Handle zone transitiions in new movement logic

This commit is contained in:
Liza 2024-08-30 13:59:33 +02:00
parent 24c1e0c5d9
commit 2fd11bc0f4
Signed by: liza
GPG Key ID: 7199F8D727D55F67
2 changed files with 15 additions and 5 deletions

View File

@ -1,5 +1,5 @@
<Project>
<PropertyGroup>
<Version>2.18</Version>
<Version>2.19</Version>
</PropertyGroup>
</Project>

View File

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