = actor.id;
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nearestDistanceSquared = actorDistanceSquared;
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}
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@@ -2487,7 +2490,7 @@ function nearestAggroActorId(
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for (const summon of state.summons) {
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if (summon.health <= 0) continue;
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const summonDistanceSquared = distanceSquared(mobPosition, summon.position);
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if (summonDistanceSquared < nearestDistanceSquared) {
|
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if (summonDistanceSquared < nearestDistanceSquared && combatHasLineOfSight(mobPosition, summon.position)) {
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nearestId = summon.id;
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nearestDistanceSquared = summonDistanceSquared;
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}
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@@ -2533,7 +2536,9 @@ function damageMobInWork(
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combatResult?: CombatResult,
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): DamageResult {
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const mob = work.mobs[id];
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if (!mob || mob.dead || amount <= 0) return { amount: 0, killed: false, xpAwarded: 0, levelsGained: 0 };
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if (!mob || mob.dead || amount <= 0 || (mob.navigationEvadeUntil ?? 0) > now) {
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return { amount: 0, killed: false, xpAwarded: 0, levelsGained: 0 };
|
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}
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const mitigatedBeforeAuras = combatResult?.finalDamage ?? damageAfterMobResistance(
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amount,
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mob,
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@@ -2678,7 +2683,7 @@ function resolveAndDamageMobInWork(
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rules: CombatResultRules = {},
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): DamageResult {
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const mob = work.mobs[id];
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if (!mob || mob.dead || amount <= 0) {
|
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if (!mob || mob.dead || amount <= 0 || (mob.navigationEvadeUntil ?? 0) > now) {
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return { amount: 0, killed: false, xpAwarded: 0, levelsGained: 0 };
|
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}
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const sourceAuras = aurasForEntity(work.auras, source.actorId);
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@@ -5656,7 +5661,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
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tauntMob: (id, source, durationMs, now = combatNow()) => {
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const target = get().mobs[id];
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if (!target || target.dead || durationMs <= 0) return false;
|
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if (!target || target.dead || durationMs <= 0 || (target.navigationEvadeUntil ?? 0) > now) return false;
|
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const previous = target.tauntDiminishingReturns;
|
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const applications = target.boss && previous && previous.resetAt > now ? previous.applications : 0;
|
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const multiplier = target.boss ? [1, 0.65, 0.4225, 0][Math.min(3, applications)] : 1;
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@@ -5676,6 +5681,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
|
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));
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for (const [mobId, mob] of Object.entries(mobs)) {
|
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if (mob.dead || mobGroupId(mobId) !== groupId) continue;
|
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if ((mob.navigationEvadeUntil ?? 0) > now) continue;
|
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const seeded = groupWasEngaged
|
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? mob.threatByActor
|
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: seedActorThreat(mob.threatByActor, source.actorId);
|
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@@ -6441,7 +6447,8 @@ export const useCombatStore = create<CombatState>((set, get) => ({
|
||||
let engagedGroups = 0;
|
||||
for (const id of Object.keys(mobs)) {
|
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const mob = mobs[id];
|
||||
if (mob.dead || mob.despawned || mob.engaged || mob.aggroRange <= 0) continue;
|
||||
if (mob.dead || mob.despawned || mob.engaged || mob.aggroRange <= 0
|
||||
|| mob.combatPhase === "returning" || (mob.navigationEvadeUntil ?? 0) > now) continue;
|
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const position = getMobPosition(id);
|
||||
if (!position) continue;
|
||||
const actorId = nearestAggroActorId(runtimeState, position, mob.aggroRange);
|
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@@ -6452,6 +6459,38 @@ export const useCombatStore = create<CombatState>((set, get) => ({
|
||||
return engagedGroups;
|
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},
|
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|
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resetMobForNavigation: (id, atHome, now = combatNow()) => {
|
||||
const state = get();
|
||||
const mob = state.mobs[id];
|
||||
if (!mob || mob.dead || mob.despawned || !Number.isFinite(now)) return false;
|
||||
set({
|
||||
mobs: { ...state.mobs, [id]: {
|
||||
...mob,
|
||||
engaged: false,
|
||||
combatPhase: atHome ? "idle" : "returning",
|
||||
navigationEvadeUntil: Math.max(mob.navigationEvadeUntil ?? 0, now + 10_000),
|
||||
health: mob.maxHealth,
|
||||
statuses: [],
|
||||
controlDiminishingReturns: {},
|
||||
tauntDiminishingReturns: { applications: 0, resetAt: 0 },
|
||||
auras: [],
|
||||
abilityReadyAt: {},
|
||||
abilityCastCounts: {},
|
||||
activeCast: null,
|
||||
schoolLockedUntil: {},
|
||||
nextAttackAt: 0,
|
||||
nextAttackIndex: 0,
|
||||
threatByActor: {},
|
||||
targetActorId: null,
|
||||
forcedTarget: null,
|
||||
} },
|
||||
effects: state.effects.filter((effect) => effect.targetId !== id && effect.sourceActorId !== id),
|
||||
auras: state.auras.filter((aura) => aura.targetId !== id && aura.sourceId !== id),
|
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areaEffects: state.areaEffects.filter((area) => area.sourceActorId !== id),
|
||||
});
|
||||
return true;
|
||||
},
|
||||
|
||||
advanceMobCombat: (now = combatNow(), playerPosition) => {
|
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const state = get();
|
||||
const runtimeState = playerPosition
|
||||
@@ -6527,6 +6566,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
|
||||
const dy = position[1] - targetPosition[1];
|
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const dz = position[2] - targetPosition[2];
|
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const distanceSquared = dx * dx + dy * dy + dz * dz;
|
||||
const targetVisible = combatHasLineOfSight(position, targetPosition);
|
||||
const abilityReadyAt = Object.keys(mob.abilityReadyAt).length
|
||||
? { ...mob.abilityReadyAt }
|
||||
: { ...initialEnemyAbilityReadyAt(mob, now) };
|
||||
@@ -6537,6 +6577,20 @@ export const useCombatStore = create<CombatState>((set, get) => ({
|
||||
let enemyActiveCast = cannotAttack || (silenced && mob.activeCast?.school !== "physical")
|
||||
? null
|
||||
: mob.activeCast;
|
||||
if (enemyActiveCast) {
|
||||
const pendingAttack = mob.attacks.find((attack) => attack.id === enemyActiveCast!.attackId);
|
||||
const pendingPosition = enemyActiveCast.targetActorId
|
||||
? actorPosition(runtimeState, enemyActiveCast.targetActorId) : null;
|
||||
if (pendingAttack && enemyAbilityNeedsHostileRange(pendingAttack)
|
||||
&& (!pendingPosition || !combatHasLineOfSight(position, pendingPosition)
|
||||
|| Math.hypot(position[0] - pendingPosition[0], position[1] - pendingPosition[1],
|
||||
position[2] - pendingPosition[2]) > pendingAttack.range)) {
|
||||
emitEnemyAttackPresentation(mob, pendingAttack, "cast-cancel", now, position,
|
||||
enemyActiveCast.targetActorId, pendingPosition);
|
||||
abilityReadyAt[pendingAttack.id] = now + 250;
|
||||
enemyActiveCast = null;
|
||||
}
|
||||
}
|
||||
let completingEnemyCast = false;
|
||||
let selectedAttackIndex = -1;
|
||||
let selectedAttack: EnemyAttackDefinition | null = null;
|
||||
@@ -6551,7 +6605,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
|
||||
const attack = mob.attacks[index];
|
||||
const attackKind = enemyAttackKind(attack);
|
||||
const inAbilityRange = !enemyAbilityNeedsHostileRange(attack)
|
||||
|| distanceSquared <= attack.range * attack.range;
|
||||
|| (targetVisible && distanceSquared <= attack.range * attack.range);
|
||||
if (
|
||||
inAbilityRange
|
||||
&& !(silenced && attackKind === "spell")
|
||||
@@ -6567,10 +6621,24 @@ export const useCombatStore = create<CombatState>((set, get) => ({
|
||||
}
|
||||
}
|
||||
}
|
||||
const inRange = mob.attacks.some((attack) => (
|
||||
!enemyAbilityNeedsHostileRange(attack)
|
||||
|| distanceSquared <= attack.range * attack.range
|
||||
));
|
||||
// A self buff/heal must not pin an otherwise blocked attacker in place.
|
||||
const hostileAttacks = mob.attacks.filter(enemyAbilityNeedsHostileRange);
|
||||
const inRange = targetVisible && (hostileAttacks.length
|
||||
? hostileAttacks.some((attack) => distanceSquared <= attack.range * attack.range)
|
||||
: distanceSquared <= mob.attackRange * mob.attackRange);
|
||||
if (selectedAttack && completingEnemyCast && enemyAbilityNeedsHostileRange(selectedAttack)) {
|
||||
const castTargetPosition = enemyActiveCast?.targetActorId
|
||||
? actorPosition(runtimeState, enemyActiveCast.targetActorId) : null;
|
||||
if (!castTargetPosition || !combatHasLineOfSight(position, castTargetPosition)
|
||||
|| Math.hypot(position[0] - castTargetPosition[0], position[1] - castTargetPosition[1],
|
||||
position[2] - castTargetPosition[2]) > selectedAttack.range) {
|
||||
emitEnemyAttackPresentation(mob, selectedAttack, "cast-cancel", now, position,
|
||||
enemyActiveCast?.targetActorId ?? resolution.targetActorId, castTargetPosition);
|
||||
abilityReadyAt[selectedAttack.id] = now + 250;
|
||||
enemyActiveCast = null;
|
||||
selectedAttack = null;
|
||||
}
|
||||
}
|
||||
const phase: MobCombatState["combatPhase"] = inRange ? "attacking" : rooted ? "idle" : "chasing";
|
||||
let nextAttackAt = Math.min(...Object.values(abilityReadyAt), Number.POSITIVE_INFINITY);
|
||||
let attackRevision = mob.attackRevision;
|
||||
|
||||
@@ -0,0 +1,139 @@
|
||||
import { afterEach, beforeEach, describe, expect, it } from "vitest";
|
||||
import { useCombatStore } from "./combatStore";
|
||||
import { registerCombatSpatialProvider, resetCombatSpatialProvider } from "./combatSpatial";
|
||||
import { clearMobRuntimeRegistry, setMobPosition } from "./mobRuntimeRegistry";
|
||||
import { clearPartyRuntimeRegistry } from "./partyRuntimeRegistry";
|
||||
import { usePartyStore } from "./partyStore";
|
||||
import { advanceDungeonPartyCombat, resetPartyRuntimeClock } from "./partyRuntime";
|
||||
import { registerPartyRuntimePosition, updatePartyRuntimeTargetVisibility } from "./partyRuntimeRegistry";
|
||||
import { DEFAULT_ENEMY_ATTACK, type EnemyAttackDefinition } from "./enemyAttacks";
|
||||
import { createMobPursuit } from "./mobPursuit";
|
||||
import { subscribeCombatPresentation, type CombatPresentationEvent } from "./combatPresentation";
|
||||
|
||||
let visible = true;
|
||||
const melee = { ...DEFAULT_ENEMY_ATTACK, id: "swing", range: 4, initialCooldownMs: [0, 0] as const };
|
||||
const spell: EnemyAttackDefinition = { ...melee, id: "bolt", range: 30, school: "shadow", animation: "cast", castTimeMs: 1_000 };
|
||||
function register(id = "enemy", attacks: readonly EnemyAttackDefinition[] = [melee]) {
|
||||
setMobPosition(id, [2, 0, 0]);
|
||||
useCombatStore.getState().registerMob(id, { name: id, attacks, maxHealth: 1_000, xpReward: 0 });
|
||||
useCombatStore.getState().damageMob(id, 1, 1_000);
|
||||
}
|
||||
|
||||
describe("dungeon wall combat authorization", () => {
|
||||
beforeEach(() => {
|
||||
resetCombatSpatialProvider(); clearMobRuntimeRegistry(); clearPartyRuntimeRegistry(); resetPartyRuntimeClock();
|
||||
useCombatStore.getState().initializeCharacter({ classId: "priest", level: 20 });
|
||||
useCombatStore.getState().setPlayerPosition([0, 0, 0]);
|
||||
usePartyStore.getState().initializeParty("walls", 20, useCombatStore.getState().health);
|
||||
visible = true;
|
||||
registerCombatSpatialProvider({ actor: () => null, hasLineOfSight: () => visible, projectGroundPoint: (point) => point });
|
||||
});
|
||||
afterEach(resetCombatSpatialProvider);
|
||||
|
||||
it("does not swing or consume an attack cooldown through a wall despite melee distance", () => {
|
||||
register(); visible = false;
|
||||
const health = useCombatStore.getState().health;
|
||||
const events: CombatPresentationEvent[] = [];
|
||||
const unsubscribe = subscribeCombatPresentation((message) => { if (message.kind === "event") events.push(message.event); });
|
||||
expect(useCombatStore.getState().advanceMobCombat(2_000)).toBe(0);
|
||||
expect(useCombatStore.getState().mobs.enemy).toMatchObject({ combatPhase: "chasing", attackRevision: 0 });
|
||||
expect(useCombatStore.getState().health).toBe(health);
|
||||
expect(events.filter((event) => event.sourceActorId === "enemy")).toHaveLength(0);
|
||||
visible = true;
|
||||
expect(useCombatStore.getState().advanceMobCombat(2_100)).toBeGreaterThan(0);
|
||||
expect(useCombatStore.getState().mobs.enemy.combatPhase).toBe("attacking");
|
||||
unsubscribe();
|
||||
});
|
||||
|
||||
it("does not start an obstructed cast and cancels a pending cast when sight is lost", () => {
|
||||
register("enemy", [spell]); visible = false;
|
||||
useCombatStore.getState().advanceMobCombat(1_000);
|
||||
expect(useCombatStore.getState().mobs.enemy.activeCast).toBeNull();
|
||||
visible = true;
|
||||
useCombatStore.getState().advanceMobCombat(1_100);
|
||||
expect(useCombatStore.getState().mobs.enemy.activeCast).not.toBeNull();
|
||||
const health = useCombatStore.getState().health;
|
||||
visible = false;
|
||||
expect(useCombatStore.getState().advanceMobCombat(1_200)).toBe(0);
|
||||
expect(useCombatStore.getState().mobs.enemy).toMatchObject({ activeCast: null, combatPhase: "chasing", attackRevision: 0 });
|
||||
expect(useCombatStore.getState().health).toBe(health);
|
||||
});
|
||||
|
||||
it("does not let a self buff keep a wall-blocked melee mob in attack mode", () => {
|
||||
register("enemy", [melee, { ...melee, id: "buff", target: "self", effect: { kind: "aura", aura: "enrage", durationMs: 10_000 } }]);
|
||||
visible = false;
|
||||
useCombatStore.getState().advanceMobCombat(2_000);
|
||||
expect(useCombatStore.getState().mobs.enemy.combatPhase).toBe("chasing");
|
||||
});
|
||||
|
||||
it("does not proximity-pull a visible-distance mob through a wall", () => {
|
||||
setMobPosition("idle", [2, 0, 0]);
|
||||
useCombatStore.getState().registerMob("idle", { name: "idle", attacks: [melee] });
|
||||
visible = false;
|
||||
expect(useCombatStore.getState().engageNearbyMobs(1_000)).toBe(0);
|
||||
visible = true;
|
||||
expect(useCombatStore.getState().engageNearbyMobs(1_001)).toBe(1);
|
||||
});
|
||||
|
||||
it("resets only the stuck living mob, clears its threat/cast, restores health, and delays repulls", () => {
|
||||
register("enemy", [spell]); register("other");
|
||||
useCombatStore.getState().advanceMobCombat(1_000);
|
||||
const other = useCombatStore.getState().mobs.other;
|
||||
expect(useCombatStore.getState().resetMobForNavigation("enemy", true, 2_000)).toBe(true);
|
||||
expect(useCombatStore.getState().mobs.enemy).toMatchObject({ health: 1_000, engaged: false,
|
||||
combatPhase: "idle", activeCast: null, targetActorId: null, threatByActor: {}, navigationEvadeUntil: 12_000,
|
||||
dead: false, experienceGranted: false });
|
||||
expect(useCombatStore.getState().mobs.other).toBe(other);
|
||||
expect(useCombatStore.getState().engageNearbyMobs(11_999)).toBe(0);
|
||||
expect(useCombatStore.getState().engageNearbyMobs(12_000)).toBe(1);
|
||||
});
|
||||
|
||||
it("does not recover or resurrect a dead mob", () => {
|
||||
register();
|
||||
useCombatStore.getState().damageMob("enemy", 10_000, 2_000);
|
||||
expect(useCombatStore.getState().resetMobForNavigation("enemy", true, 3_000)).toBe(false);
|
||||
expect(useCombatStore.getState().mobs.enemy.dead).toBe(true);
|
||||
});
|
||||
|
||||
it("rejects damage against a navigation-reset mob during its evade cooldown", () => {
|
||||
register();
|
||||
useCombatStore.getState().resetMobForNavigation("enemy", true, 2_000);
|
||||
expect(useCombatStore.getState().damageMob("enemy", 500, 3_000).amount).toBe(0);
|
||||
expect(useCombatStore.getState().tauntMob("enemy", { actorId: "__player__", role: "healer" }, 3_000, 3_000)).toBe(false);
|
||||
expect(useCombatStore.getState().mobs.enemy.health).toBe(1_000);
|
||||
});
|
||||
|
||||
it("cancels an NPC teammate's hostile cast immediately on lost sight so it can pursue", () => {
|
||||
register();
|
||||
const member = usePartyStore.getState().members[0];
|
||||
registerPartyRuntimePosition(member.id, [0, 0, 0]);
|
||||
updatePartyRuntimeTargetVisibility(member.id, "enemy", true);
|
||||
usePartyStore.setState((state) => ({ members: state.members.map((candidate) => candidate.id === member.id
|
||||
? { ...candidate, activeCastTargetId: "enemy", activeCast: {
|
||||
abilityId: "mage-frostbolt", school: "frost", mode: "cast", startedAt: 1_000,
|
||||
completesAt: 5_000, originalDurationMs: 4_000, pushbackHits: 0,
|
||||
origin: [0, 0, 0] as const, targetId: "enemy",
|
||||
} } : candidate) }));
|
||||
visible = false;
|
||||
advanceDungeonPartyCombat(1_100);
|
||||
expect(usePartyStore.getState().members[0]).toMatchObject({ activeCast: null, status: "advancing" });
|
||||
});
|
||||
|
||||
it("nearby teleport recovery leaves mob health, threat, target, and other mobs unchanged", () => {
|
||||
register(); register("other");
|
||||
const before = useCombatStore.getState().mobs;
|
||||
const navigator = createMobPursuit({ graph: () => null, hasLineOfSight: (from) => from[0] > 2,
|
||||
directAllowed: () => false, routeAllowed: () => true, validateLanding: (point) => point });
|
||||
const position: [number, number, number] = [0, 0, 0];
|
||||
const sample = { id: "enemy", targetId: "tank", position, target: [4, 0, 0] as const,
|
||||
home: [0, 0, 0] as const, phase: "chasing" as const, health: before.enemy.health,
|
||||
engaged: true, active: true, casting: false, controlled: false, attackRange: 1.5,
|
||||
leashRange: 40, maximumStep: 0, nowMs: 0 };
|
||||
navigator.step(sample);
|
||||
navigator.step({ ...sample, nowMs: 2_000 });
|
||||
expect(navigator.step({ ...sample, nowMs: 5_000 })).toBe("teleported");
|
||||
expect(position[0]).toBeGreaterThan(2);
|
||||
expect(useCombatStore.getState().mobs.enemy).toBe(before.enemy);
|
||||
expect(useCombatStore.getState().mobs.other).toBe(before.other);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,133 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { createMobPursuit, chooseMobPursuitLanding, type MobPursuitSample, type MobPursuitSpatial } from "./mobPursuit";
|
||||
import type { PartyNavigationGraph } from "./partyNavigation";
|
||||
|
||||
function sample(patch: Partial<MobPursuitSample> = {}): MobPursuitSample {
|
||||
return { id: "mob", targetId: "tank", position: [0, 0, 0], target: [4, 0, 0], home: [0, 0, 0],
|
||||
phase: "chasing", health: 100, engaged: true, active: true, casting: false, controlled: false,
|
||||
attackRange: 1.5, leashRange: 40, maximumStep: 0, nowMs: 0, ...patch };
|
||||
}
|
||||
|
||||
function spatial(patch: Partial<MobPursuitSpatial> = {}): MobPursuitSpatial {
|
||||
return { graph: () => null, hasLineOfSight: () => false, directAllowed: () => false,
|
||||
routeAllowed: () => true, validateLanding: (point) => point, ...patch };
|
||||
}
|
||||
|
||||
describe("wall-aware mob pursuit", () => {
|
||||
it("moves toward a blocked target even when the old combat snapshot says attacking", () => {
|
||||
const navigator = createMobPursuit(spatial({ directAllowed: () => true }));
|
||||
const state = sample({ phase: "attacking", attackRange: 6, maximumStep: 0.2 });
|
||||
expect(navigator.step(state)).toBe("none");
|
||||
expect(state.position[0]).toBeCloseTo(0.2);
|
||||
});
|
||||
|
||||
it("holds only when range and clear sight agree", () => {
|
||||
const navigator = createMobPursuit(spatial({ hasLineOfSight: () => true, directAllowed: () => true }));
|
||||
const state = sample({ attackRange: 6, maximumStep: 0.2 });
|
||||
navigator.step(state);
|
||||
expect(state.position).toEqual([0, 0, 0]);
|
||||
expect(navigator.step({ ...state, nowMs: 10_000 })).toBe("none");
|
||||
});
|
||||
|
||||
it("routes around a wall through a doorway rather than cutting through it", () => {
|
||||
const positions = [[-2, 0, 0], [-2, 0, 3], [2, 0, 3], [2, 0, 0]] as const;
|
||||
const graph: PartyNavigationGraph = {
|
||||
nodes: positions.map((position, id) => ({ id, position, neighbors: [id - 1, id + 1]
|
||||
.filter((to) => to >= 0 && to < positions.length).map((to) => ({ to, cost: 4 })) })),
|
||||
weldTolerance: 0.001, sourceVertexCount: 4, sourceTriangleCount: 0,
|
||||
weldedNodeCount: 4, componentCount: 1, discardedNodeCount: 0,
|
||||
};
|
||||
const clear = (a: readonly number[], b: readonly number[]) => {
|
||||
if (a[0] * b[0] >= 0) return true;
|
||||
const t = -a[0] / (b[0] - a[0]);
|
||||
return a[2] + (b[2] - a[2]) * t >= 2.5;
|
||||
};
|
||||
const navigator = createMobPursuit(spatial({ graph: () => graph, directAllowed: clear, hasLineOfSight: clear }));
|
||||
const state = sample({ position: [-2, 0, 0], home: [-2, 0, 0], target: [2, 0, 0], maximumStep: 0.1, attackRange: 0.5 });
|
||||
let reachedDoorway = false;
|
||||
for (let frame = 0; frame < 120; frame += 1) {
|
||||
const previous = [...state.position];
|
||||
expect(navigator.step({ ...state, nowMs: frame * 50 })).toBe("none");
|
||||
expect(clear(previous, state.position)).toBe(true);
|
||||
if (state.position[2] >= 2.5) reachedDoorway = true;
|
||||
}
|
||||
expect(reachedDoorway).toBe(true);
|
||||
expect(Math.hypot(state.position[0] - 2, state.position[2])).toBeLessThanOrEqual(0.6);
|
||||
});
|
||||
|
||||
it("recovers a nearby stalled mob only after five seconds and preserves a ten-second cooldown", () => {
|
||||
const navigator = createMobPursuit(spatial({ hasLineOfSight: (a) => a[0] > 2 }));
|
||||
const state = sample();
|
||||
navigator.step(state);
|
||||
expect(navigator.step({ ...state, nowMs: 2_000 })).toBe("none");
|
||||
expect(navigator.step({ ...state, nowMs: 4_999 })).toBe("none");
|
||||
expect(navigator.step({ ...state, nowMs: 5_000 })).toBe("teleported");
|
||||
expect(state.position[0]).toBeGreaterThan(2);
|
||||
state.position[0] = 0;
|
||||
navigator.step({ ...state, nowMs: 5_001 });
|
||||
navigator.step({ ...state, nowMs: 7_001 });
|
||||
expect(navigator.step({ ...state, nowMs: 14_999 })).toBe("none");
|
||||
expect(navigator.step({ ...state, nowMs: 15_000 })).toBe("teleported");
|
||||
});
|
||||
|
||||
it.each([
|
||||
{ active: false }, { casting: true }, { controlled: true }, { health: 0 }, { engaged: false },
|
||||
])("does not recover intentional immobility %j", (exclusion) => {
|
||||
const navigator = createMobPursuit(spatial());
|
||||
const state = sample(exclusion);
|
||||
navigator.step(state);
|
||||
expect(navigator.step({ ...state, nowMs: 10_000 })).toBe("none");
|
||||
expect(state.position).toEqual([0, 0, 0]);
|
||||
});
|
||||
|
||||
it.each([
|
||||
{ target: [12, 0, 0] as const }, { target: [4, 5, 0] as const }, { leashRange: 2 },
|
||||
])("resets instead of teleporting to a distant, wrong-floor, or out-of-leash target %j", (patch) => {
|
||||
const navigator = createMobPursuit(spatial());
|
||||
const state = sample(patch);
|
||||
navigator.step(state);
|
||||
navigator.step({ ...state, nowMs: 2_000 });
|
||||
expect(navigator.step({ ...state, nowMs: 5_000 })).toBe("reset");
|
||||
expect(state.position).toEqual(state.home);
|
||||
});
|
||||
|
||||
it("resets when every nearby target landing is blocked without applying an invalid home landing", () => {
|
||||
const navigator = createMobPursuit(spatial({ validateLanding: () => null }));
|
||||
const state = sample({ position: [1, 0, 0] });
|
||||
navigator.step(state);
|
||||
navigator.step({ ...state, nowMs: 2_000 });
|
||||
expect(navigator.step({ ...state, nowMs: 5_000 })).toBe("reset");
|
||||
expect(state.position).toEqual([1, 0, 0]);
|
||||
});
|
||||
|
||||
it("recovers a stalled return to validated home, never to the old target", () => {
|
||||
const navigator = createMobPursuit(spatial());
|
||||
const state = sample({ engaged: false, phase: "returning", position: [5, 0, 0] });
|
||||
navigator.step(state);
|
||||
navigator.step({ ...state, nowMs: 2_000 });
|
||||
expect(navigator.step({ ...state, nowMs: 5_000 })).toBe("home");
|
||||
expect(state.position).toEqual(state.home);
|
||||
});
|
||||
|
||||
it("bounds landing checks, rejects unsafe projections, and never blindly uses the target", () => {
|
||||
let checks = 0;
|
||||
const result = chooseMobPursuitLanding(sample(), spatial({
|
||||
hasLineOfSight: () => true,
|
||||
validateLanding: () => { checks += 1; return [20, 0, 0]; },
|
||||
}));
|
||||
expect(result).toBeNull();
|
||||
expect(checks).toBe(16);
|
||||
});
|
||||
|
||||
it("keeps different mobs' timers independent", () => {
|
||||
const navigator = createMobPursuit(spatial({ hasLineOfSight: (a) => a[0] > 2 }));
|
||||
const first = sample();
|
||||
const second = sample({ id: "other", position: [0, 0, 0] });
|
||||
navigator.step(first);
|
||||
navigator.step({ ...second, nowMs: 4_000 });
|
||||
navigator.step({ ...first, nowMs: 2_000 });
|
||||
expect(navigator.step({ ...first, nowMs: 5_000 })).toBe("teleported");
|
||||
expect(navigator.step({ ...second, nowMs: 5_000 })).toBe("none");
|
||||
expect(second.position).toEqual([0, 0, 0]);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,142 @@
|
||||
import type { PartyNavigationGraph } from "./partyNavigation";
|
||||
import { distanceSquared, moveMobToward, type MobAiPhase, type MobAiPosition, type MutableMobAiPosition } from "./mobAi";
|
||||
import { emptyPartyRouteState, nextPartyRouteRecoveryWaypoint, nextPartyRouteWaypoint, partyRouteNeedsPlanning, planPartyRoute } from "./partyPathing";
|
||||
import { createPartyStuckRecoveryState, markPartyStuckRecovered, updatePartyStuckRecovery, type PartyStuckRecoveryState } from "./partyStuckRecovery";
|
||||
|
||||
export const MOB_NEAR_RECOVERY_DISTANCE = 10;
|
||||
const SAME_FLOOR_TOLERANCE = 1.25;
|
||||
|
||||
export interface MobPursuitSample {
|
||||
readonly id: string;
|
||||
readonly targetId: string | null;
|
||||
readonly position: MutableMobAiPosition;
|
||||
readonly target: MobAiPosition;
|
||||
readonly home: MobAiPosition;
|
||||
readonly phase: MobAiPhase;
|
||||
readonly health: number;
|
||||
readonly engaged: boolean;
|
||||
readonly active: boolean;
|
||||
readonly casting: boolean;
|
||||
readonly controlled: boolean;
|
||||
readonly attackRange: number;
|
||||
readonly leashRange: number;
|
||||
readonly maximumStep: number;
|
||||
readonly nowMs: number;
|
||||
}
|
||||
|
||||
export interface MobPursuitSpatial {
|
||||
readonly graph: () => PartyNavigationGraph | null;
|
||||
readonly hasLineOfSight: (from: MobAiPosition, to: MobAiPosition) => boolean;
|
||||
readonly directAllowed: (from: MobAiPosition, to: MobAiPosition) => boolean;
|
||||
readonly routeAllowed: (from: MobAiPosition, to: MobAiPosition) => boolean;
|
||||
readonly validateLanding: (point: MobAiPosition, anchor: MobAiPosition) => MobAiPosition | null;
|
||||
}
|
||||
|
||||
/** Never blindly land inside the target, a wall, or an overlapping dungeon floor. */
|
||||
export function chooseMobPursuitLanding(sample: MobPursuitSample, spatial: MobPursuitSpatial): MobAiPosition | null {
|
||||
const { position, target, home } = sample;
|
||||
if (distanceSquared(position, target) > MOB_NEAR_RECOVERY_DISTANCE ** 2
|
||||
|| Math.abs(position[1] - target[1]) > SAME_FLOOR_TOLERANCE
|
||||
|| distanceSquared(home, target) > sample.leashRange ** 2) return null;
|
||||
const bearing = Math.atan2(position[0] - target[0], position[2] - target[2]);
|
||||
const radius = Math.max(0.85, Math.min(2, sample.attackRange * 0.6));
|
||||
for (let offset = 0; offset < 16; offset += 1) {
|
||||
const angle = bearing + offset * Math.PI / 8;
|
||||
const candidate: MobAiPosition = [target[0] + Math.sin(angle) * radius, target[1], target[2] + Math.cos(angle) * radius];
|
||||
const landing = spatial.validateLanding(candidate, target);
|
||||
if (landing?.every(Number.isFinite) && distanceSquared(landing, candidate) <= 0.85 ** 2
|
||||
&& distanceSquared(landing, target) <= sample.attackRange ** 2
|
||||
&& distanceSquared(landing, home) <= sample.leashRange ** 2
|
||||
&& Math.abs(landing[1] - target[1]) <= SAME_FLOOR_TOLERANCE
|
||||
&& spatial.hasLineOfSight(landing, target)) return [...landing];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/** Shared imperative adapter for static spawns, roaming packs, and summoned enemies. */
|
||||
export function createMobPursuit(spatial: MobPursuitSpatial) {
|
||||
const states = new Map<string, {
|
||||
route: ReturnType<typeof emptyPartyRouteState>;
|
||||
watchdog: PartyStuckRecoveryState;
|
||||
graph: PartyNavigationGraph | null;
|
||||
}>();
|
||||
const desired: MutableMobAiPosition = [0, 0, 0];
|
||||
const next: MutableMobAiPosition = [0, 0, 0];
|
||||
return {
|
||||
clear: () => states.clear(),
|
||||
step(sample: MobPursuitSample): "none" | "teleported" | "reset" | "home" {
|
||||
const { position, target, home, nowMs } = sample;
|
||||
if (![...position, ...target, ...home, nowMs, sample.attackRange, sample.leashRange, sample.maximumStep].every(Number.isFinite)) return "none";
|
||||
let state = states.get(sample.id);
|
||||
if (!state) {
|
||||
state = { route: emptyPartyRouteState(), watchdog: createPartyStuckRecoveryState(position, nowMs), graph: spatial.graph() };
|
||||
states.set(sample.id, state);
|
||||
}
|
||||
const returning = sample.phase === "returning";
|
||||
const goal = returning ? home : target;
|
||||
const visible = spatial.hasLineOfSight(position, target);
|
||||
const inRange = visible && distanceSquared(position, target) <= sample.attackRange ** 2;
|
||||
const movementExpected = returning ? distanceSquared(position, home) > 0.2 ** 2 : sample.engaged && !inRange;
|
||||
const excluded = !sample.active || sample.health <= 0 || sample.controlled || sample.casting;
|
||||
const goalKey = returning ? "return-home" : `target:${sample.targetId}`;
|
||||
const graph = spatial.graph();
|
||||
if (state.graph !== graph) {
|
||||
state.graph = graph;
|
||||
state.route = emptyPartyRouteState();
|
||||
}
|
||||
let waypoint: MobAiPosition | null = null;
|
||||
let approvedRouteStep = false;
|
||||
if (movementExpected && !excluded) {
|
||||
if (spatial.directAllowed(position, goal)) waypoint = goal;
|
||||
else {
|
||||
if (partyRouteNeedsPlanning(state.route, goalKey, position, goal, nowMs, { replanIntervalMs: 350, blockedRetryMs: 800 })) {
|
||||
state.route = planPartyRoute(graph, goalKey, position, goal, nowMs, {
|
||||
maxOriginSnapDistance: 3, maxDestinationSnapDistance: 3,
|
||||
directSegmentAllowed: spatial.directAllowed,
|
||||
routeSegmentAllowed: graph?.triangles?.length ? spatial.routeAllowed : undefined,
|
||||
destinationReached: (surface, destination) => distanceSquared(surface, destination)
|
||||
<= (returning ? 0.2 : sample.attackRange) ** 2
|
||||
&& (returning || spatial.hasLineOfSight(surface, destination)),
|
||||
});
|
||||
}
|
||||
if (nextPartyRouteWaypoint(state.route, position, desired)) {
|
||||
waypoint = desired;
|
||||
approvedRouteStep = true;
|
||||
} else if (nextPartyRouteRecoveryWaypoint(state.route, position, desired, spatial.directAllowed)) waypoint = desired;
|
||||
}
|
||||
if (waypoint) {
|
||||
moveMobToward(position, waypoint, sample.maximumStep, next);
|
||||
// Recast edges are already agent-radius eroded. A second full-radius
|
||||
// sweep at boundary vertices can reject a valid stair corridor;
|
||||
// use the same center/wall check as companions on approved edges.
|
||||
// Off-surface connectors and direct shortcuts still need body sweeps.
|
||||
if (spatial.directAllowed(position, next) || (approvedRouteStep && spatial.routeAllowed(position, next))) {
|
||||
position[0] = next[0]; position[1] = next[1]; position[2] = next[2];
|
||||
}
|
||||
}
|
||||
}
|
||||
const recovery = updatePartyStuckRecovery(state.watchdog, {
|
||||
position, waypoint, goalKey, movementExpected, nowMs, health: sample.health,
|
||||
paused: !sample.active, stopped: false, casting: sample.casting, controlled: sample.controlled,
|
||||
});
|
||||
if (returning && !excluded && !movementExpected) return "home";
|
||||
if (recovery !== "none") state.route = emptyPartyRouteState();
|
||||
if (recovery !== "recover") return "none";
|
||||
const landing = returning ? spatial.validateLanding(home, home) : chooseMobPursuitLanding(sample, spatial);
|
||||
if (landing && (!returning || distanceSquared(landing, home) <= 0.85 ** 2)) {
|
||||
position[0] = landing[0]; position[1] = landing[1]; position[2] = landing[2];
|
||||
markPartyStuckRecovered(state.watchdog, position, nowMs);
|
||||
return returning ? "home" : "teleported";
|
||||
}
|
||||
if (!returning) {
|
||||
const homeLanding = spatial.validateLanding(home, home);
|
||||
if (homeLanding?.every(Number.isFinite) && distanceSquared(homeLanding, home) <= 0.85 ** 2) {
|
||||
position[0] = homeLanding[0]; position[1] = homeLanding[1]; position[2] = homeLanding[2];
|
||||
}
|
||||
markPartyStuckRecovered(state.watchdog, position, nowMs);
|
||||
return "reset";
|
||||
}
|
||||
return "none";
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -7,15 +7,11 @@ import {
|
||||
nextPartyBreadcrumbWaypoint,
|
||||
partyCombatMovementGoal,
|
||||
partyFormationPosition,
|
||||
partyMadeStuckProgress,
|
||||
partyMovementProfile,
|
||||
partyNaturalFollowPosition,
|
||||
partyPersonalizedCombatMovementGoal,
|
||||
partyPresentationY,
|
||||
partySeparationGoal,
|
||||
partyShouldRecallForStuck,
|
||||
partyShouldMoveToComfortTarget,
|
||||
PARTY_STUCK_RECALL_DISTANCE,
|
||||
personalizedPartyCombatRangeBand,
|
||||
resetPartyBreadcrumbTrail,
|
||||
stepPartyPosition,
|
||||
@@ -102,7 +98,7 @@ describe("party world movement", () => {
|
||||
}
|
||||
});
|
||||
|
||||
it("uses a stable combat bearing and separates overlapping allies", () => {
|
||||
it("uses a stable combat bearing without forcing in-range actors to reposition", () => {
|
||||
const out: [number, number, number] = [0, 0, 0];
|
||||
expect(partyPersonalizedCombatMovementGoal(
|
||||
[20, 0, 0],
|
||||
@@ -110,34 +106,20 @@ describe("party world movement", () => {
|
||||
true,
|
||||
{ minimum: 10, preferred: 14, maximum: 18 },
|
||||
Math.PI / 2,
|
||||
false,
|
||||
out,
|
||||
)).toBe("approach");
|
||||
expect(out[0]).toBeCloseTo(14);
|
||||
expect(out[1]).toBe(0);
|
||||
expect(out[2]).toBeCloseTo(0);
|
||||
|
||||
const separated: [number, number, number] = [0, 0, 0];
|
||||
expect(partySeparationGoal(
|
||||
expect(partyPersonalizedCombatMovementGoal(
|
||||
[1, 0, 1],
|
||||
[2, 0, 2],
|
||||
[[1, 0, 1]],
|
||||
[0, 0, 0],
|
||||
true,
|
||||
{ minimum: 0, preferred: 2.9, maximum: 3.15 },
|
||||
Math.PI / 2,
|
||||
separated,
|
||||
)).toBe(true);
|
||||
expect(separated[0]).toBeGreaterThan(2);
|
||||
expect(separated[2]).toBeCloseTo(2);
|
||||
});
|
||||
|
||||
it("recalls only distant allies that should be moving and stopped making progress", () => {
|
||||
expect(partyMadeStuckProgress([0, 0, 0], [0.45, 4, 0])).toBe(true);
|
||||
expect(partyMadeStuckProgress([0, 0, 0], [0.44, 0, 0])).toBe(false);
|
||||
|
||||
expect(PARTY_STUCK_RECALL_DISTANCE).toBe(80);
|
||||
expect(partyShouldRecallForStuck([80, 0, 0], [0, 0, 0], true, 4_500, 1_000)).toBe(true);
|
||||
expect(partyShouldRecallForStuck([79.9, 0, 0], [0, 0, 0], true, 4_500, 1_000)).toBe(false);
|
||||
expect(partyShouldRecallForStuck([80, 0, 0], [0, 0, 0], false, 4_500, 1_000)).toBe(false);
|
||||
expect(partyShouldRecallForStuck([80, 0, 0], [0, 0, 0], true, 4_499, 1_000)).toBe(false);
|
||||
out,
|
||||
)).toBe("hold");
|
||||
});
|
||||
|
||||
it("makes melee approach a fleeing target and hold once in range", () => {
|
||||
|
||||
@@ -19,7 +19,7 @@ export interface PartyBreadcrumbCursor {
|
||||
breadcrumbId: number | null;
|
||||
}
|
||||
|
||||
export type PartyCombatMovementIntent = "hold" | "approach" | "retreat" | "reposition";
|
||||
export type PartyCombatMovementIntent = "hold" | "approach" | "retreat";
|
||||
|
||||
export interface PartyMovementProfile {
|
||||
readonly followDistanceJitter: number;
|
||||
@@ -86,45 +86,6 @@ export function partyMovementProfile(memberId: string, livingRank: number): Part
|
||||
};
|
||||
}
|
||||
|
||||
// Allow companions to operate across a full boss arena before the stuck
|
||||
// watchdog treats their separation from the player as a reason to recall.
|
||||
export const PARTY_STUCK_RECALL_DISTANCE = 80;
|
||||
export const PARTY_STUCK_RECALL_DELAY_MS = 3_500;
|
||||
export const PARTY_STUCK_PROGRESS_DISTANCE = 0.45;
|
||||
|
||||
/** Tests whether an expected move has made enough planar progress to reset the stuck timer. */
|
||||
export function partyMadeStuckProgress(
|
||||
previous: PartyWorldPosition,
|
||||
current: PartyWorldPosition,
|
||||
minimumDistance = PARTY_STUCK_PROGRESS_DISTANCE,
|
||||
): boolean {
|
||||
const minimum = Math.max(0, Number.isFinite(minimumDistance) ? minimumDistance : 0);
|
||||
const distance = Math.hypot(current[0] - previous[0], current[2] - previous[2]);
|
||||
return Number.isFinite(distance) && distance >= minimum;
|
||||
}
|
||||
|
||||
/**
|
||||
* A distant ally is stuck only while it should be moving and its progress
|
||||
* timer has expired. Intentional ranged/melee holds never enter this state.
|
||||
*/
|
||||
export function partyShouldRecallForStuck(
|
||||
current: PartyWorldPosition,
|
||||
player: PartyWorldPosition,
|
||||
movementExpected: boolean,
|
||||
nowMs: number,
|
||||
lastProgressAtMs: number,
|
||||
recallDistance = PARTY_STUCK_RECALL_DISTANCE,
|
||||
stuckDelayMs = PARTY_STUCK_RECALL_DELAY_MS,
|
||||
): boolean {
|
||||
if (!movementExpected || !Number.isFinite(nowMs) || !Number.isFinite(lastProgressAtMs)) return false;
|
||||
const distance = Math.hypot(current[0] - player[0], current[2] - player[2]);
|
||||
const minimumDistance = Math.max(0, Number.isFinite(recallDistance) ? recallDistance : 0);
|
||||
const delay = Math.max(0, Number.isFinite(stuckDelayMs) ? stuckDelayMs : 0);
|
||||
return Number.isFinite(distance)
|
||||
&& distance >= minimumDistance
|
||||
&& nowMs - lastProgressAtMs >= delay;
|
||||
}
|
||||
|
||||
export function createPartyBreadcrumbTrail(): PartyBreadcrumbTrail {
|
||||
return { points: [], nextId: 0 };
|
||||
}
|
||||
@@ -427,44 +388,6 @@ export function personalizedPartyCombatRangeBand(
|
||||
};
|
||||
}
|
||||
|
||||
/** Adds a bounded local repulsion so allies do not occupy the same point. */
|
||||
export function partySeparationGoal(
|
||||
current: PartyWorldPosition,
|
||||
desired: PartyWorldPosition,
|
||||
peers: readonly PartyWorldPosition[],
|
||||
fallbackAngle: number,
|
||||
out: MutablePartyWorldPosition,
|
||||
separationDistance = 0.85,
|
||||
maximumCorrection = 0.35,
|
||||
): boolean {
|
||||
let offsetX = 0;
|
||||
let offsetZ = 0;
|
||||
const safeSeparation = Math.max(EPSILON, separationDistance);
|
||||
for (const peer of peers) {
|
||||
const dx = current[0] - peer[0];
|
||||
const dz = current[2] - peer[2];
|
||||
const distance = Math.hypot(dx, dz);
|
||||
if (!Number.isFinite(distance) || distance >= safeSeparation) continue;
|
||||
const weight = (safeSeparation - distance) / safeSeparation;
|
||||
if (distance <= EPSILON) {
|
||||
offsetX += Math.sin(fallbackAngle) * weight;
|
||||
offsetZ += Math.cos(fallbackAngle) * weight;
|
||||
} else {
|
||||
offsetX += dx / distance * weight;
|
||||
offsetZ += dz / distance * weight;
|
||||
}
|
||||
}
|
||||
const length = Math.hypot(offsetX, offsetZ);
|
||||
out[0] = desired[0];
|
||||
out[1] = desired[1];
|
||||
out[2] = desired[2];
|
||||
if (length <= EPSILON) return false;
|
||||
const correction = Math.min(Math.max(0, maximumCorrection), length);
|
||||
out[0] += offsetX / length * correction;
|
||||
out[2] += offsetZ / length * correction;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Chooses an individual combat destination. Melee only closes distance;
|
||||
* ranged attackers also back out when a target collapses their preferred band.
|
||||
@@ -524,7 +447,6 @@ export function partyPersonalizedCombatMovementGoal(
|
||||
targetVisible: boolean,
|
||||
rangeBand: PartyCombatRangeLike,
|
||||
preferredBearing: number,
|
||||
forceReposition: boolean,
|
||||
out: MutablePartyWorldPosition,
|
||||
): PartyCombatMovementIntent {
|
||||
const intent = partyCombatMovementGoal(
|
||||
@@ -538,10 +460,10 @@ export function partyPersonalizedCombatMovementGoal(
|
||||
Math.sin(preferredBearing),
|
||||
Math.cos(preferredBearing),
|
||||
);
|
||||
if (!targetVisible || (intent === "hold" && !forceReposition)) return intent;
|
||||
if (!targetVisible || intent === "hold") return intent;
|
||||
|
||||
out[0] = target[0] + Math.sin(preferredBearing) * rangeBand.preferred;
|
||||
out[1] = target[1];
|
||||
out[2] = target[2] + Math.cos(preferredBearing) * rangeBand.preferred;
|
||||
return intent === "hold" ? "reposition" : intent;
|
||||
return intent;
|
||||
}
|
||||
@@ -92,6 +92,19 @@ describe("party path controller", () => {
|
||||
expect(route.blocked).toBe(true);
|
||||
});
|
||||
|
||||
it("accepts an in-range surface finish only when combat sight approves it", () => {
|
||||
const options = { maxSnapDistance: 1, localFinishDistance: 1, directSegmentAllowed: () => false };
|
||||
const visible = planPartyRoute(corridorGraph, "mob", [0, 0, 0], [2.5, 0, 2], 100, {
|
||||
...options, destinationReached: (surface, target) => Math.hypot(surface[0] - target[0], surface[2] - target[2]) <= 1,
|
||||
});
|
||||
expect(visible.blocked).toBe(false);
|
||||
expect(visible.waypoints.at(-1)).toEqual([2, 0, 2]);
|
||||
const obstructed = planPartyRoute(corridorGraph, "mob", [0, 0, 0], [2.5, 0, 2], 100, {
|
||||
...options, destinationReached: () => false,
|
||||
});
|
||||
expect(obstructed.blocked).toBe(true);
|
||||
});
|
||||
|
||||
it("advances only one close-spaced waypoint at a corner", () => {
|
||||
const route = {
|
||||
...emptyPartyRouteState(),
|
||||
|
||||
@@ -34,6 +34,8 @@ export interface PartyRouteOptions {
|
||||
start: PartyWorldPosition,
|
||||
end: PartyWorldPosition,
|
||||
) => boolean;
|
||||
/** Combat may finish on the retained surface only when range AND sight allow a hit. */
|
||||
readonly destinationReached?: (surface: PartyWorldPosition, destination: PartyWorldPosition) => boolean;
|
||||
}
|
||||
|
||||
const DEFAULT_MAX_SNAP_DISTANCE = 3;
|
||||
@@ -117,7 +119,7 @@ export function planPartyRoute(
|
||||
) return blocked(waypoints);
|
||||
const finishDistance = fullDistance(waypoints[waypoints.length - 1], destination);
|
||||
if (finishDistance > localFinishDistance) return blocked(waypoints);
|
||||
if (finishDistance > reachedDistance * 0.5) {
|
||||
if (finishDistance > reachedDistance * 0.5 && !options.destinationReached?.(waypoints[waypoints.length - 1], destination)) {
|
||||
if (!options.directSegmentAllowed?.(waypoints[waypoints.length - 1], destination)) {
|
||||
return blocked(waypoints);
|
||||
}
|
||||
|
||||
@@ -611,7 +611,7 @@ function emitPartyAbility(
|
||||
member: PartyMember,
|
||||
ability: AbilityDefinition,
|
||||
targetId: string,
|
||||
phase: "cast-start" | "release" | "impact",
|
||||
phase: "cast-start" | "cast-cancel" | "release" | "impact",
|
||||
now: number,
|
||||
instantCast = false,
|
||||
): void {
|
||||
@@ -1148,6 +1148,16 @@ export function advanceDungeonPartyCombat(now = Date.now()): void {
|
||||
const desiredStatus = hostileCast
|
||||
? member.role === "tank" ? "guarding" : "attacking"
|
||||
: "healing";
|
||||
const hostilePosition = hostileCast ? getMobPosition(castTargetId) : null;
|
||||
if (hostileCast && (!hostilePosition || !combatHasLineOfSight(
|
||||
getPartyRuntimePosition(member.id) ?? currentCombat.playerPosition, hostilePosition,
|
||||
))) {
|
||||
emitPartyAbility(member, castingAbility, castTargetId, "cast-cancel", now);
|
||||
memberTargetIds[member.id] = castTargetId;
|
||||
nextMembers[index] = { ...member, activeCast: null, activeCastTargetId: null,
|
||||
status: "advancing", nextActionAt: now + 250 };
|
||||
continue;
|
||||
}
|
||||
if (now < member.activeCast.completesAt) {
|
||||
nextMembers[index] = member.status === desiredStatus ? member : { ...member, status: desiredStatus };
|
||||
if (hostileCast) memberTargetIds[member.id] = castTargetId;
|
||||
|
||||
@@ -0,0 +1,181 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import {
|
||||
applyPartyStuckRecoveryLanding,
|
||||
choosePartyStuckRecoveryPosition,
|
||||
createPartyStuckRecoveryState,
|
||||
markPartyStuckRecovered,
|
||||
resetPartyStuckRecoveryProgress,
|
||||
updatePartyStuckRecovery,
|
||||
type PartyStuckRecoverySample,
|
||||
} from "./partyStuckRecovery";
|
||||
import type { MutablePartyWorldPosition, PartyWorldPosition } from "./partyRuntimeRegistry";
|
||||
|
||||
const origin: PartyWorldPosition = [0, 0, 0];
|
||||
const sample = (nowMs: number, overrides: Partial<PartyStuckRecoverySample> = {}): PartyStuckRecoverySample => ({
|
||||
position: origin, waypoint: [10, 0, 0], goalKey: "follow:leader", movementExpected: true,
|
||||
health: 100, paused: false, stopped: false, casting: false, controlled: false, nowMs, ...overrides,
|
||||
});
|
||||
|
||||
describe("per-teammate stuck navigation", () => {
|
||||
it("replans at two seconds and recovers at five, without a player-distance gate", () => {
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
expect(updatePartyStuckRecovery(state, sample(0))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(1_999))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(2_000))).toBe("replan");
|
||||
expect(updatePartyStuckRecovery(state, sample(2_500))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(4_999))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(5_000))).toBe("recover");
|
||||
expect(updatePartyStuckRecovery(state, sample(5_100))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(6_000))).toBe("recover");
|
||||
});
|
||||
|
||||
it("does not restart the timer when a replan changes waypoints or yields no path", () => {
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
updatePartyStuckRecovery(state, sample(0));
|
||||
expect(updatePartyStuckRecovery(state, sample(2_000))).toBe("replan");
|
||||
updatePartyStuckRecovery(state, sample(3_000, { waypoint: [0, 0, 10] }));
|
||||
updatePartyStuckRecovery(state, sample(4_000, { waypoint: null }));
|
||||
expect(updatePartyStuckRecovery(state, sample(5_000, { waypoint: null }))).toBe("recover");
|
||||
});
|
||||
|
||||
it("cancels back-and-forth doorway shuffling instead of treating it as repeated progress", () => {
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
updatePartyStuckRecovery(state, sample(0));
|
||||
updatePartyStuckRecovery(state, sample(500, { position: [0.6, 0, 0] }));
|
||||
const actions: string[] = [];
|
||||
for (let tick = 1; tick <= 10; tick += 1) {
|
||||
actions.push(updatePartyStuckRecovery(state, sample(500 + tick * 500, {
|
||||
position: tick % 2 ? origin : [0.6, 0, 0],
|
||||
})));
|
||||
}
|
||||
expect(actions).toContain("replan");
|
||||
expect(actions.at(-1)).toBe("recover");
|
||||
expect(state.lastProgressAtMs).toBe(500);
|
||||
});
|
||||
|
||||
it("counts movement toward route waypoints even when the route goes away from the player", () => {
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
updatePartyStuckRecovery(state, sample(0));
|
||||
for (let tick = 1; tick <= 12; tick += 1) {
|
||||
expect(updatePartyStuckRecovery(state, sample(tick * 500, { position: [tick * 0.5, 0, 0] }))).toBe("none");
|
||||
}
|
||||
expect(state.lastProgressAtMs).toBe(6_000);
|
||||
});
|
||||
|
||||
it("does not mistake target movement or sideways motion for useful actor progress", () => {
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
updatePartyStuckRecovery(state, sample(0));
|
||||
for (let tick = 1; tick <= 5; tick += 1) {
|
||||
updatePartyStuckRecovery(state, sample(tick * 1_000, { position: [0, 0, tick % 2], waypoint: [10 + tick, 0, 0] }));
|
||||
}
|
||||
expect(state.lastProgressAtMs).toBe(0);
|
||||
});
|
||||
|
||||
it("advances through dense waypoint chains and corners without false recovery", () => {
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
updatePartyStuckRecovery(state, sample(0, { waypoint: [0.08, 0, 0] }));
|
||||
for (let frame = 1; frame <= 400; frame += 1) {
|
||||
const point = (step: number): PartyWorldPosition => step <= 200
|
||||
? [step * 0.08, 0, 0] : [16, 0, (step - 200) * 0.08];
|
||||
expect(updatePartyStuckRecovery(state, sample(frame * 1000 / 60, {
|
||||
position: point(frame), waypoint: point(frame + 1),
|
||||
}))).toBe("none");
|
||||
}
|
||||
expect(state.lastProgressAtMs).toBeGreaterThan(6_000);
|
||||
});
|
||||
|
||||
it.each([
|
||||
{ movementExpected: false }, { health: 0 }, { paused: true }, { stopped: true }, { casting: true }, { controlled: true },
|
||||
])("excludes intentional immobility %j and starts a fresh timer afterward", (excluded) => {
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
updatePartyStuckRecovery(state, sample(0));
|
||||
expect(updatePartyStuckRecovery(state, sample(10_000, excluded))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(11_000))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(12_999))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(13_000))).toBe("replan");
|
||||
});
|
||||
|
||||
it("keeps a ten-second teleport cooldown across pauses, holds, and goal changes", () => {
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
markPartyStuckRecovered(state, origin, 5_000);
|
||||
updatePartyStuckRecovery(state, sample(5_100));
|
||||
expect(updatePartyStuckRecovery(state, sample(7_100))).toBe("replan");
|
||||
expect(updatePartyStuckRecovery(state, sample(10_100))).toBe("none");
|
||||
resetPartyStuckRecoveryProgress(state);
|
||||
updatePartyStuckRecovery(state, sample(10_200, { goalKey: "mob:new-target" }));
|
||||
expect(updatePartyStuckRecovery(state, sample(12_200, { goalKey: "mob:new-target" }))).toBe("replan");
|
||||
expect(updatePartyStuckRecovery(state, sample(14_999, { goalKey: "mob:new-target" }))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(15_200, { goalKey: "mob:new-target" }))).toBe("recover");
|
||||
});
|
||||
|
||||
it("keeps independent teammate timers", () => {
|
||||
const stuck = createPartyStuckRecoveryState(origin, 0);
|
||||
const moving = createPartyStuckRecoveryState(origin, 0);
|
||||
updatePartyStuckRecovery(stuck, sample(0));
|
||||
updatePartyStuckRecovery(moving, sample(0));
|
||||
updatePartyStuckRecovery(stuck, sample(2_000));
|
||||
for (let tick = 1; tick <= 10; tick += 1) updatePartyStuckRecovery(moving, sample(tick * 500, { position: [tick * 0.5, 0, 0] }));
|
||||
expect(updatePartyStuckRecovery(stuck, sample(5_000))).toBe("recover");
|
||||
expect(updatePartyStuckRecovery(moving, sample(5_001, { position: [5, 0, 0] }))).toBe("none");
|
||||
expect(moving.cooldownUntilMs).toBe(0);
|
||||
});
|
||||
|
||||
it("moves only the affected teammate and starts only its teleport cooldown", () => {
|
||||
const positions = new Map<string, MutablePartyWorldPosition>([
|
||||
["tank", [0, 0, 0]], ["rogue", [2, 0, 1]], ["mage", [3, 0, 2]],
|
||||
]);
|
||||
const states = new Map([...positions].map(([id, position]) => [id, createPartyStuckRecoveryState(position, 0)]));
|
||||
expect(applyPartyStuckRecoveryLanding(positions, "rogue", [10, 0, 0], states.get("rogue")!, 5_000)).toBe(true);
|
||||
expect(positions.get("rogue")).toEqual([10, 0, 0]);
|
||||
expect(positions.get("tank")).toEqual([0, 0, 0]);
|
||||
expect(positions.get("mage")).toEqual([3, 0, 2]);
|
||||
expect(states.get("rogue")!.cooldownUntilMs).toBe(15_000);
|
||||
expect(states.get("tank")!.cooldownUntilMs).toBe(0);
|
||||
expect(states.get("mage")!.cooldownUntilMs).toBe(0);
|
||||
});
|
||||
|
||||
it("does not apply missing or malformed landings", () => {
|
||||
const positions = new Map<string, MutablePartyWorldPosition>([["tank", [0, 0, 0]]]);
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
expect(applyPartyStuckRecoveryLanding(positions, "missing", [10, 0, 0], state, 5_000)).toBe(false);
|
||||
expect(applyPartyStuckRecoveryLanding(positions, "tank", [NaN, 0, 0], state, 5_000)).toBe(false);
|
||||
expect(positions.get("tank")).toEqual(origin);
|
||||
expect(state.cooldownUntilMs).toBe(0);
|
||||
});
|
||||
|
||||
it("handles malformed samples without poisoning later progress", () => {
|
||||
const state = createPartyStuckRecoveryState(origin, 0);
|
||||
expect(updatePartyStuckRecovery(state, sample(NaN))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(1, { position: [NaN, 0, 0] }))).toBe("none");
|
||||
expect(updatePartyStuckRecovery(state, sample(10_000))).toBe("none");
|
||||
});
|
||||
});
|
||||
|
||||
describe("safe stuck-recovery landings", () => {
|
||||
const player: PartyWorldPosition = [10, 0, 0];
|
||||
const choose = (trailPoints: readonly PartyWorldPosition[],
|
||||
validate: (point: PartyWorldPosition) => PartyWorldPosition | null = (point) => point) => choosePartyStuckRecoveryPosition({
|
||||
current: origin, player, groupAnchor: player, trailPoints, validate,
|
||||
});
|
||||
|
||||
it("prefers a visited trail point near the group over returning to the player", () => {
|
||||
expect(choose([[2, 0, 0], [9, 0, 0]])).toEqual({ position: [9, 0, 0], source: "trail" });
|
||||
});
|
||||
|
||||
it("skips wrong floors, distant points, current position, and blocked/unsafe landings", () => {
|
||||
const result = choose([[0.2, 0, 0], [10, 5, 0], [50, 0, 0], [9, 0, 0], [8, 0, 0]],
|
||||
(point) => point[0] === 9 ? null : point);
|
||||
expect(result).toEqual({ position: [8, 0, 0], source: "trail" });
|
||||
});
|
||||
|
||||
it("falls back to a validated player point when no safe local trail exists", () => {
|
||||
expect(choose([], (point) => point)).toEqual({ position: player, source: "player" });
|
||||
expect(choose([[9, 0, 0]], (point) => point[0] === 10 ? point : null)).toEqual({ position: player, source: "player" });
|
||||
});
|
||||
|
||||
it("never blindly teleports to an invalid player point or a far-away projected room", () => {
|
||||
expect(choose([], () => null)).toBeNull();
|
||||
expect(choose([[9, 0, 0]], () => [10, 0, 5])).toBeNull();
|
||||
expect(choose([], () => [10, -5, 0])).toBeNull();
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,175 @@
|
||||
import type { MutablePartyWorldPosition, PartyWorldPosition } from "./partyRuntimeRegistry";
|
||||
|
||||
export const PARTY_STUCK_REPLAN_MS = 2_000;
|
||||
export const PARTY_STUCK_RECOVER_MS = 5_000;
|
||||
export const PARTY_STUCK_RECOVERY_COOLDOWN_MS = 10_000;
|
||||
const PROGRESS_DISTANCE = 0.45;
|
||||
const RECOVERY_RETRY_MS = 1_000;
|
||||
const MAX_TRAIL_GROUP_DISTANCE = 12;
|
||||
const MAX_TRAIL_HEIGHT_DIFFERENCE = 1.25;
|
||||
const MIN_RECOVERY_DISTANCE = 1;
|
||||
|
||||
export interface PartyStuckRecoveryState {
|
||||
goalKey: string | null;
|
||||
readonly previousPosition: MutablePartyWorldPosition;
|
||||
waypoint: MutablePartyWorldPosition | null;
|
||||
netProgress: number;
|
||||
lastProgressAtMs: number;
|
||||
replanned: boolean;
|
||||
cooldownUntilMs: number;
|
||||
retryAtMs: number;
|
||||
}
|
||||
|
||||
export interface PartyStuckRecoverySample {
|
||||
readonly position: PartyWorldPosition;
|
||||
readonly waypoint: PartyWorldPosition | null;
|
||||
readonly goalKey: string;
|
||||
readonly movementExpected: boolean;
|
||||
readonly health: number;
|
||||
readonly paused: boolean;
|
||||
readonly stopped: boolean;
|
||||
readonly casting: boolean;
|
||||
readonly controlled: boolean;
|
||||
readonly nowMs: number;
|
||||
}
|
||||
|
||||
function distance(a: PartyWorldPosition, b: PartyWorldPosition): number {
|
||||
return Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2]);
|
||||
}
|
||||
|
||||
function finitePosition(position: PartyWorldPosition): boolean {
|
||||
return position.every(Number.isFinite);
|
||||
}
|
||||
|
||||
export function createPartyStuckRecoveryState(position: PartyWorldPosition, nowMs: number): PartyStuckRecoveryState {
|
||||
return {
|
||||
goalKey: null,
|
||||
previousPosition: [...position],
|
||||
waypoint: null,
|
||||
netProgress: 0,
|
||||
lastProgressAtMs: nowMs,
|
||||
replanned: false,
|
||||
cooldownUntilMs: 0,
|
||||
retryAtMs: 0,
|
||||
};
|
||||
}
|
||||
|
||||
/** Clear navigation timing without letting pauses/holds bypass a teleport cooldown. */
|
||||
export function resetPartyStuckRecoveryProgress(state: PartyStuckRecoveryState): void {
|
||||
state.goalKey = null;
|
||||
state.waypoint = null;
|
||||
state.netProgress = 0;
|
||||
state.replanned = false;
|
||||
}
|
||||
|
||||
/** Signed progress toward the previous waypoint cancels doorway back-and-forth. */
|
||||
export function updatePartyStuckRecovery(
|
||||
state: PartyStuckRecoveryState,
|
||||
sample: PartyStuckRecoverySample,
|
||||
): "none" | "replan" | "recover" {
|
||||
const { position, waypoint, nowMs } = sample;
|
||||
if (!Number.isFinite(nowMs) || !finitePosition(position) || (waypoint && !finitePosition(waypoint))) {
|
||||
resetPartyStuckRecoveryProgress(state);
|
||||
return "none";
|
||||
}
|
||||
const excluded = !sample.movementExpected || sample.health <= 0 || sample.paused
|
||||
|| sample.stopped || sample.casting || sample.controlled;
|
||||
if (excluded || state.goalKey !== sample.goalKey || nowMs < state.lastProgressAtMs) {
|
||||
resetPartyStuckRecoveryProgress(state);
|
||||
state.lastProgressAtMs = nowMs;
|
||||
if (!excluded) state.goalKey = sample.goalKey;
|
||||
} else if (state.waypoint) {
|
||||
// Target/waypoint movement itself is not actor progress. Count only the
|
||||
// actor's displacement relative to the last sampled route waypoint.
|
||||
// Once the old waypoint was reached, movement belongs to the next leg.
|
||||
// Otherwise dense waypoint chains would count every forward step as
|
||||
// moving away from the just-completed point.
|
||||
const progressWaypoint = waypoint && distance(state.previousPosition, state.waypoint) <= 0.06
|
||||
&& distance(waypoint, state.waypoint) > 0.04 ? waypoint : state.waypoint;
|
||||
state.netProgress += distance(state.previousPosition, progressWaypoint) - distance(position, progressWaypoint);
|
||||
if (state.netProgress >= PROGRESS_DISTANCE) {
|
||||
state.netProgress = 0;
|
||||
state.lastProgressAtMs = nowMs;
|
||||
state.replanned = false;
|
||||
}
|
||||
}
|
||||
state.previousPosition[0] = position[0];
|
||||
state.previousPosition[1] = position[1];
|
||||
state.previousPosition[2] = position[2];
|
||||
if (waypoint && !excluded) {
|
||||
state.waypoint ??= [0, 0, 0];
|
||||
state.waypoint[0] = waypoint[0];
|
||||
state.waypoint[1] = waypoint[1];
|
||||
state.waypoint[2] = waypoint[2];
|
||||
} else state.waypoint = null;
|
||||
if (excluded) return "none";
|
||||
|
||||
const elapsed = nowMs - state.lastProgressAtMs;
|
||||
if (!state.replanned && elapsed >= PARTY_STUCK_REPLAN_MS) {
|
||||
state.replanned = true;
|
||||
return "replan";
|
||||
}
|
||||
if (elapsed >= PARTY_STUCK_RECOVER_MS && nowMs >= state.cooldownUntilMs && nowMs >= state.retryAtMs) {
|
||||
state.retryAtMs = nowMs + RECOVERY_RETRY_MS;
|
||||
return "recover";
|
||||
}
|
||||
return "none";
|
||||
}
|
||||
|
||||
export function markPartyStuckRecovered(state: PartyStuckRecoveryState, position: PartyWorldPosition, nowMs: number): void {
|
||||
resetPartyStuckRecoveryProgress(state);
|
||||
state.previousPosition[0] = position[0];
|
||||
state.previousPosition[1] = position[1];
|
||||
state.previousPosition[2] = position[2];
|
||||
state.lastProgressAtMs = nowMs;
|
||||
state.cooldownUntilMs = nowMs + PARTY_STUCK_RECOVERY_COOLDOWN_MS;
|
||||
state.retryAtMs = state.cooldownUntilMs;
|
||||
}
|
||||
|
||||
/** Position-only recovery: no squad recall, healing, threat reset, or resurrection. */
|
||||
export function applyPartyStuckRecoveryLanding(
|
||||
positions: ReadonlyMap<string, MutablePartyWorldPosition>,
|
||||
memberId: string,
|
||||
landing: PartyWorldPosition,
|
||||
state: PartyStuckRecoveryState,
|
||||
nowMs: number,
|
||||
): boolean {
|
||||
const current = positions.get(memberId);
|
||||
if (!current || !finitePosition(landing) || !Number.isFinite(nowMs)) return false;
|
||||
current[0] = landing[0];
|
||||
current[1] = landing[1];
|
||||
current[2] = landing[2];
|
||||
markPartyStuckRecovered(state, current, nowMs);
|
||||
return true;
|
||||
}
|
||||
|
||||
/** Only visited trail positions are local candidates; never jump to an arbitrary nearest room. */
|
||||
export function choosePartyStuckRecoveryPosition({
|
||||
current, player, groupAnchor, trailPoints, validate,
|
||||
}: {
|
||||
readonly current: PartyWorldPosition;
|
||||
readonly player: PartyWorldPosition;
|
||||
readonly groupAnchor: PartyWorldPosition;
|
||||
readonly trailPoints: readonly PartyWorldPosition[];
|
||||
readonly validate: (position: PartyWorldPosition, anchor: PartyWorldPosition) => PartyWorldPosition | null;
|
||||
}): { readonly position: PartyWorldPosition; readonly source: "trail" | "player" } | null {
|
||||
if (!finitePosition(current) || !finitePosition(player) || !finitePosition(groupAnchor)) return null;
|
||||
const candidates = trailPoints.filter((point) => finitePosition(point)
|
||||
&& distance(point, current) >= MIN_RECOVERY_DISTANCE
|
||||
&& distance(point, groupAnchor) <= MAX_TRAIL_GROUP_DISTANCE
|
||||
&& Math.abs(point[1] - groupAnchor[1]) <= MAX_TRAIL_HEIGHT_DIFFERENCE)
|
||||
.sort((a, b) => distance(a, groupAnchor) - distance(b, groupAnchor));
|
||||
// Bound expensive path/physics checks even when a looping trail has many samples.
|
||||
for (const candidate of candidates.slice(0, 16)) {
|
||||
const position = validate(candidate, groupAnchor);
|
||||
if (position && finitePosition(position) && distance(position, current) >= MIN_RECOVERY_DISTANCE
|
||||
&& distance(position, candidate) <= 0.85
|
||||
&& Math.abs(position[1] - groupAnchor[1]) <= MAX_TRAIL_HEIGHT_DIFFERENCE) {
|
||||
return { position: [...position], source: "trail" };
|
||||
}
|
||||
}
|
||||
const position = validate(player, player);
|
||||
return position && finitePosition(position) && distance(position, player) <= 0.85
|
||||
? { position: [...position], source: "player" }
|
||||
: null;
|
||||
}
|
||||
@@ -2,7 +2,7 @@ import { NodeIO } from "@gltf-transform/core";
|
||||
import RAPIER from "@dimforge/rapier3d-compat";
|
||||
import { ALL_EXTENSIONS } from "@gltf-transform/extensions";
|
||||
import { MeshoptDecoder } from "meshoptimizer";
|
||||
import { BufferAttribute, BufferGeometry, Group, Mesh } from "three";
|
||||
import { BufferAttribute, BufferGeometry, Group, Mesh, Ray, Vector3 } from "three";
|
||||
import { beforeAll, describe, expect, it } from "vitest";
|
||||
import { requireDungeonDefinition } from "./dungeonRegistry";
|
||||
import {
|
||||
@@ -16,9 +16,13 @@ import { shouldLoadPartyNavigation } from "./partyNavigationPolicy";
|
||||
import { planPartyRoute } from "./partyPathing";
|
||||
import { partyCombatMovementGoal, stepPartyPosition } from "./partyMovement";
|
||||
import { derivePartySpawnSlots } from "./partySpawnSlots";
|
||||
import { collisionTrimeshes, prepareCollision } from "../scene/productionDungeonCollision";
|
||||
import { createPartyDirectSegmentValidator, createPartyRouteSegmentValidator } from "../scene/partyTraversal";
|
||||
import { collisionTrimeshes, collisionLineOfSightTrimeshes, prepareCollision } from "../scene/productionDungeonCollision";
|
||||
import { DUNGEON_PHYSICAL_COLLISION_GROUPS, DUNGEON_SIGHT_BLOCKER_COLLISION_GROUPS, hasDungeonLineOfSight } from "../scene/dungeonLineOfSight";
|
||||
import { createPartyDirectSegmentValidator, createPartyRouteSegmentValidator, createPartyRecoveryPointValidator } from "../scene/partyTraversal";
|
||||
import { configurePlayerCharacterController, PLAYER_CHARACTER_CONTROLLER_OFFSET } from "./playerMovement";
|
||||
import { ACTOR_COLLISION_GROUPS, ACTOR_TERRAIN_QUERY_GROUPS } from "../scene/actorCollision";
|
||||
import { choosePartyStuckRecoveryPosition } from "./partyStuckRecovery";
|
||||
import { createMobPursuit } from "./mobPursuit";
|
||||
|
||||
const STOCKADES_NAVIGATION = "public/assets/game/manastorm/34-stormwindjail/navigation.glb";
|
||||
const TANK_RANGE = Object.freeze({ minimum: 0, preferred: 2.9, maximum: 3.15 });
|
||||
@@ -82,13 +86,20 @@ beforeAll(async () => {
|
||||
}
|
||||
});
|
||||
|
||||
function collisionWorld(useRamps = true): RAPIER.World {
|
||||
function collisionWorld(useRamps = true, includeSight = false): RAPIER.World {
|
||||
const world = new RAPIER.World({ x: 0, y: -18, z: 0 });
|
||||
const prepared = prepareCollision(sourceCollision, useRamps ? stockades.traversalRamps : []);
|
||||
for (const trimesh of collisionTrimeshes(prepared)) {
|
||||
world.createCollider(RAPIER.ColliderDesc.trimesh(
|
||||
Float32Array.from(trimesh.vertices), Uint32Array.from(trimesh.indices),
|
||||
));
|
||||
).setCollisionGroups(DUNGEON_PHYSICAL_COLLISION_GROUPS));
|
||||
}
|
||||
if (includeSight) {
|
||||
for (const trimesh of collisionLineOfSightTrimeshes(prepared)) {
|
||||
world.createCollider(RAPIER.ColliderDesc.trimesh(
|
||||
Float32Array.from(trimesh.vertices), Uint32Array.from(trimesh.indices),
|
||||
).setCollisionGroups(DUNGEON_SIGHT_BLOCKER_COLLISION_GROUPS).setSensor(true));
|
||||
}
|
||||
}
|
||||
for (const child of prepared.children) (child as Mesh).geometry.dispose();
|
||||
world.step();
|
||||
@@ -100,6 +111,91 @@ function distance(left: readonly number[], right: readonly number[]): number {
|
||||
}
|
||||
|
||||
describe("Stormwind Stockade party navigation", () => {
|
||||
it("blocks combat sight across shipping room walls in both directions while preserving clear stair sight", () => {
|
||||
const world = collisionWorld(true, true);
|
||||
try {
|
||||
const prepared = prepareCollision(sourceCollision, stockades.traversalRamps);
|
||||
let checkedWalls = 0;
|
||||
for (const mesh of collisionLineOfSightTrimeshes(prepared)) {
|
||||
for (let offset = 0; offset < mesh.indices.length && checkedWalls < 12; offset += 3) {
|
||||
const a = Number(mesh.indices[offset]) * 3;
|
||||
const b = Number(mesh.indices[offset + 1]) * 3;
|
||||
const c = Number(mesh.indices[offset + 2]) * 3;
|
||||
const v = mesh.vertices;
|
||||
const ab = [Number(v[b]) - Number(v[a]), Number(v[b + 1]) - Number(v[a + 1]), Number(v[b + 2]) - Number(v[a + 2])];
|
||||
const ac = [Number(v[c]) - Number(v[a]), Number(v[c + 1]) - Number(v[a + 1]), Number(v[c + 2]) - Number(v[a + 2])];
|
||||
const normalX = ab[1] * ac[2] - ab[2] * ac[1];
|
||||
const normalZ = ab[0] * ac[1] - ab[1] * ac[0];
|
||||
const length = Math.hypot(normalX, normalZ);
|
||||
if (length < 0.1) continue;
|
||||
const center = [0, 1, 2].map((axis) => (Number(v[a + axis]) + Number(v[b + axis]) + Number(v[c + axis])) / 3);
|
||||
const first = findNearestPartyNavigationSurface(graph,
|
||||
[center[0] + normalX / length, center[1] - 1.05, center[2] + normalZ / length], 2.5)?.position;
|
||||
const second = findNearestPartyNavigationSurface(graph,
|
||||
[center[0] - normalX / length, center[1] - 1.05, center[2] - normalZ / length], 2.5)?.position;
|
||||
if (!first || !second || Math.abs(first[1] - second[1]) > 0.4 || distance(first, second) < 1.5
|
||||
|| Math.abs((first[1] + second[1]) / 2 + 1.05 - center[1]) > 0.15
|
||||
|| Math.hypot(first[0] - center[0], first[2] - center[2]) > 1.3
|
||||
|| Math.hypot(second[0] - center[0], second[2] - center[2]) > 1.3) continue;
|
||||
const sideA = (first[0] - center[0]) * normalX + (first[2] - center[2]) * normalZ;
|
||||
const sideB = (second[0] - center[0]) * normalX + (second[2] - center[2]) * normalZ;
|
||||
if (sideA * sideB >= 0) continue;
|
||||
// Nearby decorative faces/door-frame triangles are not room walls
|
||||
// unless the actors' chest ray actually crosses this source face.
|
||||
const origin = new Vector3(first[0], first[1] + 1.05, first[2]);
|
||||
const destination = new Vector3(second[0], second[1] + 1.05, second[2]);
|
||||
const ray = new Ray(origin, destination.clone().sub(origin).normalize());
|
||||
const intersection = ray.intersectTriangle(
|
||||
new Vector3(Number(v[a]), Number(v[a + 1]), Number(v[a + 2])),
|
||||
new Vector3(Number(v[b]), Number(v[b + 1]), Number(v[b + 2])),
|
||||
new Vector3(Number(v[c]), Number(v[c + 1]), Number(v[c + 2])), false, new Vector3(),
|
||||
);
|
||||
if (!intersection || intersection.distanceTo(origin) >= destination.distanceTo(origin)) continue;
|
||||
expect(hasDungeonLineOfSight(RAPIER, world, first, second), JSON.stringify({ center, first, second })).toBe(false);
|
||||
expect(hasDungeonLineOfSight(RAPIER, world, second, first), JSON.stringify({ center, first, second })).toBe(false);
|
||||
checkedWalls += 1;
|
||||
}
|
||||
}
|
||||
for (const child of prepared.children) (child as Mesh).geometry.dispose();
|
||||
expect(checkedWalls).toBeGreaterThanOrEqual(8);
|
||||
for (const ramp of stockades.traversalRamps ?? []) {
|
||||
expect(hasDungeonLineOfSight(RAPIER, world, ramp.start, ramp.end)).toBe(true);
|
||||
expect(hasDungeonLineOfSight(RAPIER, world, ramp.end, ramp.start)).toBe(true);
|
||||
}
|
||||
} finally { world.free(); }
|
||||
}, 20_000);
|
||||
|
||||
it("moves pursuing mobs up and down all shipping ramps without a false teleport or reset", () => {
|
||||
const world = collisionWorld(true, true);
|
||||
try {
|
||||
const directAllowed = createPartyDirectSegmentValidator(RAPIER, world);
|
||||
const routeAllowed = createPartyRouteSegmentValidator(RAPIER, world);
|
||||
const navigator = createMobPursuit({ graph: () => graph, directAllowed, routeAllowed,
|
||||
hasLineOfSight: (a, b) => hasDungeonLineOfSight(RAPIER, world, a, b),
|
||||
validateLanding: createPartyRecoveryPointValidator(RAPIER, world, graph) });
|
||||
for (const ramp of stockades.traversalRamps ?? []) {
|
||||
for (const [start, target] of [[ramp.start, ramp.end], [ramp.end, ramp.start]]) {
|
||||
const initialRoute = planPartyRoute(graph, "probe", start, target, 0, {
|
||||
maxOriginSnapDistance: 3, maxDestinationSnapDistance: 3,
|
||||
directSegmentAllowed: directAllowed, routeSegmentAllowed: routeAllowed,
|
||||
destinationReached: (surface, destination) => distance(surface, destination) <= 1.5
|
||||
&& hasDungeonLineOfSight(RAPIER, world, surface, destination),
|
||||
});
|
||||
expect(initialRoute.blocked, JSON.stringify({ ramp: ramp.id, waypoints: initialRoute.waypoints })).toBe(false);
|
||||
const position: [number, number, number] = [...start];
|
||||
for (let frame = 0; frame < 500 && distance(position, target) > 1.5; frame += 1) {
|
||||
const before = [...position];
|
||||
expect(navigator.step({ id: `${ramp.id}:${start[1]}`, targetId: "target", position,
|
||||
target, home: start, phase: "chasing", health: 100, engaged: true, active: true,
|
||||
casting: false, controlled: false, attackRange: 1.5, leashRange: 40,
|
||||
maximumStep: 0.175, nowMs: frame * 50 }), JSON.stringify({ ramp: ramp.id, start, target, before, frame })).toBe("none");
|
||||
}
|
||||
expect(distance(position, target)).toBeLessThanOrEqual(1.5);
|
||||
}
|
||||
}
|
||||
} finally { world.free(); }
|
||||
});
|
||||
|
||||
it("uses the reviewed warm indoor lighting profile", () => {
|
||||
expect(stockades.presentation).toMatchObject({
|
||||
background: "#171815",
|
||||
@@ -302,13 +398,49 @@ describe("Stormwind Stockade party navigation", () => {
|
||||
const body = world.createRigidBody(RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(
|
||||
player[0], player[1] + 0.84, player[2],
|
||||
));
|
||||
world.createCollider(RAPIER.ColliderDesc.capsule(0.48, 0.36), body);
|
||||
world.createCollider(RAPIER.ColliderDesc.capsule(0.48, 0.36).setCollisionGroups(ACTOR_COLLISION_GROUPS), body);
|
||||
world.step();
|
||||
expect(createPartyDirectSegmentValidator(RAPIER, world)(point(0.4), point(0.6))).toBe(true);
|
||||
expect(createPartyRouteSegmentValidator(RAPIER, world)(point(0.4), point(0.6))).toBe(true);
|
||||
world.free();
|
||||
});
|
||||
|
||||
it("finds grounded recovery landings on all three stair ramps", () => {
|
||||
const world = collisionWorld();
|
||||
const allowed = createPartyRecoveryPointValidator(RAPIER, world, graph);
|
||||
for (const ramp of stockades.traversalRamps!) {
|
||||
const point = (t: number): [number, number, number] => [
|
||||
ramp.start[0] + (ramp.end[0] - ramp.start[0]) * t,
|
||||
ramp.start[1] + (ramp.end[1] - ramp.start[1]) * t + 0.05,
|
||||
ramp.start[2] + (ramp.end[2] - ramp.start[2]) * t,
|
||||
];
|
||||
expect(allowed(point(0.5), point(0.52)), ramp.id).not.toBeNull();
|
||||
}
|
||||
world.free();
|
||||
});
|
||||
|
||||
it("recovers from boss-room approaches onto a validated visited trail near the group", () => {
|
||||
const world = collisionWorld();
|
||||
const allowed = createPartyRecoveryPointValidator(RAPIER, world, graph);
|
||||
const routeAllowed = createPartyRouteSegmentValidator(RAPIER, world);
|
||||
const entrance = findNearestPartyNavigationSurface(graph, stockades.entrance.footPosition, 6)!.position;
|
||||
for (const objective of stockades.objectiveOrder) {
|
||||
const current = findNearestPartyNavigationSurface(graph, objective.position, 15)!.position;
|
||||
const path = findPartyNavigationPath(graph, entrance, current, { routeSegmentAllowed: routeAllowed })!;
|
||||
const trail = path.slice(1).map((point, index): [number, number, number] => [
|
||||
(path[index][0] + point[0]) / 2, (path[index][1] + point[1]) / 2, (path[index][2] + point[2]) / 2,
|
||||
]).filter((point) => distance(point, current) >= 2 && distance(point, current) <= 12
|
||||
&& Math.abs(point[1] - current[1]) <= 1.25 && allowed(point, point));
|
||||
expect(trail.length, objective.name).toBeGreaterThan(0);
|
||||
const anchor = trail.at(-1)!;
|
||||
const landing = choosePartyStuckRecoveryPosition({ current, player: entrance, groupAnchor: anchor,
|
||||
trailPoints: trail, validate: allowed });
|
||||
expect(landing?.source, objective.name).toBe("trail");
|
||||
expect(allowed(landing!.position, anchor), objective.name).not.toBeNull();
|
||||
}
|
||||
world.free();
|
||||
});
|
||||
|
||||
it("walks the player capsule down and back up every ramp without jumping", () => {
|
||||
for (const ramp of stockades.traversalRamps!) {
|
||||
const world = collisionWorld();
|
||||
@@ -321,7 +453,7 @@ describe("Stormwind Stockade party navigation", () => {
|
||||
const body = world.createRigidBody(RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(
|
||||
ramp.start[0] + dx * startT, startY + centerHeight + 0.02, ramp.start[2] + dz * startT,
|
||||
));
|
||||
const collider = world.createCollider(RAPIER.ColliderDesc.capsule(0.48, 0.36), body);
|
||||
const collider = world.createCollider(RAPIER.ColliderDesc.capsule(0.48, 0.36).setCollisionGroups(ACTOR_COLLISION_GROUPS), body);
|
||||
world.step();
|
||||
const controller = configurePlayerCharacterController(world.createCharacterController(PLAYER_CHARACTER_CONTROLLER_OFFSET));
|
||||
const progress = () => {
|
||||
@@ -338,7 +470,7 @@ describe("Stormwind Stockade party navigation", () => {
|
||||
x: dx / length * direction * 4.8 / 60,
|
||||
y: -0.5 / 60,
|
||||
z: dz / length * direction * 4.8 / 60,
|
||||
}, RAPIER.QueryFilterFlags.EXCLUDE_SENSORS | RAPIER.QueryFilterFlags.EXCLUDE_DYNAMIC);
|
||||
}, RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, ACTOR_TERRAIN_QUERY_GROUPS);
|
||||
const position = body.translation();
|
||||
const move = controller.computedMovement();
|
||||
body.setNextKinematicTranslation({ x: position.x + move.x, y: position.y + move.y, z: position.z + move.z });
|
||||
|
||||
+43
-34
@@ -27,7 +27,7 @@ import {
|
||||
sampleMobAnimation,
|
||||
} from "../game/mobAnimation";
|
||||
import type { MobAnimationState } from "../game/mobAnimation";
|
||||
import { useCombatStore } from "../game/combatStore";
|
||||
import { useCombatStore, type MobCombatState } from "../game/combatStore";
|
||||
import { PRIMARY_MOUSE_BUTTON } from "../game/inputManager";
|
||||
import { TimedEffectStrip } from "../ui/TimedEffectStrip";
|
||||
import { AuraStrip } from "../ui/AuraStrip";
|
||||
@@ -76,9 +76,10 @@ import {
|
||||
resolveMobAnimationInterval,
|
||||
} from "./mobAnimationCadence";
|
||||
import { useGameGLTF } from "./useGameGLTF";
|
||||
import { onlineSynchronizedMobTransform, requestOnlineInteraction } from "../game/onlineSessionRuntime";
|
||||
import { onlineSessionOwnsWorldSimulation, onlineSynchronizedMobTransform, requestOnlineInteraction } from "../game/onlineSessionRuntime";
|
||||
import { isMobAggroRangeVisible } from "./mobAggroRangeVisibility";
|
||||
import { DungeonOccludedHtml } from "./DungeonOccludedHtml";
|
||||
import { useMobNavigation } from "./mobNavigation";
|
||||
|
||||
const MOVEMENT_LOCKING_MOB_STATUSES: ReadonlySet<string> = new Set([
|
||||
"stun", "root", "sleep", "knockdown", "freeze", "charm", "confuse",
|
||||
@@ -119,8 +120,32 @@ function mobTargetPosition(
|
||||
playerPosition: MobVector3,
|
||||
): MobVector3 {
|
||||
if (!targetActorId || targetActorId === PLAYER_AGGRO_ID) return playerPosition;
|
||||
const summon = useCombatStore.getState().summons.find((candidate) => candidate.id === targetActorId);
|
||||
if (summon) return summon.position;
|
||||
return getPartyRuntimePosition(targetActorId) ?? playerPosition;
|
||||
}
|
||||
|
||||
function navigateMob(
|
||||
navigator: ReturnType<typeof useMobNavigation>, mob: MobCombatState,
|
||||
position: MutableMobVector3, target: MobVector3, home: MobVector3,
|
||||
maximumStep: number, active: boolean, nowMs: number, controlled = false,
|
||||
): void {
|
||||
const game = useGameStore.getState();
|
||||
const hostileRanges = mob.attacks.filter((attack) => attack.target === "primary"
|
||||
|| attack.target === "random-party" || attack.target === "nearby-party").map((attack) => attack.range);
|
||||
const result = navigator.step({
|
||||
id: mob.id, targetId: mob.targetActorId, position, target, home,
|
||||
phase: mob.combatPhase, health: mob.health, engaged: mob.engaged,
|
||||
active: active && onlineSessionOwnsWorldSimulation() && !game.paused && !game.mapOpen && !game.companionOpen,
|
||||
casting: mob.activeCast !== null, controlled,
|
||||
attackRange: hostileRanges.length ? Math.max(...hostileRanges) : mob.attackRange,
|
||||
leashRange: mob.leashRange, maximumStep, nowMs,
|
||||
});
|
||||
if (result === "reset" || result === "home") {
|
||||
useCombatStore.getState().resetMobForNavigation(mob.id,
|
||||
result === "home" || Math.hypot(position[0] - home[0], position[1] - home[1], position[2] - home[2]) <= 0.85, nowMs);
|
||||
}
|
||||
}
|
||||
const PROXIMITY_CHECK_INTERVAL = 0.3;
|
||||
const AGGRO_RANGE_VISIBILITY_CHECK_INTERVAL = 0.25;
|
||||
let preparedCreatureTemplates = new WeakMap<Object3D, Object3D>();
|
||||
@@ -771,23 +796,6 @@ function isPlayerOrPartyNear(points: readonly MobVector3[], maxDistance: number)
|
||||
});
|
||||
}
|
||||
|
||||
function stepToward(
|
||||
current: MutableMobVector3,
|
||||
target: MobVector3,
|
||||
maximumStep: number,
|
||||
): number {
|
||||
const dx = target[0] - current[0];
|
||||
const dy = target[1] - current[1];
|
||||
const dz = target[2] - current[2];
|
||||
const distance = Math.hypot(dx, dy, dz);
|
||||
if (distance <= 0.001) return 0;
|
||||
const step = Math.min(Math.max(0, maximumStep), distance);
|
||||
current[0] += dx / distance * step;
|
||||
current[1] += dy / distance * step;
|
||||
current[2] += dz / distance * step;
|
||||
return distance;
|
||||
}
|
||||
|
||||
/**
|
||||
* Activates content when the player or an autonomous party member approaches.
|
||||
* The stores are read
|
||||
@@ -1159,6 +1167,7 @@ function RoamingPack({
|
||||
useOriginalModels,
|
||||
allowedRuntimeIds,
|
||||
}: RoamingPackProps) {
|
||||
const navigator = useMobNavigation();
|
||||
const path = useMemo(() => createLoopedPath(definition.waypoints), [definition.waypoints]);
|
||||
const distanceRef = useRef(definition.startDistance ?? 0);
|
||||
const { scratchPositions, scratchForwards, chasePositions } = useMemo(() => {
|
||||
@@ -1277,7 +1286,7 @@ function RoamingPack({
|
||||
const maximumStep = Math.min(delta, 0.05)
|
||||
* mob!.moveSpeed
|
||||
* Math.max(0.1, 1 - slow);
|
||||
if (!movementLocked && feared) {
|
||||
if (active && !movementLocked && feared) {
|
||||
stepFearedMobAway(
|
||||
chasePosition,
|
||||
targetPosition,
|
||||
@@ -1286,19 +1295,16 @@ function RoamingPack({
|
||||
mob!.leashRange,
|
||||
chasePosition,
|
||||
);
|
||||
} else if (!movementLocked && mob!.combatPhase === "chasing") {
|
||||
stepToward(
|
||||
chasePosition,
|
||||
targetPosition,
|
||||
maximumStep,
|
||||
);
|
||||
}
|
||||
navigateMob(navigator, mob!, chasePosition, targetPosition,
|
||||
mob!.homePosition ?? patrolPosition, maximumStep, active, now, movementLocked || feared);
|
||||
position = chasePosition;
|
||||
const facingSign = feared && !movementLocked ? -1 : 1;
|
||||
forward[0] = (targetPosition[0] - position[0]) * facingSign;
|
||||
forward[2] = (targetPosition[2] - position[2]) * facingSign;
|
||||
} else if (mob?.combatPhase === "returning") {
|
||||
stepToward(chasePosition, patrolPosition, Math.min(delta, 0.05) * mob.moveSpeed * 1.25);
|
||||
navigateMob(navigator, mob, chasePosition, targetPosition,
|
||||
mob.homePosition ?? patrolPosition, Math.min(delta, 0.05) * mob.moveSpeed * 1.25, active, now);
|
||||
position = chasePosition;
|
||||
} else {
|
||||
chasePosition[0] = patrolPosition[0];
|
||||
@@ -1360,6 +1366,7 @@ interface StaticPopulationProps {
|
||||
}
|
||||
|
||||
function StaticPopulationMember({ spawn, entities, active, showLabels, useOriginalModels }: StaticPopulationProps) {
|
||||
const navigator = useMobNavigation();
|
||||
const entity = entities[spawn.entityId];
|
||||
const groupRef = useRef<Group>(null);
|
||||
const positionRef = useRef<MutableMobVector3>([...spawn.position]);
|
||||
@@ -1398,7 +1405,7 @@ function StaticPopulationMember({ spawn, entities, active, showLabels, useOrigin
|
||||
feared = mob.statuses.some((status) => status.endsAt > now && status.kind === "fear");
|
||||
const slow = mob.statuses.find((status) => status.endsAt > now && status.kind === "slow")?.magnitude ?? 0;
|
||||
const maximumStep = Math.min(delta, 0.05) * mob.moveSpeed * Math.max(0.1, 1 - slow);
|
||||
if (!movementLocked && feared) {
|
||||
if (active && !movementLocked && feared) {
|
||||
stepFearedMobAway(
|
||||
position,
|
||||
targetPosition,
|
||||
@@ -1407,11 +1414,12 @@ function StaticPopulationMember({ spawn, entities, active, showLabels, useOrigin
|
||||
mob.leashRange,
|
||||
position,
|
||||
);
|
||||
} else if (!movementLocked && mob.combatPhase === "chasing") {
|
||||
stepToward(position, targetPosition, maximumStep);
|
||||
}
|
||||
navigateMob(navigator, mob, position, targetPosition, mob.homePosition ?? spawn.position,
|
||||
maximumStep, active, now, movementLocked || feared);
|
||||
} else if (mob?.combatPhase === "returning") {
|
||||
stepToward(position, spawn.position, Math.min(delta, 0.05) * mob.moveSpeed * 1.25);
|
||||
navigateMob(navigator, mob, position, targetPosition, mob.homePosition ?? spawn.position,
|
||||
Math.min(delta, 0.05) * mob.moveSpeed * 1.25, active, now);
|
||||
} else {
|
||||
position[0] = spawn.position[0];
|
||||
position[1] = spawn.position[1];
|
||||
@@ -1500,6 +1508,7 @@ function SummonedPopulationMember({
|
||||
readonly active: boolean;
|
||||
readonly useOriginalModels: boolean;
|
||||
}) {
|
||||
const navigator = useMobNavigation();
|
||||
const groupRef = useRef<Group>(null);
|
||||
const initial = getMobRuntimeTransform(instanceId)?.position ?? [0, 0, 0];
|
||||
const positionRef = useRef<MutableMobVector3>([...initial]);
|
||||
@@ -1515,7 +1524,7 @@ function SummonedPopulationMember({
|
||||
const feared = mob.statuses.some((status) => status.endsAt > now && status.kind === "fear");
|
||||
const slow = mob.statuses.find((status) => status.endsAt > now && status.kind === "slow")?.magnitude ?? 0;
|
||||
const maximumStep = Math.min(delta, 0.05) * mob.moveSpeed * Math.max(0.1, 1 - slow);
|
||||
if (!movementLocked && feared) {
|
||||
if (active && !movementLocked && feared) {
|
||||
stepFearedMobAway(
|
||||
position,
|
||||
targetPosition,
|
||||
@@ -1524,9 +1533,9 @@ function SummonedPopulationMember({
|
||||
mob.leashRange,
|
||||
position,
|
||||
);
|
||||
} else if (!movementLocked && mob.combatPhase === "chasing") {
|
||||
stepToward(position, targetPosition, maximumStep);
|
||||
}
|
||||
navigateMob(navigator, mob, position, targetPosition, mob.homePosition ?? initial,
|
||||
maximumStep, active, now, movementLocked || feared);
|
||||
const facingSign = feared && !movementLocked ? -1 : 1;
|
||||
const yaw = Math.atan2(
|
||||
(targetPosition[0] - position[0]) * facingSign,
|
||||
|
||||
@@ -33,13 +33,10 @@ import {
|
||||
createPartyBreadcrumbTrail,
|
||||
nextPartyBreadcrumbFollowWaypoint,
|
||||
partyFormationPosition,
|
||||
partyMadeStuckProgress,
|
||||
partyMovementProfile,
|
||||
partyNaturalFollowPosition,
|
||||
partyPersonalizedCombatMovementGoal,
|
||||
partyPresentationY,
|
||||
partySeparationGoal,
|
||||
partyShouldRecallForStuck,
|
||||
partyShouldMoveToComfortTarget,
|
||||
personalizedPartyCombatRangeBand,
|
||||
resetPartyBreadcrumbTrail,
|
||||
@@ -48,6 +45,15 @@ import {
|
||||
type PartyBreadcrumbCursor,
|
||||
type PartyMovementProfile,
|
||||
} from "../game/partyMovement";
|
||||
import {
|
||||
applyPartyStuckRecoveryLanding,
|
||||
choosePartyStuckRecoveryPosition,
|
||||
createPartyStuckRecoveryState,
|
||||
markPartyStuckRecovered,
|
||||
resetPartyStuckRecoveryProgress,
|
||||
updatePartyStuckRecovery,
|
||||
type PartyStuckRecoveryState,
|
||||
} from "../game/partyStuckRecovery";
|
||||
import {
|
||||
findNearestPartyNavigationSurface,
|
||||
type PartyNavigationGraph,
|
||||
@@ -84,12 +90,13 @@ import { registerCombatSpatialProvider } from "../game/combatSpatial";
|
||||
import { PLAYER_AGGRO_ID } from "../game/aggro";
|
||||
import { hasDungeonLineOfSight } from "./dungeonLineOfSight";
|
||||
import { registerCombatEffectAnchor } from "./combatEffectAnchorRegistry";
|
||||
import { ACTOR_TERRAIN_QUERY_GROUPS } from "./actorCollision";
|
||||
import {
|
||||
createPartyDirectSegmentValidator,
|
||||
createPartyRouteSegmentValidator,
|
||||
createPartyRecoveryPointValidator,
|
||||
PARTY_FLOOR_RAY_DEPTH,
|
||||
PARTY_FLOOR_RAY_HEIGHT,
|
||||
partyTerrainQueryFlags,
|
||||
} from "./partyTraversal";
|
||||
|
||||
const PARTY_MOVE_SPEED = 5.25;
|
||||
@@ -113,11 +120,6 @@ interface PartyAvatarMetrics {
|
||||
readonly hitCenterY: number;
|
||||
}
|
||||
|
||||
interface PartyStuckProgress {
|
||||
readonly position: MutablePartyWorldPosition;
|
||||
lastProgressAt: number;
|
||||
}
|
||||
|
||||
interface PartyCombatAnchor {
|
||||
readonly targetId: string;
|
||||
readonly bearing: number;
|
||||
@@ -300,7 +302,8 @@ function PartyActors({
|
||||
ray,
|
||||
PARTY_FLOOR_RAY_DEPTH,
|
||||
true,
|
||||
partyTerrainQueryFlags(rapier),
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS,
|
||||
ACTOR_TERRAIN_QUERY_GROUPS,
|
||||
);
|
||||
const floorY = floor ? ray.origin.y - floor.timeOfImpact : null;
|
||||
return partyPresentationY(position[1], floorY, PARTY_MAX_GROUND_CORRECTION);
|
||||
@@ -317,6 +320,10 @@ function PartyActors({
|
||||
() => createPartyRouteSegmentValidator(rapier, world),
|
||||
[rapier, world],
|
||||
);
|
||||
const recoveryPointAllowed = useMemo(
|
||||
() => createPartyRecoveryPointValidator(rapier, world, navigationGraph),
|
||||
[rapier, world, navigationGraph],
|
||||
);
|
||||
// Authored-link graphs use their eroded Recast node edges directly. Their
|
||||
// boundary vertices are already agent-radius safe, while a center ray can
|
||||
// falsely read the stair floor as a wall across a short vertical seam.
|
||||
@@ -344,7 +351,7 @@ function PartyActors({
|
||||
const lastLeaderWaypointRef = useRef<MutablePartyWorldPosition | null>(null);
|
||||
const lastCommandRef = useRef(usePartyStore.getState().command);
|
||||
const lastRecallRevisionRef = useRef(usePartyStore.getState().recallRevision);
|
||||
const stuckProgressRef = useRef(new Map<string, PartyStuckProgress>());
|
||||
const stuckProgressRef = useRef(new Map<string, PartyStuckRecoveryState>());
|
||||
const movementProfilesRef = useRef(new Map<string, PartyMovementProfile>());
|
||||
const directFollowMovingRef = useRef(new Map<string, boolean>());
|
||||
const combatAnchorsRef = useRef(new Map<string, PartyCombatAnchor>());
|
||||
@@ -381,6 +388,7 @@ function PartyActors({
|
||||
return { id: actorId, position: mobPosition, yaw };
|
||||
},
|
||||
hasLineOfSight: hasStaticLineOfSight,
|
||||
navigationGraph: () => navigationGraphRef.current,
|
||||
projectGroundPoint: (requested, maximumDistance, requestedOrigin) => {
|
||||
const origin = requestedOrigin ?? useGameStore.getState().playerPosition;
|
||||
const dx = requested[0] - origin[0];
|
||||
@@ -394,7 +402,8 @@ function PartyActors({
|
||||
ray,
|
||||
20,
|
||||
true,
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS | rapier.QueryFilterFlags.EXCLUDE_DYNAMIC,
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS,
|
||||
ACTOR_TERRAIN_QUERY_GROUPS,
|
||||
);
|
||||
return hit ? [x, ray.origin.y - hit.timeOfImpact, z] : null;
|
||||
},
|
||||
@@ -424,10 +433,9 @@ function PartyActors({
|
||||
if (movingSignal) movingSignal.current = false;
|
||||
const body = bodyRefs.current[index];
|
||||
if (body) body.position.y = 0;
|
||||
stuckProgressRef.current.set(member.id, {
|
||||
position: [position[0], position[1], position[2]],
|
||||
lastProgressAt: now,
|
||||
});
|
||||
const progress = stuckProgressRef.current.get(member.id) ?? createPartyStuckRecoveryState(position, now);
|
||||
markPartyStuckRecovered(progress, position, now);
|
||||
stuckProgressRef.current.set(member.id, progress);
|
||||
});
|
||||
const firstLiving = party.members.find((member) => member.health > 0);
|
||||
resetPartyBreadcrumbTrail(playerTrailRef.current, player);
|
||||
@@ -568,7 +576,7 @@ function PartyActors({
|
||||
|
||||
// Time spent in a pause/menu must not count toward the stuck watchdog.
|
||||
useEffect(() => {
|
||||
stuckProgressRef.current.clear();
|
||||
for (const state of stuckProgressRef.current.values()) resetPartyStuckRecoveryProgress(state);
|
||||
}, [active]);
|
||||
|
||||
useEffect(() => clearPartyRuntimeAttackCorridor, []);
|
||||
@@ -596,6 +604,7 @@ function PartyActors({
|
||||
const playerNavigation = game.playerNavigationPosition;
|
||||
appendPartyBreadcrumb(playerTrailRef.current, playerNavigation);
|
||||
const routeNow = clock.elapsedTime * 1_000;
|
||||
const combatNow = Date.now();
|
||||
const playerTrail = playerTrailRef.current.points;
|
||||
const latestPlayerTrailPoint = playerTrail[playerTrail.length - 1];
|
||||
const previousPlayerTrailPoint = playerTrail[playerTrail.length - 2];
|
||||
@@ -636,11 +645,9 @@ function PartyActors({
|
||||
const nextPosition: MutablePartyWorldPosition = [0, 0, 0];
|
||||
const leaderDestination: MutablePartyWorldPosition = [0, 0, 0];
|
||||
const naturalFollowTarget: MutablePartyWorldPosition = [0, 0, 0];
|
||||
const separatedDesired: MutablePartyWorldPosition = [0, 0, 0];
|
||||
const livingIndices = party.members
|
||||
.map((member, index) => member.health > 0 ? index : -1)
|
||||
.filter((index) => index >= 0);
|
||||
const livingIds = new Set(livingIndices.map((index) => party.members[index].id));
|
||||
const movementProfileFor = (memberId: string, memberIndex: number): PartyMovementProfile => {
|
||||
const livingRank = Math.max(0, livingIndices.indexOf(memberIndex));
|
||||
const key = `${memberId}|${livingRank}`;
|
||||
@@ -651,13 +658,6 @@ function PartyActors({
|
||||
}
|
||||
return profile;
|
||||
};
|
||||
const peerPositionsFor = (memberId: string): PartyWorldPosition[] => {
|
||||
const peers: PartyWorldPosition[] = [];
|
||||
for (const [id, position] of positionsRef.current) {
|
||||
if (id !== memberId && livingIds.has(id)) peers.push(position);
|
||||
}
|
||||
return peers;
|
||||
};
|
||||
let leaderHasWaypoint = false;
|
||||
let leaderMovementExpected = false;
|
||||
let leaderFollowingPlayer = false;
|
||||
@@ -712,15 +712,12 @@ function PartyActors({
|
||||
};
|
||||
combatAnchorsRef.current.set(leader.id, combatAnchor);
|
||||
}
|
||||
const peers = peerPositionsFor(leader.id);
|
||||
const crowded = peers.some((peer) => planarDistance(leaderPosition, peer) < 0.85);
|
||||
const movementIntent = partyPersonalizedCombatMovementGoal(
|
||||
leaderPosition,
|
||||
targetPosition,
|
||||
hasStaticLineOfSight(leaderPosition, targetPosition),
|
||||
rangeBand,
|
||||
combatAnchor.bearing,
|
||||
crowded,
|
||||
leaderDestination,
|
||||
);
|
||||
if (movementIntent === "hold") {
|
||||
@@ -900,6 +897,13 @@ function PartyActors({
|
||||
localFinishDistance: leaderLocalFinishDistance,
|
||||
directSegmentAllowed,
|
||||
routeSegmentAllowed: navigationRouteSegmentAllowed,
|
||||
destinationReached: targetPosition ? (surface) => {
|
||||
const band = personalizedPartyCombatRangeBand(partyCombatRangeBand(leaderMember),
|
||||
movementProfileFor(leaderMember.id, leaderIndex));
|
||||
const distance = fullDistance(surface, targetPosition);
|
||||
return distance >= band.minimum && distance <= band.maximum
|
||||
&& hasStaticLineOfSight(surface, targetPosition);
|
||||
} : undefined,
|
||||
},
|
||||
);
|
||||
}
|
||||
@@ -964,7 +968,6 @@ function PartyActors({
|
||||
: navigationFailed || Boolean(navigationGraph && routeRef.current.blocked)
|
||||
),
|
||||
);
|
||||
let autoRecallRequested = false;
|
||||
|
||||
for (let index = 0; index < party.members.length; index += 1) {
|
||||
const member = party.members[index];
|
||||
@@ -1011,6 +1014,8 @@ function PartyActors({
|
||||
if (signal) signal.current = false;
|
||||
} else if (party.command === "stop") {
|
||||
// Holding is represented by retaining the current world-space tuple.
|
||||
} else if (member.activeCast || member.controlledUntil > combatNow) {
|
||||
// Casting and crowd control are intentional immobility, not stuck navigation.
|
||||
} else if (index === leaderIndex) {
|
||||
hasDesired = leaderHasWaypoint;
|
||||
movementExpected = leaderMovementExpected;
|
||||
@@ -1039,15 +1044,12 @@ function PartyActors({
|
||||
};
|
||||
combatAnchorsRef.current.set(member.id, combatAnchor);
|
||||
}
|
||||
const peers = peerPositionsFor(member.id);
|
||||
const crowded = peers.some((peer) => planarDistance(current, peer) < 0.85);
|
||||
const movementIntent = partyPersonalizedCombatMovementGoal(
|
||||
current,
|
||||
memberTargetPosition,
|
||||
canSeeActiveTarget,
|
||||
rangeBand,
|
||||
combatAnchor.bearing,
|
||||
crowded,
|
||||
desired,
|
||||
);
|
||||
movementExpected = movementIntent !== "hold";
|
||||
@@ -1083,6 +1085,11 @@ function PartyActors({
|
||||
blockedRetryMs: 800,
|
||||
directSegmentAllowed,
|
||||
routeSegmentAllowed: navigationRouteSegmentAllowed,
|
||||
destinationReached: (surface) => {
|
||||
const distance = fullDistance(surface, memberTargetPosition);
|
||||
return distance >= rangeBand.minimum && distance <= rangeBand.maximum
|
||||
&& hasStaticLineOfSight(surface, memberTargetPosition);
|
||||
},
|
||||
},
|
||||
);
|
||||
combatRoutesRef.current.set(member.id, route);
|
||||
@@ -1245,23 +1252,6 @@ function PartyActors({
|
||||
}
|
||||
|
||||
const movementProfile = movementProfileFor(member.id, index);
|
||||
if (hasDesired) {
|
||||
const peers = peerPositionsFor(member.id);
|
||||
if (
|
||||
partySeparationGoal(
|
||||
current,
|
||||
desired,
|
||||
peers,
|
||||
movementProfile.swayPhase,
|
||||
separatedDesired,
|
||||
)
|
||||
&& directSegmentAllowed(current, separatedDesired)
|
||||
) {
|
||||
desired[0] = separatedDesired[0];
|
||||
desired[1] = separatedDesired[1];
|
||||
desired[2] = separatedDesired[2];
|
||||
}
|
||||
}
|
||||
|
||||
const currentPlanarDistance = planarDistance(current, playerNavigation);
|
||||
if (member.health > 0 && party.command !== "stop" && hasDesired) {
|
||||
@@ -1294,30 +1284,59 @@ function PartyActors({
|
||||
|
||||
let stuckProgress = stuckProgressRef.current.get(member.id);
|
||||
if (!stuckProgress) {
|
||||
stuckProgress = {
|
||||
position: [current[0], current[1], current[2]],
|
||||
lastProgressAt: routeNow,
|
||||
};
|
||||
stuckProgress = createPartyStuckRecoveryState(current, routeNow);
|
||||
stuckProgressRef.current.set(member.id, stuckProgress);
|
||||
}
|
||||
if (member.health <= 0 || party.command === "stop" || !movementExpected) {
|
||||
stuckProgress.position[0] = current[0];
|
||||
stuckProgress.position[1] = current[1];
|
||||
stuckProgress.position[2] = current[2];
|
||||
stuckProgress.lastProgressAt = routeNow;
|
||||
} else if (partyMadeStuckProgress(stuckProgress.position, current)) {
|
||||
stuckProgress.position[0] = current[0];
|
||||
stuckProgress.position[1] = current[1];
|
||||
stuckProgress.position[2] = current[2];
|
||||
stuckProgress.lastProgressAt = routeNow;
|
||||
} else if (partyShouldRecallForStuck(
|
||||
current,
|
||||
playerNavigation,
|
||||
const recoveryGoal = memberTargetPosition ? `mob:${memberTargetId}`
|
||||
: index === leaderIndex ? `objective:${party.objectiveBossId}` : `follow:${leaderMember?.id}`;
|
||||
const recovery = updatePartyStuckRecovery(stuckProgress, {
|
||||
position: current,
|
||||
waypoint: hasDesired ? desired : null,
|
||||
goalKey: `${party.command}|${recoveryGoal}`,
|
||||
movementExpected,
|
||||
routeNow,
|
||||
stuckProgress.lastProgressAt,
|
||||
)) {
|
||||
autoRecallRequested = true;
|
||||
health: member.health,
|
||||
paused: !active || game.paused || game.mapOpen || game.companionOpen,
|
||||
stopped: party.command === "stop",
|
||||
casting: member.activeCast !== null,
|
||||
controlled: member.controlledUntil > combatNow,
|
||||
nowMs: routeNow,
|
||||
});
|
||||
if (recovery !== "none") {
|
||||
// Invalidate only this actor's route. Keep its watchdog running across
|
||||
// replans so an endlessly blocked connector cannot restart the timer.
|
||||
combatRoutesRef.current.delete(member.id);
|
||||
followerCursorsRef.current.delete(member.id);
|
||||
directFollowMovingRef.current.delete(member.id);
|
||||
if (index === leaderIndex) {
|
||||
routeRef.current = emptyPartyRouteState();
|
||||
leaderPlayerCursorRef.current.breadcrumbId = null;
|
||||
lastLeaderWaypointRef.current = null;
|
||||
}
|
||||
if (recovery === "recover") {
|
||||
const landing = choosePartyStuckRecoveryPosition({
|
||||
current,
|
||||
player: playerNavigation,
|
||||
groupAnchor: index === leaderIndex ? playerNavigation : leaderPosition ?? playerNavigation,
|
||||
trailPoints: [...leaderTrailRef.current.points, ...playerTrailRef.current.points].map((point) => point.position),
|
||||
validate: recoveryPointAllowed,
|
||||
});
|
||||
if (landing && applyPartyStuckRecoveryLanding(positionsRef.current, member.id, landing.position, stuckProgress, routeNow)) {
|
||||
updatePartyRuntimePosition(member.id, current[0], current[1], current[2]);
|
||||
actor.position.set(current[0], presentationY(current), current[2]);
|
||||
const movingSignal = movingSignalsRef.current.get(member.id);
|
||||
if (movingSignal) movingSignal.current = false;
|
||||
shouldMove = false;
|
||||
combatAnchorsRef.current.delete(member.id);
|
||||
updatePartyRuntimeTargetVisibility(member.id, memberTargetId, Boolean(memberTargetPosition
|
||||
&& hasStaticLineOfSight(current, memberTargetPosition)));
|
||||
if (index === leaderIndex) {
|
||||
// Do not record a teleport as a straight, walkable breadcrumb segment.
|
||||
resetPartyBreadcrumbTrail(leaderTrailRef.current, current);
|
||||
followerCursorsRef.current.clear();
|
||||
clearPartyRuntimeAttackCorridor();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Math.hypot(faceX, faceZ) > 0.001) {
|
||||
@@ -1336,12 +1355,6 @@ function PartyActors({
|
||||
body.rotation.x = 0;
|
||||
}
|
||||
}
|
||||
if (autoRecallRequested) {
|
||||
party.recallParty();
|
||||
lastRecallRevisionRef.current = usePartyStore.getState().recallRevision;
|
||||
teleportPartyToPlayer(playerNavigation, routeNow);
|
||||
return;
|
||||
}
|
||||
party.setRouteBlocked(frameRouteBlocked);
|
||||
});
|
||||
|
||||
|
||||
+13
-7
@@ -60,6 +60,7 @@ import {
|
||||
import { activeManastormStageAssetPackage } from "../game/manastormStageLoader";
|
||||
import { useGameStore } from "../game/store";
|
||||
import { registerCombatEffectAnchor } from "./combatEffectAnchorRegistry";
|
||||
import { ACTOR_COLLISION_GROUPS, ACTOR_TERRAIN_QUERY_GROUPS } from "./actorCollision";
|
||||
|
||||
const PLAYER_RADIUS = 0.36;
|
||||
const PLAYER_CAPSULE_HALF_HEIGHT = 0.48;
|
||||
@@ -212,8 +213,8 @@ function PlayerController({
|
||||
groundRay,
|
||||
groundProbeLength,
|
||||
true,
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS | rapier.QueryFilterFlags.EXCLUDE_DYNAMIC,
|
||||
undefined,
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS,
|
||||
ACTOR_TERRAIN_QUERY_GROUPS,
|
||||
undefined,
|
||||
body,
|
||||
);
|
||||
@@ -267,7 +268,8 @@ function PlayerController({
|
||||
y: verticalVelocity * movementDeltaSeconds,
|
||||
z: worldZ * MOVE_SPEED * movementDeltaSeconds,
|
||||
},
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS | rapier.QueryFilterFlags.EXCLUDE_DYNAMIC,
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS,
|
||||
ACTOR_TERRAIN_QUERY_GROUPS,
|
||||
);
|
||||
const computedMovement = characterController.computedMovement();
|
||||
const nextTranslation = {
|
||||
@@ -347,7 +349,11 @@ function PlayerController({
|
||||
spawn.footPosition[2],
|
||||
]}
|
||||
>
|
||||
<CapsuleCollider args={[PLAYER_CAPSULE_HALF_HEIGHT, PLAYER_RADIUS]} friction={0} />
|
||||
<CapsuleCollider
|
||||
args={[PLAYER_CAPSULE_HALF_HEIGHT, PLAYER_RADIUS]}
|
||||
friction={0}
|
||||
collisionGroups={ACTOR_COLLISION_GROUPS}
|
||||
/>
|
||||
<group ref={avatarRef} position={[0, -PLAYER_CENTER_HEIGHT, 0]}>
|
||||
<CharacterModel
|
||||
identity={identity}
|
||||
@@ -408,7 +414,7 @@ function ThirdPersonCamera({
|
||||
|
||||
// Cast a small sphere instead of a single ray. This behaves like a camera
|
||||
// spring arm and keeps the whole near-camera volume out of walls, pillars,
|
||||
// and low ceilings. The player's own capsule is explicitly ignored.
|
||||
// and low ceilings. All actor capsules are ignored, including the player.
|
||||
const hit = world.castShape(
|
||||
target,
|
||||
shapeRotation,
|
||||
@@ -417,8 +423,8 @@ function ThirdPersonCamera({
|
||||
CAMERA_WALL_GAP,
|
||||
fullDistance,
|
||||
false,
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS | rapier.QueryFilterFlags.EXCLUDE_DYNAMIC,
|
||||
undefined,
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS,
|
||||
ACTOR_TERRAIN_QUERY_GROUPS,
|
||||
undefined,
|
||||
body,
|
||||
);
|
||||
|
||||
@@ -0,0 +1,114 @@
|
||||
import RAPIER from "@dimforge/rapier3d-compat";
|
||||
import { beforeAll, describe, expect, it } from "vitest";
|
||||
import { configurePlayerCharacterController, PLAYER_CHARACTER_CONTROLLER_OFFSET } from "../game/playerMovement";
|
||||
import { isWalkableGroundHit } from "../game/playerJump";
|
||||
import { ACTOR_COLLISION_GROUPS, ACTOR_TERRAIN_QUERY_GROUPS } from "./actorCollision";
|
||||
import { DUNGEON_PHYSICAL_COLLISION_GROUPS, DUNGEON_WALL_COLLISION_GROUPS } from "./dungeonLineOfSight";
|
||||
import { createPartyDirectSegmentValidator, createPartyRouteSegmentValidator } from "./partyTraversal";
|
||||
|
||||
const BODY_TYPES = ["fixed", "kinematic", "dynamic"] as const;
|
||||
type BodyType = typeof BODY_TYPES[number];
|
||||
|
||||
beforeAll(async () => {
|
||||
await RAPIER.init();
|
||||
});
|
||||
|
||||
function actor(world: RAPIER.World, bodyType: BodyType, z = 0, groups = ACTOR_COLLISION_GROUPS) {
|
||||
const description = bodyType === "fixed"
|
||||
? RAPIER.RigidBodyDesc.fixed()
|
||||
: bodyType === "kinematic"
|
||||
? RAPIER.RigidBodyDesc.kinematicPositionBased()
|
||||
: RAPIER.RigidBodyDesc.dynamic();
|
||||
const body = world.createRigidBody(description.setTranslation(0, 0.84, z));
|
||||
const collider = world.createCollider(
|
||||
RAPIER.ColliderDesc.capsule(0.48, 0.36)
|
||||
.setCollisionGroups(groups)
|
||||
.setActiveCollisionTypes(RAPIER.ActiveCollisionTypes.ALL),
|
||||
body,
|
||||
);
|
||||
return { body, collider };
|
||||
}
|
||||
|
||||
function terrain(world: RAPIER.World, wall = false) {
|
||||
const floor = world.createCollider(RAPIER.ColliderDesc.cuboid(5, 0.1, 8)
|
||||
.setTranslation(0, -0.1, 0).setCollisionGroups(DUNGEON_PHYSICAL_COLLISION_GROUPS));
|
||||
if (wall) world.createCollider(RAPIER.ColliderDesc.cuboid(5, 2, 0.1)
|
||||
.setTranslation(0, 2, 2.5).setCollisionGroups(DUNGEON_WALL_COLLISION_GROUPS));
|
||||
return floor;
|
||||
}
|
||||
|
||||
describe("non-blocking combat actors", () => {
|
||||
it.each(BODY_TYPES)("has no physical contacts with overlapping %s actors", (bodyType) => {
|
||||
const world = new RAPIER.World({ x: 0, y: 0, z: 0 });
|
||||
const player = actor(world, "dynamic");
|
||||
// Party members, mobs, bosses, and remote players use the same actor policy.
|
||||
const others = ["party", "mob", "boss", "remote-player"].map(() => actor(world, bodyType));
|
||||
world.step();
|
||||
for (const other of others) {
|
||||
world.contactPair(player.collider, other.collider, () => {
|
||||
throw new Error("Actors must not produce physical contacts");
|
||||
});
|
||||
expect(other.body.translation().z).toBeCloseTo(0);
|
||||
}
|
||||
expect(player.body.translation().z).toBeCloseTo(0);
|
||||
world.free();
|
||||
});
|
||||
|
||||
it("detects contacts when an actor mistakenly uses the terrain layer", () => {
|
||||
const world = new RAPIER.World({ x: 0, y: 0, z: 0 });
|
||||
const player = actor(world, "dynamic");
|
||||
const obstacle = actor(world, "fixed", 0.4, DUNGEON_PHYSICAL_COLLISION_GROUPS);
|
||||
world.step();
|
||||
let contacts = 0;
|
||||
world.contactPair(player.collider, obstacle.collider, (manifold) => { contacts += manifold.numContacts(); });
|
||||
expect(contacts).toBeGreaterThan(0);
|
||||
world.free();
|
||||
});
|
||||
|
||||
it.each(BODY_TYPES)("walks through %s actors but still stops at a dungeon wall", (bodyType) => {
|
||||
for (const hasWall of [false, true]) {
|
||||
const world = new RAPIER.World({ x: 0, y: 0, z: 0 });
|
||||
terrain(world, hasWall);
|
||||
actor(world, bodyType);
|
||||
actor(world, bodyType, -2); // Start overlapped: no depenetration or detour.
|
||||
const player = actor(world, "kinematic", -2);
|
||||
const controller = configurePlayerCharacterController(world.createCharacterController(PLAYER_CHARACTER_CONTROLLER_OFFSET));
|
||||
world.step();
|
||||
for (let frame = 0; frame < 90; frame += 1) {
|
||||
controller.computeColliderMovement(player.collider, { x: 0, y: -0.5 / 60, z: 4.8 / 60 },
|
||||
RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, ACTOR_TERRAIN_QUERY_GROUPS);
|
||||
const position = player.body.translation();
|
||||
const movement = controller.computedMovement();
|
||||
player.body.setNextKinematicTranslation({ x: position.x + movement.x, y: position.y + movement.y, z: position.z + movement.z });
|
||||
world.step();
|
||||
}
|
||||
const position = player.body.translation();
|
||||
if (hasWall) {
|
||||
expect(position.z).toBeGreaterThan(1.8);
|
||||
expect(position.z).toBeLessThan(2.1);
|
||||
} else expect(position.z).toBeGreaterThan(5);
|
||||
expect(position.x).toBeCloseTo(0);
|
||||
expect(position.y).toBeCloseTo(0.84, 1);
|
||||
world.removeCharacterController(controller);
|
||||
world.free();
|
||||
}
|
||||
});
|
||||
|
||||
it.each(BODY_TYPES)("never treats a %s actor as ground, a route obstacle, or a camera wall", (bodyType) => {
|
||||
const world = new RAPIER.World({ x: 0, y: 0, z: 0 });
|
||||
const floor = terrain(world);
|
||||
actor(world, bodyType);
|
||||
world.step();
|
||||
const ground = world.castRayAndGetNormal(new RAPIER.Ray({ x: 0, y: 4, z: 0 }, { x: 0, y: -1, z: 0 }),
|
||||
5, true, RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, ACTOR_TERRAIN_QUERY_GROUPS);
|
||||
expect(ground?.collider.handle).toBe(floor.handle);
|
||||
expect(ground?.timeOfImpact).toBeCloseTo(4);
|
||||
expect(isWalkableGroundHit(ground, 5)).toBe(true);
|
||||
expect(createPartyDirectSegmentValidator(RAPIER, world)([0, 0, -1.5], [0, 0, 1.5])).toBe(true);
|
||||
expect(createPartyRouteSegmentValidator(RAPIER, world)([0, 0, -1.5], [0, 0, 1.5])).toBe(true);
|
||||
expect(world.castShape({ x: 0, y: 0.9, z: -1.5 }, { x: 0, y: 0, z: 0, w: 1 },
|
||||
{ x: 0, y: 0, z: 1 }, new RAPIER.Ball(0.24), 0.08, 3, false,
|
||||
RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, ACTOR_TERRAIN_QUERY_GROUPS)).toBeNull();
|
||||
world.free();
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,15 @@
|
||||
import { interactionGroups } from "@react-three/rapier";
|
||||
|
||||
export const TERRAIN_COLLISION_GROUP = 0;
|
||||
export const ACTOR_COLLISION_GROUP = 1;
|
||||
|
||||
// Players, companions, mobs, and bosses never block or push one another.
|
||||
// Any actor capsule added in future must use this layer, not the terrain layer.
|
||||
export const ACTOR_COLLISION_GROUPS = interactionGroups(
|
||||
ACTOR_COLLISION_GROUP,
|
||||
TERRAIN_COLLISION_GROUP,
|
||||
);
|
||||
|
||||
// Movement, ground probes, and camera sweeps see only physical terrain,
|
||||
// regardless of whether an actor's body is fixed, kinematic, or dynamic.
|
||||
export const ACTOR_TERRAIN_QUERY_GROUPS = ACTOR_COLLISION_GROUPS;
|
||||
@@ -1,4 +1,5 @@
|
||||
import { interactionGroups } from "@react-three/rapier";
|
||||
import { TERRAIN_COLLISION_GROUP } from "./actorCollision";
|
||||
import type {
|
||||
QueryFilterFlags,
|
||||
Ray,
|
||||
@@ -17,9 +18,9 @@ interface RapierApi {
|
||||
type WorldPosition = readonly [number, number, number];
|
||||
|
||||
export const DUNGEON_LINE_OF_SIGHT_GROUP = 15;
|
||||
export const DUNGEON_PHYSICAL_COLLISION_GROUPS = interactionGroups(0);
|
||||
export const DUNGEON_PHYSICAL_COLLISION_GROUPS = interactionGroups(TERRAIN_COLLISION_GROUP);
|
||||
export const DUNGEON_SIGHT_BLOCKER_COLLISION_GROUPS = interactionGroups(DUNGEON_LINE_OF_SIGHT_GROUP);
|
||||
export const DUNGEON_WALL_COLLISION_GROUPS = interactionGroups([0, DUNGEON_LINE_OF_SIGHT_GROUP]);
|
||||
export const DUNGEON_WALL_COLLISION_GROUPS = interactionGroups([TERRAIN_COLLISION_GROUP, DUNGEON_LINE_OF_SIGHT_GROUP]);
|
||||
export const DUNGEON_SIGHT_QUERY_GROUPS = interactionGroups(
|
||||
DUNGEON_LINE_OF_SIGHT_GROUP,
|
||||
DUNGEON_LINE_OF_SIGHT_GROUP,
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
import { useRapier } from "@react-three/rapier";
|
||||
import { useEffect, useMemo } from "react";
|
||||
import { combatNavigationGraph } from "../game/combatSpatial";
|
||||
import { createMobPursuit } from "../game/mobPursuit";
|
||||
import { registerDungeonRuntimeReset } from "../game/dungeonRuntimeReset";
|
||||
import { hasDungeonLineOfSight } from "./dungeonLineOfSight";
|
||||
import { createPartyDirectSegmentValidator, createPartyRecoveryPointValidator, createPartyRouteSegmentValidator } from "./partyTraversal";
|
||||
|
||||
/** Uses terrain only; actors remain non-blocking and the graph is loaded only once. */
|
||||
export function useMobNavigation() {
|
||||
const { rapier, world } = useRapier();
|
||||
const navigator = useMemo(() => {
|
||||
let graph = combatNavigationGraph();
|
||||
let landing = createPartyRecoveryPointValidator(rapier, world, graph);
|
||||
return createMobPursuit({
|
||||
graph: combatNavigationGraph,
|
||||
hasLineOfSight: (from, to) => hasDungeonLineOfSight(rapier, world, from, to),
|
||||
directAllowed: createPartyDirectSegmentValidator(rapier, world),
|
||||
routeAllowed: createPartyRouteSegmentValidator(rapier, world),
|
||||
validateLanding: (point, anchor) => {
|
||||
const currentGraph = combatNavigationGraph();
|
||||
if (graph !== currentGraph) {
|
||||
graph = currentGraph;
|
||||
landing = createPartyRecoveryPointValidator(rapier, world, graph);
|
||||
}
|
||||
return landing(point, anchor);
|
||||
},
|
||||
});
|
||||
}, [rapier, world]);
|
||||
useEffect(() => registerDungeonRuntimeReset(navigator.clear), [navigator]);
|
||||
return navigator;
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
import RAPIER from "@dimforge/rapier3d-compat";
|
||||
import { BufferAttribute, BufferGeometry } from "three";
|
||||
import { beforeAll, describe, expect, it } from "vitest";
|
||||
import { buildPartyNavigationGraph } from "../game/partyNavigation";
|
||||
import { ACTOR_COLLISION_GROUPS } from "./actorCollision";
|
||||
import { DUNGEON_PHYSICAL_COLLISION_GROUPS, DUNGEON_WALL_COLLISION_GROUPS } from "./dungeonLineOfSight";
|
||||
import { createPartyRecoveryPointValidator } from "./partyTraversal";
|
||||
|
||||
beforeAll(async () => { await RAPIER.init(); });
|
||||
|
||||
function floorWorld() {
|
||||
const world = new RAPIER.World({ x: 0, y: 0, z: 0 });
|
||||
world.createCollider(RAPIER.ColliderDesc.cuboid(5, 0.1, 5).setTranslation(0, -0.1, 0)
|
||||
.setCollisionGroups(DUNGEON_PHYSICAL_COLLISION_GROUPS));
|
||||
return world;
|
||||
}
|
||||
|
||||
function floorGraph() {
|
||||
const geometry = new BufferGeometry();
|
||||
geometry.setAttribute("position", new BufferAttribute(new Float32Array([
|
||||
-4, 0.05, -4, 4, 0.05, -4, -4, 0.05, 4, 4, 0.05, 4,
|
||||
]), 3));
|
||||
geometry.setIndex([0, 2, 1, 1, 2, 3]);
|
||||
const graph = buildPartyNavigationGraph(geometry);
|
||||
geometry.dispose();
|
||||
return graph;
|
||||
}
|
||||
|
||||
describe("safe recovery terrain", () => {
|
||||
it("accepts walkable, unobstructed landings connected to the group", () => {
|
||||
const world = floorWorld();
|
||||
world.step();
|
||||
const allowed = createPartyRecoveryPointValidator(RAPIER, world, floorGraph());
|
||||
expect(allowed([-2, 0.05, 0], [2, 0.05, 0])).not.toBeNull();
|
||||
world.free();
|
||||
});
|
||||
|
||||
it("rejects a landing inside a wall and a route cut off by a wall", () => {
|
||||
const world = floorWorld();
|
||||
world.createCollider(RAPIER.ColliderDesc.cuboid(0.1, 2, 5).setTranslation(0, 2, 0)
|
||||
.setCollisionGroups(DUNGEON_WALL_COLLISION_GROUPS));
|
||||
world.step();
|
||||
const allowed = createPartyRecoveryPointValidator(RAPIER, world, floorGraph());
|
||||
expect(allowed([0, 0.05, 0], [-2, 0.05, 0])).toBeNull();
|
||||
expect(allowed([-2, 0.05, 0], [2, 0.05, 0])).toBeNull();
|
||||
expect(allowed([-2, 0.05, 0], [-3, 0.05, 0])).not.toBeNull();
|
||||
world.free();
|
||||
});
|
||||
|
||||
it("rejects low ceilings, missing floors, and points on the wrong vertical level", () => {
|
||||
const world = floorWorld();
|
||||
world.createCollider(RAPIER.ColliderDesc.cuboid(0.5, 0.1, 0.5).setTranslation(-2, 1.4, 0)
|
||||
.setCollisionGroups(DUNGEON_PHYSICAL_COLLISION_GROUPS));
|
||||
world.step();
|
||||
const allowed = createPartyRecoveryPointValidator(RAPIER, world, floorGraph());
|
||||
expect(allowed([-2, 0.05, 0], [2, 0.05, 0])).toBeNull();
|
||||
expect(allowed([0, 5, 0], [2, 0.05, 0])).toBeNull();
|
||||
const noFloor = new RAPIER.World({ x: 0, y: 0, z: 0 });
|
||||
noFloor.step();
|
||||
expect(createPartyRecoveryPointValidator(RAPIER, noFloor, floorGraph())([0, 0.05, 0], [0, 0.05, 0])).toBeNull();
|
||||
noFloor.free();
|
||||
world.free();
|
||||
});
|
||||
|
||||
it("allows a grounded player fallback without a navigation asset and ignores actor occupancy", () => {
|
||||
const world = floorWorld();
|
||||
const body = world.createRigidBody(RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(0, 0.84, 0));
|
||||
world.createCollider(RAPIER.ColliderDesc.capsule(0.48, 0.36).setCollisionGroups(ACTOR_COLLISION_GROUPS), body);
|
||||
world.step();
|
||||
expect(createPartyRecoveryPointValidator(RAPIER, world, null)([0, 0, 0], [0, 0, 0])).toEqual([0, 0, 0]);
|
||||
world.free();
|
||||
});
|
||||
});
|
||||
+44
-12
@@ -1,6 +1,9 @@
|
||||
import type RAPIER from "@dimforge/rapier3d-compat";
|
||||
import type { World } from "@dimforge/rapier3d-compat";
|
||||
import type { PartyWorldPosition } from "../game/partyRuntimeRegistry";
|
||||
import { ACTOR_TERRAIN_QUERY_GROUPS } from "./actorCollision";
|
||||
import { findNearestPartyNavigationSurface, type PartyNavigationGraph } from "../game/partyNavigation";
|
||||
import { planPartyRoute } from "../game/partyPathing";
|
||||
|
||||
const COLLISION_RADIUS = 0.34;
|
||||
const COLLISION_HALF_HEIGHT = 0.48;
|
||||
@@ -11,14 +14,6 @@ export const PARTY_FLOOR_RAY_DEPTH = 2;
|
||||
const FLOOR_SAMPLE_SPACING = 0.6;
|
||||
const MAX_FLOOR_DELTA = 0.55;
|
||||
|
||||
export function partyTerrainQueryFlags(rapier: typeof RAPIER) {
|
||||
// Actor capsules are not terrain. Crowd spacing is handled separately by
|
||||
// party separation; counting the player here blocks recalls and replans.
|
||||
return rapier.QueryFilterFlags.EXCLUDE_SENSORS
|
||||
| rapier.QueryFilterFlags.EXCLUDE_DYNAMIC
|
||||
| rapier.QueryFilterFlags.EXCLUDE_KINEMATIC;
|
||||
}
|
||||
|
||||
/** Shared by live party routing and collision-backed traversal regressions. */
|
||||
export function createPartyDirectSegmentValidator(rapier: typeof RAPIER, world: World) {
|
||||
const capsule = new rapier.Capsule(
|
||||
@@ -26,7 +21,7 @@ export function createPartyDirectSegmentValidator(rapier: typeof RAPIER, world:
|
||||
COLLISION_RADIUS,
|
||||
);
|
||||
const rotation = { x: 0, y: 0, z: 0, w: 1 };
|
||||
const flags = partyTerrainQueryFlags(rapier);
|
||||
const flags = rapier.QueryFilterFlags.EXCLUDE_SENSORS;
|
||||
return (start: PartyWorldPosition, end: PartyWorldPosition): boolean => {
|
||||
const dx = end[0] - start[0];
|
||||
const dy = end[1] - start[1];
|
||||
@@ -43,6 +38,7 @@ export function createPartyDirectSegmentValidator(rapier: typeof RAPIER, world:
|
||||
distance,
|
||||
false,
|
||||
flags,
|
||||
ACTOR_TERRAIN_QUERY_GROUPS,
|
||||
);
|
||||
if (obstacle && obstacle.time_of_impact < distance - 0.04) return false;
|
||||
const sampleCount = Math.max(1, Math.ceil(distance / FLOOR_SAMPLE_SPACING));
|
||||
@@ -54,7 +50,7 @@ export function createPartyDirectSegmentValidator(rapier: typeof RAPIER, world:
|
||||
y: expectedY + PARTY_FLOOR_RAY_HEIGHT,
|
||||
z: start[2] + dz * progress,
|
||||
}, { x: 0, y: -1, z: 0 });
|
||||
const floor = world.castRay(ray, PARTY_FLOOR_RAY_DEPTH, true, flags);
|
||||
const floor = world.castRay(ray, PARTY_FLOOR_RAY_DEPTH, true, flags, ACTOR_TERRAIN_QUERY_GROUPS);
|
||||
if (!floor || Math.abs(ray.origin.y - floor.timeOfImpact - expectedY) > MAX_FLOOR_DELTA) return false;
|
||||
}
|
||||
return true;
|
||||
@@ -63,7 +59,7 @@ export function createPartyDirectSegmentValidator(rapier: typeof RAPIER, world:
|
||||
|
||||
/** Triangle corridors need wall/overhang validation, not a second radius erosion. */
|
||||
export function createPartyRouteSegmentValidator(rapier: typeof RAPIER, world: World) {
|
||||
const flags = partyTerrainQueryFlags(rapier);
|
||||
const flags = rapier.QueryFilterFlags.EXCLUDE_SENSORS;
|
||||
return (start: PartyWorldPosition, end: PartyWorldPosition): boolean => {
|
||||
const dx = end[0] - start[0];
|
||||
const dy = end[1] - start[1];
|
||||
@@ -74,7 +70,43 @@ export function createPartyRouteSegmentValidator(rapier: typeof RAPIER, world: W
|
||||
const ray = new rapier.Ray({
|
||||
x: start[0], y: start[1] + 0.9, z: start[2],
|
||||
}, { x: dx / distance, y: dy / distance, z: dz / distance });
|
||||
const hit = world.castRay(ray, distance, true, flags);
|
||||
const hit = world.castRay(ray, distance, true, flags, ACTOR_TERRAIN_QUERY_GROUPS);
|
||||
return !hit || hit.timeOfImpact >= distance - 0.04;
|
||||
};
|
||||
}
|
||||
|
||||
/** Recovery landings must have real walkable ground, free body space, and a route back to the group. */
|
||||
export function createPartyRecoveryPointValidator(rapier: typeof RAPIER, world: World, graph: PartyNavigationGraph | null) {
|
||||
const directAllowed = createPartyDirectSegmentValidator(rapier, world);
|
||||
const routeAllowed = createPartyRouteSegmentValidator(rapier, world);
|
||||
const capsule = new rapier.Capsule(COLLISION_HALF_HEIGHT - WALKABLE_STEP_HEIGHT * 0.5, COLLISION_RADIUS);
|
||||
const flags = rapier.QueryFilterFlags.EXCLUDE_SENSORS;
|
||||
const project = (point: PartyWorldPosition): PartyWorldPosition | null => {
|
||||
const surface = graph ? findNearestPartyNavigationSurface(graph, point, 0.6)?.position : point;
|
||||
if (!surface || Math.abs(surface[1] - point[1]) > 0.55) return null;
|
||||
if (graph && Math.hypot(surface[0] - point[0], surface[1] - point[1], surface[2] - point[2]) > 0.04
|
||||
&& !directAllowed(point, surface)) return null;
|
||||
const ray = new rapier.Ray({ x: surface[0], y: surface[1] + PARTY_FLOOR_RAY_HEIGHT, z: surface[2] }, { x: 0, y: -1, z: 0 });
|
||||
const floor = world.castRayAndGetNormal(ray, PARTY_FLOOR_RAY_DEPTH, true, flags, ACTOR_TERRAIN_QUERY_GROUPS);
|
||||
if (!floor || floor.normal.y < 0.65 || Math.abs(ray.origin.y - floor.timeOfImpact - surface[1]) > MAX_FLOOR_DELTA) return null;
|
||||
const obstruction = world.intersectionWithShape(
|
||||
{ x: surface[0], y: surface[1] + COLLISION_CENTER_HEIGHT + WALKABLE_STEP_HEIGHT * 0.5, z: surface[2] },
|
||||
{ x: 0, y: 0, z: 0, w: 1 }, capsule, flags, ACTOR_TERRAIN_QUERY_GROUPS,
|
||||
);
|
||||
return obstruction ? null : surface;
|
||||
};
|
||||
return (point: PartyWorldPosition, anchor: PartyWorldPosition): PartyWorldPosition | null => {
|
||||
const position = project(point);
|
||||
const destination = project(anchor);
|
||||
if (!position || !destination) return null;
|
||||
if (!graph) return directAllowed(position, destination) ? position : null;
|
||||
const route = planPartyRoute(graph, "stuck-recovery-validation", position, destination, 0, {
|
||||
maxOriginSnapDistance: 0.1,
|
||||
maxDestinationSnapDistance: 0.1,
|
||||
localFinishDistance: 0.2,
|
||||
directSegmentAllowed: directAllowed,
|
||||
routeSegmentAllowed: graph.triangles?.length ? routeAllowed : undefined,
|
||||
});
|
||||
return route.blocked ? null : position;
|
||||
};
|
||||
}
|
||||
Reference in new issue
Block a user