Release Healer Man 0.1.31
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@@ -15,6 +15,7 @@ import {
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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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personalizedPartyCombatRangeBand,
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resetPartyBreadcrumbTrail,
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stepPartyPosition,
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@@ -132,10 +133,11 @@ describe("party world movement", () => {
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expect(partyMadeStuckProgress([0, 0, 0], [0.45, 4, 0])).toBe(true);
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expect(partyMadeStuckProgress([0, 0, 0], [0.44, 0, 0])).toBe(false);
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expect(partyShouldRecallForStuck([12, 0, 0], [0, 0, 0], true, 4_500, 1_000)).toBe(true);
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expect(partyShouldRecallForStuck([11.9, 0, 0], [0, 0, 0], true, 4_500, 1_000)).toBe(false);
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expect(partyShouldRecallForStuck([12, 0, 0], [0, 0, 0], false, 4_500, 1_000)).toBe(false);
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expect(partyShouldRecallForStuck([12, 0, 0], [0, 0, 0], true, 4_499, 1_000)).toBe(false);
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expect(PARTY_STUCK_RECALL_DISTANCE).toBe(80);
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expect(partyShouldRecallForStuck([80, 0, 0], [0, 0, 0], true, 4_500, 1_000)).toBe(true);
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expect(partyShouldRecallForStuck([79.9, 0, 0], [0, 0, 0], true, 4_500, 1_000)).toBe(false);
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expect(partyShouldRecallForStuck([80, 0, 0], [0, 0, 0], false, 4_500, 1_000)).toBe(false);
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expect(partyShouldRecallForStuck([80, 0, 0], [0, 0, 0], true, 4_499, 1_000)).toBe(false);
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});
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it("makes melee approach a fleeing target and hold once in range", () => {
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@@ -86,7 +86,9 @@ export function partyMovementProfile(memberId: string, livingRank: number): Part
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};
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}
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export const PARTY_STUCK_RECALL_DISTANCE = 12;
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// Allow companions to operate across a full boss arena before the stuck
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// watchdog treats their separation from the player as a reason to recall.
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export const PARTY_STUCK_RECALL_DISTANCE = 80;
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export const PARTY_STUCK_RECALL_DELAY_MS = 3_500;
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export const PARTY_STUCK_PROGRESS_DISTANCE = 0.45;
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