refactor(Core/Movement): Drop no-progress guard now that probe + zone + validation fixes prevent the oscillation it was masking

This commit is contained in:
bash 2026-05-31 00:28:26 +02:00
parent 0682817b42
commit 14c7de977a

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@ -131,24 +131,6 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
if (path.empty())
return false;
// Progress guard: refuse to dispatch a path whose endpoint isn't
// meaningfully closer to dest than the bot already is. Prevents
// oscillation around terrain the mmap probe can route along but the
// bot can't actually traverse (cave entries with missing nav, narrow
// ledges, geometry that loops back). Reference doesn't have this
// guard but their RPG layer detects stuck via different signals;
// ours surfaces the issue here so the strategy can re-pick a POI.
{
float const distFromBot = botPos.distance(dest);
float const distFromPathEnd = path.getBack().distance(dest);
if (distFromPathEnd + 5.0f >= distFromBot)
{
EmitDebugMove("MoveFar", "no-progress",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return false;
}
}
// Walk dispatch.
std::vector<WorldPosition> const& pts = path.getPointPath();
Movement::PointsArray points;