Release Healer Man 0.1.36
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@@ -33,12 +33,10 @@ import {
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createPartyBreadcrumbTrail,
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nextPartyBreadcrumbFollowWaypoint,
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partyFormationPosition,
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partyMadeStuckProgress,
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partyMovementProfile,
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partyNaturalFollowPosition,
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partyPersonalizedCombatMovementGoal,
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partyPresentationY,
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partyShouldRecallForStuck,
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partyShouldMoveToComfortTarget,
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personalizedPartyCombatRangeBand,
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resetPartyBreadcrumbTrail,
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@@ -47,6 +45,15 @@ import {
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type PartyBreadcrumbCursor,
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type PartyMovementProfile,
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} from "../game/partyMovement";
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import {
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applyPartyStuckRecoveryLanding,
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choosePartyStuckRecoveryPosition,
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createPartyStuckRecoveryState,
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markPartyStuckRecovered,
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resetPartyStuckRecoveryProgress,
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updatePartyStuckRecovery,
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type PartyStuckRecoveryState,
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} from "../game/partyStuckRecovery";
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import {
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findNearestPartyNavigationSurface,
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type PartyNavigationGraph,
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@@ -87,6 +94,7 @@ import { ACTOR_TERRAIN_QUERY_GROUPS } from "./actorCollision";
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import {
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createPartyDirectSegmentValidator,
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createPartyRouteSegmentValidator,
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createPartyRecoveryPointValidator,
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PARTY_FLOOR_RAY_DEPTH,
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PARTY_FLOOR_RAY_HEIGHT,
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} from "./partyTraversal";
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@@ -112,11 +120,6 @@ interface PartyAvatarMetrics {
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readonly hitCenterY: number;
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}
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interface PartyStuckProgress {
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readonly position: MutablePartyWorldPosition;
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lastProgressAt: number;
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}
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interface PartyCombatAnchor {
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readonly targetId: string;
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readonly bearing: number;
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@@ -317,6 +320,10 @@ function PartyActors({
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() => createPartyRouteSegmentValidator(rapier, world),
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[rapier, world],
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);
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const recoveryPointAllowed = useMemo(
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() => createPartyRecoveryPointValidator(rapier, world, navigationGraph),
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[rapier, world, navigationGraph],
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);
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// Authored-link graphs use their eroded Recast node edges directly. Their
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// boundary vertices are already agent-radius safe, while a center ray can
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// falsely read the stair floor as a wall across a short vertical seam.
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@@ -344,7 +351,7 @@ function PartyActors({
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const lastLeaderWaypointRef = useRef<MutablePartyWorldPosition | null>(null);
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const lastCommandRef = useRef(usePartyStore.getState().command);
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const lastRecallRevisionRef = useRef(usePartyStore.getState().recallRevision);
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const stuckProgressRef = useRef(new Map<string, PartyStuckProgress>());
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const stuckProgressRef = useRef(new Map<string, PartyStuckRecoveryState>());
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const movementProfilesRef = useRef(new Map<string, PartyMovementProfile>());
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const directFollowMovingRef = useRef(new Map<string, boolean>());
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const combatAnchorsRef = useRef(new Map<string, PartyCombatAnchor>());
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@@ -381,6 +388,7 @@ function PartyActors({
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return { id: actorId, position: mobPosition, yaw };
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},
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hasLineOfSight: hasStaticLineOfSight,
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navigationGraph: () => navigationGraphRef.current,
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projectGroundPoint: (requested, maximumDistance, requestedOrigin) => {
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const origin = requestedOrigin ?? useGameStore.getState().playerPosition;
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const dx = requested[0] - origin[0];
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@@ -425,10 +433,9 @@ function PartyActors({
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if (movingSignal) movingSignal.current = false;
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const body = bodyRefs.current[index];
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if (body) body.position.y = 0;
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stuckProgressRef.current.set(member.id, {
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position: [position[0], position[1], position[2]],
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lastProgressAt: now,
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});
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const progress = stuckProgressRef.current.get(member.id) ?? createPartyStuckRecoveryState(position, now);
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markPartyStuckRecovered(progress, position, now);
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stuckProgressRef.current.set(member.id, progress);
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});
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const firstLiving = party.members.find((member) => member.health > 0);
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resetPartyBreadcrumbTrail(playerTrailRef.current, player);
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@@ -569,7 +576,7 @@ function PartyActors({
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// Time spent in a pause/menu must not count toward the stuck watchdog.
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useEffect(() => {
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stuckProgressRef.current.clear();
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for (const state of stuckProgressRef.current.values()) resetPartyStuckRecoveryProgress(state);
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}, [active]);
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useEffect(() => clearPartyRuntimeAttackCorridor, []);
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@@ -597,6 +604,7 @@ function PartyActors({
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const playerNavigation = game.playerNavigationPosition;
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appendPartyBreadcrumb(playerTrailRef.current, playerNavigation);
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const routeNow = clock.elapsedTime * 1_000;
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const combatNow = Date.now();
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const playerTrail = playerTrailRef.current.points;
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const latestPlayerTrailPoint = playerTrail[playerTrail.length - 1];
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const previousPlayerTrailPoint = playerTrail[playerTrail.length - 2];
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@@ -889,6 +897,13 @@ function PartyActors({
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localFinishDistance: leaderLocalFinishDistance,
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directSegmentAllowed,
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routeSegmentAllowed: navigationRouteSegmentAllowed,
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destinationReached: targetPosition ? (surface) => {
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const band = personalizedPartyCombatRangeBand(partyCombatRangeBand(leaderMember),
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movementProfileFor(leaderMember.id, leaderIndex));
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const distance = fullDistance(surface, targetPosition);
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return distance >= band.minimum && distance <= band.maximum
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&& hasStaticLineOfSight(surface, targetPosition);
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} : undefined,
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},
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);
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}
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@@ -953,7 +968,6 @@ function PartyActors({
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: navigationFailed || Boolean(navigationGraph && routeRef.current.blocked)
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),
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);
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let autoRecallRequested = false;
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for (let index = 0; index < party.members.length; index += 1) {
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const member = party.members[index];
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@@ -1000,6 +1014,8 @@ function PartyActors({
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if (signal) signal.current = false;
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} else if (party.command === "stop") {
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// Holding is represented by retaining the current world-space tuple.
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} else if (member.activeCast || member.controlledUntil > combatNow) {
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// Casting and crowd control are intentional immobility, not stuck navigation.
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} else if (index === leaderIndex) {
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hasDesired = leaderHasWaypoint;
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movementExpected = leaderMovementExpected;
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@@ -1069,6 +1085,11 @@ function PartyActors({
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blockedRetryMs: 800,
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directSegmentAllowed,
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routeSegmentAllowed: navigationRouteSegmentAllowed,
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destinationReached: (surface) => {
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const distance = fullDistance(surface, memberTargetPosition);
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return distance >= rangeBand.minimum && distance <= rangeBand.maximum
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&& hasStaticLineOfSight(surface, memberTargetPosition);
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},
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},
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);
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combatRoutesRef.current.set(member.id, route);
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@@ -1263,30 +1284,59 @@ function PartyActors({
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let stuckProgress = stuckProgressRef.current.get(member.id);
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if (!stuckProgress) {
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stuckProgress = {
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position: [current[0], current[1], current[2]],
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lastProgressAt: routeNow,
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};
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stuckProgress = createPartyStuckRecoveryState(current, routeNow);
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stuckProgressRef.current.set(member.id, stuckProgress);
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}
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if (member.health <= 0 || party.command === "stop" || !movementExpected) {
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stuckProgress.position[0] = current[0];
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stuckProgress.position[1] = current[1];
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stuckProgress.position[2] = current[2];
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stuckProgress.lastProgressAt = routeNow;
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} else if (partyMadeStuckProgress(stuckProgress.position, current)) {
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stuckProgress.position[0] = current[0];
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stuckProgress.position[1] = current[1];
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stuckProgress.position[2] = current[2];
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stuckProgress.lastProgressAt = routeNow;
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} else if (partyShouldRecallForStuck(
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current,
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playerNavigation,
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const recoveryGoal = memberTargetPosition ? `mob:${memberTargetId}`
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: index === leaderIndex ? `objective:${party.objectiveBossId}` : `follow:${leaderMember?.id}`;
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const recovery = updatePartyStuckRecovery(stuckProgress, {
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position: current,
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waypoint: hasDesired ? desired : null,
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goalKey: `${party.command}|${recoveryGoal}`,
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movementExpected,
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routeNow,
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stuckProgress.lastProgressAt,
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)) {
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autoRecallRequested = true;
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health: member.health,
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paused: !active || game.paused || game.mapOpen || game.companionOpen,
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stopped: party.command === "stop",
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casting: member.activeCast !== null,
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controlled: member.controlledUntil > combatNow,
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nowMs: routeNow,
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});
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if (recovery !== "none") {
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// Invalidate only this actor's route. Keep its watchdog running across
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// replans so an endlessly blocked connector cannot restart the timer.
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combatRoutesRef.current.delete(member.id);
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followerCursorsRef.current.delete(member.id);
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directFollowMovingRef.current.delete(member.id);
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if (index === leaderIndex) {
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routeRef.current = emptyPartyRouteState();
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leaderPlayerCursorRef.current.breadcrumbId = null;
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lastLeaderWaypointRef.current = null;
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}
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if (recovery === "recover") {
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const landing = choosePartyStuckRecoveryPosition({
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current,
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player: playerNavigation,
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groupAnchor: index === leaderIndex ? playerNavigation : leaderPosition ?? playerNavigation,
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trailPoints: [...leaderTrailRef.current.points, ...playerTrailRef.current.points].map((point) => point.position),
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validate: recoveryPointAllowed,
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});
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if (landing && applyPartyStuckRecoveryLanding(positionsRef.current, member.id, landing.position, stuckProgress, routeNow)) {
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updatePartyRuntimePosition(member.id, current[0], current[1], current[2]);
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actor.position.set(current[0], presentationY(current), current[2]);
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const movingSignal = movingSignalsRef.current.get(member.id);
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if (movingSignal) movingSignal.current = false;
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shouldMove = false;
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combatAnchorsRef.current.delete(member.id);
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updatePartyRuntimeTargetVisibility(member.id, memberTargetId, Boolean(memberTargetPosition
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&& hasStaticLineOfSight(current, memberTargetPosition)));
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if (index === leaderIndex) {
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// Do not record a teleport as a straight, walkable breadcrumb segment.
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resetPartyBreadcrumbTrail(leaderTrailRef.current, current);
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followerCursorsRef.current.clear();
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clearPartyRuntimeAttackCorridor();
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}
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}
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}
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}
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if (Math.hypot(faceX, faceZ) > 0.001) {
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@@ -1305,12 +1355,6 @@ function PartyActors({
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body.rotation.x = 0;
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}
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}
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if (autoRecallRequested) {
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party.recallParty();
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lastRecallRevisionRef.current = usePartyStore.getState().recallRevision;
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teleportPartyToPlayer(playerNavigation, routeNow);
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return;
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}
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party.setRouteBlocked(frameRouteBlocked);
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});
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