diff --git a/src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp b/src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp index cc0f26cac..5944a4e93 100644 --- a/src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp +++ b/src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp @@ -74,7 +74,11 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest) { float remaining = bot->GetExactDist(lastMove.lastMoveToX, lastMove.lastMoveToY, lastMove.lastMoveToZ); if (remaining > 10.0f) + { + EmitDebugMove("MoveFar", "spline-active", + lastMove.lastMoveToX, lastMove.lastMoveToY, lastMove.lastMoveToZ); return true; + } } } @@ -102,6 +106,11 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest) // makeShortCut may clear the path if the bot drifted // too far off (>reactDistance from any waypoint). In // that case fall through to fresh planning. + if (lastMove.lastPath.empty()) + { + EmitDebugMove("MoveFar", "reuse-trim-failed", + dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ()); + } if (!lastMove.lastPath.empty()) { std::vector const& pts = lastMove.lastPath.getPointPath(); @@ -387,6 +396,7 @@ bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority, } } + EmitDebugMove("MoveRandomNear", "all-fail", x, y, z); return false; }