Release Healer Man 0.1.35
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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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