Release Healer Man 0.1.35
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@@ -2305,3 +2305,46 @@ 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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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": "0.1.35",
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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": "0.1.35",
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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": "0.1.35",
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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": "0.1.35",
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"versionCode": 1035
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}
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@@ -12,7 +12,6 @@ import {
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partyNaturalFollowPosition,
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partyPersonalizedCombatMovementGoal,
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partyPresentationY,
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partySeparationGoal,
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partyShouldRecallForStuck,
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partyShouldMoveToComfortTarget,
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PARTY_STUCK_RECALL_DISTANCE,
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@@ -102,7 +101,7 @@ describe("party world movement", () => {
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}
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});
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it("uses a stable combat bearing and separates overlapping allies", () => {
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it("uses a stable combat bearing without forcing in-range actors to reposition", () => {
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const out: [number, number, number] = [0, 0, 0];
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expect(partyPersonalizedCombatMovementGoal(
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[20, 0, 0],
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@@ -110,23 +109,20 @@ describe("party world movement", () => {
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true,
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{ minimum: 10, preferred: 14, maximum: 18 },
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Math.PI / 2,
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false,
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out,
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)).toBe("approach");
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expect(out[0]).toBeCloseTo(14);
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expect(out[1]).toBe(0);
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expect(out[2]).toBeCloseTo(0);
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const separated: [number, number, number] = [0, 0, 0];
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expect(partySeparationGoal(
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expect(partyPersonalizedCombatMovementGoal(
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[1, 0, 1],
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[2, 0, 2],
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[[1, 0, 1]],
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[0, 0, 0],
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true,
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{ minimum: 0, preferred: 2.9, maximum: 3.15 },
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Math.PI / 2,
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separated,
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)).toBe(true);
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expect(separated[0]).toBeGreaterThan(2);
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expect(separated[2]).toBeCloseTo(2);
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out,
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)).toBe("hold");
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});
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it("recalls only distant allies that should be moving and stopped making progress", () => {
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@@ -19,7 +19,7 @@ export interface PartyBreadcrumbCursor {
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breadcrumbId: number | null;
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}
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export type PartyCombatMovementIntent = "hold" | "approach" | "retreat" | "reposition";
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export type PartyCombatMovementIntent = "hold" | "approach" | "retreat";
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export interface PartyMovementProfile {
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readonly followDistanceJitter: number;
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@@ -427,44 +427,6 @@ export function personalizedPartyCombatRangeBand(
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};
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}
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/** Adds a bounded local repulsion so allies do not occupy the same point. */
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export function partySeparationGoal(
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current: PartyWorldPosition,
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desired: PartyWorldPosition,
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peers: readonly PartyWorldPosition[],
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fallbackAngle: number,
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out: MutablePartyWorldPosition,
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separationDistance = 0.85,
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maximumCorrection = 0.35,
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): boolean {
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let offsetX = 0;
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let offsetZ = 0;
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const safeSeparation = Math.max(EPSILON, separationDistance);
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for (const peer of peers) {
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const dx = current[0] - peer[0];
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const dz = current[2] - peer[2];
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const distance = Math.hypot(dx, dz);
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if (!Number.isFinite(distance) || distance >= safeSeparation) continue;
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const weight = (safeSeparation - distance) / safeSeparation;
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if (distance <= EPSILON) {
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offsetX += Math.sin(fallbackAngle) * weight;
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offsetZ += Math.cos(fallbackAngle) * weight;
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} else {
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offsetX += dx / distance * weight;
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offsetZ += dz / distance * weight;
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}
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}
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const length = Math.hypot(offsetX, offsetZ);
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out[0] = desired[0];
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out[1] = desired[1];
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out[2] = desired[2];
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if (length <= EPSILON) return false;
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const correction = Math.min(Math.max(0, maximumCorrection), length);
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out[0] += offsetX / length * correction;
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out[2] += offsetZ / length * correction;
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return true;
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}
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/**
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* Chooses an individual combat destination. Melee only closes distance;
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* ranged attackers also back out when a target collapses their preferred band.
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@@ -524,7 +486,6 @@ export function partyPersonalizedCombatMovementGoal(
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targetVisible: boolean,
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rangeBand: PartyCombatRangeLike,
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preferredBearing: number,
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forceReposition: boolean,
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out: MutablePartyWorldPosition,
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): PartyCombatMovementIntent {
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const intent = partyCombatMovementGoal(
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@@ -538,10 +499,10 @@ export function partyPersonalizedCombatMovementGoal(
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Math.sin(preferredBearing),
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Math.cos(preferredBearing),
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);
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if (!targetVisible || (intent === "hold" && !forceReposition)) return intent;
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if (!targetVisible || intent === "hold") return intent;
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out[0] = target[0] + Math.sin(preferredBearing) * rangeBand.preferred;
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out[1] = target[1];
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out[2] = target[2] + Math.cos(preferredBearing) * rangeBand.preferred;
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return intent === "hold" ? "reposition" : intent;
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return intent;
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}
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@@ -19,6 +19,7 @@ import { derivePartySpawnSlots } from "./partySpawnSlots";
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import { collisionTrimeshes, prepareCollision } from "../scene/productionDungeonCollision";
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import { createPartyDirectSegmentValidator, createPartyRouteSegmentValidator } from "../scene/partyTraversal";
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import { configurePlayerCharacterController, PLAYER_CHARACTER_CONTROLLER_OFFSET } from "./playerMovement";
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import { ACTOR_COLLISION_GROUPS, ACTOR_TERRAIN_QUERY_GROUPS } from "../scene/actorCollision";
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const STOCKADES_NAVIGATION = "public/assets/game/manastorm/34-stormwindjail/navigation.glb";
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const TANK_RANGE = Object.freeze({ minimum: 0, preferred: 2.9, maximum: 3.15 });
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@@ -302,7 +303,7 @@ describe("Stormwind Stockade party navigation", () => {
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const body = world.createRigidBody(RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(
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player[0], player[1] + 0.84, player[2],
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));
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world.createCollider(RAPIER.ColliderDesc.capsule(0.48, 0.36), body);
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world.createCollider(RAPIER.ColliderDesc.capsule(0.48, 0.36).setCollisionGroups(ACTOR_COLLISION_GROUPS), body);
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world.step();
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expect(createPartyDirectSegmentValidator(RAPIER, world)(point(0.4), point(0.6))).toBe(true);
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expect(createPartyRouteSegmentValidator(RAPIER, world)(point(0.4), point(0.6))).toBe(true);
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@@ -321,7 +322,7 @@ describe("Stormwind Stockade party navigation", () => {
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const body = world.createRigidBody(RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(
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ramp.start[0] + dx * startT, startY + centerHeight + 0.02, ramp.start[2] + dz * startT,
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));
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const collider = world.createCollider(RAPIER.ColliderDesc.capsule(0.48, 0.36), body);
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const collider = world.createCollider(RAPIER.ColliderDesc.capsule(0.48, 0.36).setCollisionGroups(ACTOR_COLLISION_GROUPS), body);
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world.step();
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const controller = configurePlayerCharacterController(world.createCharacterController(PLAYER_CHARACTER_CONTROLLER_OFFSET));
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const progress = () => {
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@@ -338,7 +339,7 @@ describe("Stormwind Stockade party navigation", () => {
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x: dx / length * direction * 4.8 / 60,
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y: -0.5 / 60,
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z: dz / length * direction * 4.8 / 60,
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}, RAPIER.QueryFilterFlags.EXCLUDE_SENSORS | RAPIER.QueryFilterFlags.EXCLUDE_DYNAMIC);
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}, RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, ACTOR_TERRAIN_QUERY_GROUPS);
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const position = body.translation();
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const move = controller.computedMovement();
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body.setNextKinematicTranslation({ x: position.x + move.x, y: position.y + move.y, z: position.z + move.z });
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@@ -38,7 +38,6 @@ import {
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partyNaturalFollowPosition,
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partyPersonalizedCombatMovementGoal,
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partyPresentationY,
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partySeparationGoal,
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partyShouldRecallForStuck,
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partyShouldMoveToComfortTarget,
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personalizedPartyCombatRangeBand,
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@@ -84,12 +83,12 @@ import { registerCombatSpatialProvider } from "../game/combatSpatial";
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import { PLAYER_AGGRO_ID } from "../game/aggro";
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import { hasDungeonLineOfSight } from "./dungeonLineOfSight";
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import { registerCombatEffectAnchor } from "./combatEffectAnchorRegistry";
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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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PARTY_FLOOR_RAY_DEPTH,
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PARTY_FLOOR_RAY_HEIGHT,
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partyTerrainQueryFlags,
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} from "./partyTraversal";
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const PARTY_MOVE_SPEED = 5.25;
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@@ -300,7 +299,8 @@ function PartyActors({
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ray,
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PARTY_FLOOR_RAY_DEPTH,
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true,
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partyTerrainQueryFlags(rapier),
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rapier.QueryFilterFlags.EXCLUDE_SENSORS,
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ACTOR_TERRAIN_QUERY_GROUPS,
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);
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const floorY = floor ? ray.origin.y - floor.timeOfImpact : null;
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return partyPresentationY(position[1], floorY, PARTY_MAX_GROUND_CORRECTION);
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@@ -394,7 +394,8 @@ function PartyActors({
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ray,
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20,
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true,
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rapier.QueryFilterFlags.EXCLUDE_SENSORS | rapier.QueryFilterFlags.EXCLUDE_DYNAMIC,
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rapier.QueryFilterFlags.EXCLUDE_SENSORS,
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ACTOR_TERRAIN_QUERY_GROUPS,
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);
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return hit ? [x, ray.origin.y - hit.timeOfImpact, z] : null;
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},
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@@ -636,11 +637,9 @@ function PartyActors({
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const nextPosition: MutablePartyWorldPosition = [0, 0, 0];
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const leaderDestination: MutablePartyWorldPosition = [0, 0, 0];
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const naturalFollowTarget: MutablePartyWorldPosition = [0, 0, 0];
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const separatedDesired: MutablePartyWorldPosition = [0, 0, 0];
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const livingIndices = party.members
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.map((member, index) => member.health > 0 ? index : -1)
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.filter((index) => index >= 0);
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const livingIds = new Set(livingIndices.map((index) => party.members[index].id));
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const movementProfileFor = (memberId: string, memberIndex: number): PartyMovementProfile => {
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const livingRank = Math.max(0, livingIndices.indexOf(memberIndex));
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const key = `${memberId}|${livingRank}`;
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@@ -651,13 +650,6 @@ function PartyActors({
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}
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return profile;
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};
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const peerPositionsFor = (memberId: string): PartyWorldPosition[] => {
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const peers: PartyWorldPosition[] = [];
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for (const [id, position] of positionsRef.current) {
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if (id !== memberId && livingIds.has(id)) peers.push(position);
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}
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return peers;
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};
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let leaderHasWaypoint = false;
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let leaderMovementExpected = false;
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let leaderFollowingPlayer = false;
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@@ -712,15 +704,12 @@ function PartyActors({
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};
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combatAnchorsRef.current.set(leader.id, combatAnchor);
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}
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const peers = peerPositionsFor(leader.id);
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const crowded = peers.some((peer) => planarDistance(leaderPosition, peer) < 0.85);
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const movementIntent = partyPersonalizedCombatMovementGoal(
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leaderPosition,
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targetPosition,
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hasStaticLineOfSight(leaderPosition, targetPosition),
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rangeBand,
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combatAnchor.bearing,
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crowded,
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leaderDestination,
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);
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if (movementIntent === "hold") {
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@@ -1039,15 +1028,12 @@ function PartyActors({
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};
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combatAnchorsRef.current.set(member.id, combatAnchor);
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}
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const peers = peerPositionsFor(member.id);
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const crowded = peers.some((peer) => planarDistance(current, peer) < 0.85);
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const movementIntent = partyPersonalizedCombatMovementGoal(
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current,
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memberTargetPosition,
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canSeeActiveTarget,
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rangeBand,
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combatAnchor.bearing,
|
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crowded,
|
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desired,
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);
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movementExpected = movementIntent !== "hold";
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@@ -1245,23 +1231,6 @@ function PartyActors({
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}
|
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const movementProfile = movementProfileFor(member.id, index);
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if (hasDesired) {
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const peers = peerPositionsFor(member.id);
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if (
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partySeparationGoal(
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current,
|
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desired,
|
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peers,
|
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movementProfile.swayPhase,
|
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separatedDesired,
|
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)
|
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&& directSegmentAllowed(current, separatedDesired)
|
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) {
|
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desired[0] = separatedDesired[0];
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desired[1] = separatedDesired[1];
|
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desired[2] = separatedDesired[2];
|
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}
|
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}
|
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const currentPlanarDistance = planarDistance(current, playerNavigation);
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if (member.health > 0 && party.command !== "stop" && hasDesired) {
|
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+13
-7
@@ -60,6 +60,7 @@ import {
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import { activeManastormStageAssetPackage } from "../game/manastormStageLoader";
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import { useGameStore } from "../game/store";
|
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import { registerCombatEffectAnchor } from "./combatEffectAnchorRegistry";
|
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import { ACTOR_COLLISION_GROUPS, ACTOR_TERRAIN_QUERY_GROUPS } from "./actorCollision";
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const PLAYER_RADIUS = 0.36;
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const PLAYER_CAPSULE_HALF_HEIGHT = 0.48;
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@@ -212,8 +213,8 @@ function PlayerController({
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groundRay,
|
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groundProbeLength,
|
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true,
|
||||
rapier.QueryFilterFlags.EXCLUDE_SENSORS | rapier.QueryFilterFlags.EXCLUDE_DYNAMIC,
|
||||
undefined,
|
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rapier.QueryFilterFlags.EXCLUDE_SENSORS,
|
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ACTOR_TERRAIN_QUERY_GROUPS,
|
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undefined,
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body,
|
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);
|
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@@ -267,7 +268,8 @@ function PlayerController({
|
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y: verticalVelocity * movementDeltaSeconds,
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z: worldZ * MOVE_SPEED * movementDeltaSeconds,
|
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},
|
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rapier.QueryFilterFlags.EXCLUDE_SENSORS | rapier.QueryFilterFlags.EXCLUDE_DYNAMIC,
|
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rapier.QueryFilterFlags.EXCLUDE_SENSORS,
|
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ACTOR_TERRAIN_QUERY_GROUPS,
|
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);
|
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const computedMovement = characterController.computedMovement();
|
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const nextTranslation = {
|
||||
@@ -347,7 +349,11 @@ function PlayerController({
|
||||
spawn.footPosition[2],
|
||||
]}
|
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>
|
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<CapsuleCollider args={[PLAYER_CAPSULE_HALF_HEIGHT, PLAYER_RADIUS]} friction={0} />
|
||||
<CapsuleCollider
|
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args={[PLAYER_CAPSULE_HALF_HEIGHT, PLAYER_RADIUS]}
|
||||
friction={0}
|
||||
collisionGroups={ACTOR_COLLISION_GROUPS}
|
||||
/>
|
||||
<group ref={avatarRef} position={[0, -PLAYER_CENTER_HEIGHT, 0]}>
|
||||
<CharacterModel
|
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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,
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
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";
|
||||
|
||||
const COLLISION_RADIUS = 0.34;
|
||||
const COLLISION_HALF_HEIGHT = 0.48;
|
||||
@@ -11,14 +12,6 @@ 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 +19,7 @@ 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 +36,7 @@ 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 +48,7 @@ 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 +57,7 @@ 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 +68,7 @@ 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;
|
||||
};
|
||||
}
|
||||
Reference in new issue
Block a user