Handle zone transitiions in new movement logic
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@ -1,5 +1,5 @@
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<Project>
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<Project>
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<PropertyGroup>
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<PropertyGroup>
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<Version>2.18</Version>
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<Version>2.19</Version>
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</PropertyGroup>
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</PropertyGroup>
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</Project>
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</Project>
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@ -169,6 +169,8 @@ internal static class MoveTo
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private readonly Action _startAction;
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private readonly Action _startAction;
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private readonly Vector3 _destination;
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private readonly Vector3 _destination;
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private readonly MoveParams _moveParams;
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private readonly MoveParams _moveParams;
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private readonly bool _isUnderwaterInitially;
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private bool _canRestart;
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public MoveInternal(MoveParams moveParams,
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public MoveInternal(MoveParams moveParams,
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MovementController movementController,
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MovementController movementController,
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@ -213,6 +215,7 @@ internal static class MoveTo
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}
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}
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_moveParams = moveParams;
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_moveParams = moveParams;
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_canRestart = moveParams.RestartNavigation;
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}
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}
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public bool Start()
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public bool Start()
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@ -231,14 +234,21 @@ internal static class MoveTo
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if (movementStartedAt == DateTime.MaxValue || movementStartedAt.AddSeconds(2) >= DateTime.Now)
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if (movementStartedAt == DateTime.MaxValue || movementStartedAt.AddSeconds(2) >= DateTime.Now)
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return ETaskResult.StillRunning;
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return ETaskResult.StillRunning;
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if (_moveParams.RestartNavigation &&
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if (_canRestart &&
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Vector3.Distance(_clientState.LocalPlayer!.Position, _destination) >
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Vector3.Distance(_clientState.LocalPlayer!.Position, _destination) >
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(_moveParams.StopDistance ?? QuestStep.DefaultStopDistance) + 5f)
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(_moveParams.StopDistance ?? QuestStep.DefaultStopDistance) + 5f)
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{
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_canRestart = false;
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if (_clientState.TerritoryType == _moveParams.TerritoryId)
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{
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{
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_logger.LogInformation("Looks like movement was interrupted, re-attempting to move");
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_logger.LogInformation("Looks like movement was interrupted, re-attempting to move");
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_startAction();
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_startAction();
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return ETaskResult.StillRunning;
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return ETaskResult.StillRunning;
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}
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}
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else
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_logger.LogInformation(
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"Looks like movement was interrupted, do nothing since we're in a different territory now");
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}
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return ETaskResult.TaskComplete;
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return ETaskResult.TaskComplete;
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}
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}
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