Combat: Pathfind to enemies outside of nameplate render range (for overworld enemies)
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@ -169,10 +169,12 @@ internal sealed class CombatController : IDisposable
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}
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}
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}
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}
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if (QuestWorkUtils.HasCompletionFlags(condition.CompletionQuestVariablesFlags) && _currentFight.Data.ElementId is QuestId questId)
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if (QuestWorkUtils.HasCompletionFlags(condition.CompletionQuestVariablesFlags) &&
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_currentFight.Data.ElementId is QuestId questId)
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{
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{
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var questWork = _questFunctions.GetQuestProgressInfo(questId);
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var questWork = _questFunctions.GetQuestProgressInfo(questId);
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if (questWork != null && QuestWorkUtils.MatchesQuestWork(condition.CompletionQuestVariablesFlags, questWork))
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if (questWork != null &&
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QuestWorkUtils.MatchesQuestWork(condition.CompletionQuestVariablesFlags, questWork))
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{
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{
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_logger.LogInformation("Complex combat condition fulfilled: QuestWork matches");
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_logger.LogInformation("Complex combat condition fulfilled: QuestWork matches");
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_currentFight.Data.CompletedComplexDatas.Add(i);
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_currentFight.Data.CompletedComplexDatas.Add(i);
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@ -248,10 +250,15 @@ internal sealed class CombatController : IDisposable
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if (battleNpc.StatusFlags.HasFlag(StatusFlags.InCombat))
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if (battleNpc.StatusFlags.HasFlag(StatusFlags.InCombat))
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return 20;
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return 20;
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}
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}
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else
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else if (enemyData != null)
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{
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{
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if (gameObjectStruct->NamePlateIconId != 0)
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if (gameObjectStruct->NamePlateIconId != 0)
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return 30;
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return 30;
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// for enemies that are very far away, their nameplate doesn't render but they're in the object table
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if (_currentFight?.Data.SpawnType == EEnemySpawnType.OverworldEnemies &&
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Vector3.Distance(_clientState.LocalPlayer?.Position ?? Vector3.Zero, battleNpc.Position) > 50)
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return 25;
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}
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}
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}
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}
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