Update Healer Man server
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@@ -0,0 +1,79 @@
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import { NodeIO } from "@gltf-transform/core";
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import { BufferGeometry, Float32BufferAttribute, Matrix4, Vector3 } from "three";
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import { requireDungeonDefinition } from "../src/game/dungeonRegistry";
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import {
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buildPartyNavigationGraph,
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findNearestPartyNavigationSurface,
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findPartyNavigationPath,
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} from "../src/game/partyNavigation";
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const dungeonIds = process.argv.slice(2).filter((argument) => !argument.startsWith("--"));
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if (!dungeonIds.length) throw new Error("Pass at least one dungeon id.");
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async function navigationGraph(dungeonId: string) {
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const dungeon = requireDungeonDefinition(dungeonId);
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const navigation = dungeon.assets.navigation;
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if (!navigation) throw new Error(`${dungeonId} has no navigation asset.`);
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const file = `src/assets/game/dungeons/${dungeonId}/${navigation.fileName}`;
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const document = await new NodeIO().read(file);
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const positions: number[] = [];
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const vertex = new Vector3();
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for (const node of document.getRoot().listNodes()) {
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const mesh = node.getMesh();
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if (!mesh) continue;
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const world = new Matrix4().fromArray(node.getWorldMatrix());
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for (const primitive of mesh.listPrimitives()) {
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const source = primitive.getAttribute("POSITION")?.getArray();
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if (!source) continue;
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const indices = primitive.getIndices()?.getArray()
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?? Array.from({ length: source.length / 3 }, (_, index) => index);
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for (const index of indices) {
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vertex.fromArray(source, Number(index) * 3).applyMatrix4(world);
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positions.push(vertex.x, vertex.y, vertex.z);
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}
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}
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}
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const geometry = new BufferGeometry();
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geometry.setAttribute("position", new Float32BufferAttribute(positions, 3));
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try {
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return buildPartyNavigationGraph(geometry);
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} finally {
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geometry.dispose();
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}
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}
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for (const dungeonId of dungeonIds) {
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const dungeon = requireDungeonDefinition(dungeonId);
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const boss = dungeon.bosses.find((candidate) => !candidate.eventOnly);
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if (!boss) throw new Error(`${dungeonId} has no normal campaign boss.`);
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const graph = await navigationGraph(dungeonId);
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const start = findNearestPartyNavigationSurface(graph, dungeon.entrance.footPosition, 3);
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const end = findNearestPartyNavigationSurface(graph, boss.position, 6);
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if (!start || !end) throw new Error(`${dungeonId} entrance or ${boss.name} does not snap to navigation.`);
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const path = findPartyNavigationPath(graph, start.position, end.position, {
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maxStartSnapDistance: 3,
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maxEndSnapDistance: 6,
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simplifyTolerance: 0.01,
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});
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if (!path?.length) throw new Error(`${dungeonId} has no navigation path to ${boss.name}.`);
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let expectedDistance = 0;
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for (let index = 1; index < path.length; index += 1) {
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expectedDistance += Math.hypot(
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path[index][0] - path[index - 1][0],
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path[index][1] - path[index - 1][1],
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path[index][2] - path[index - 1][2],
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);
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}
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process.stdout.write(`${JSON.stringify({
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dungeonId,
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status: "navigation-guidance-only; live UI traversal required",
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objective: boss.name,
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entrance: start.position,
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objectivePosition: end.position,
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startSnapDistance: start.distance,
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objectiveSnapDistance: end.distance,
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waypointCount: path.length,
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expectedNavigationDistance: Number(expectedDistance.toFixed(2)),
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waypoints: path,
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})}\n`);
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}
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