fix(Core/Movement): MoveFarTo re-caches lastPath after UpcommingSpecialMovement (matches reference)

This commit is contained in:
bash 2026-05-31 13:55:31 +02:00
parent 276d773ea9
commit b269fa3825

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@ -129,6 +129,13 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
if (onTransport)
return false;
// Re-cache the (potentially cut) path so next tick's 10% reuse and
// WaitForTransport gates see the latest shape. Reference does this
// at the same point in MoveTo2 (after UpcommingSpecialMovement
// examined / trimmed the path, before ClipPath / dispatch).
if (!path.empty())
lastMove.setPath(path);
// ClipPath — truncate at first hostile creature in range / non-walkable
// hop / drifted past reactDistance / > 125 sqDist jump.
path.ClipPath(botAI, bot, false);