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debug(Core/Movement): Telemetry whisper showing path tail coords vs bot vs dest
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@ -1,6 +1,7 @@
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#include "NewRpgBaseAction.h"
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#include "NewRpgBaseAction.h"
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#include <limits>
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#include <limits>
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#include <iomanip>
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#include <sstream>
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#include <sstream>
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#include "BroadcastHelper.h"
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#include "BroadcastHelper.h"
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@ -131,6 +132,24 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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if (path.empty())
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if (path.empty())
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return false;
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return false;
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// Telemetry: show the path's actual tail coords vs bot + dest so we
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// can see whether the resolved path is heading toward the right
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// place. dest-distance == 0 means tail IS the dest (good); large
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// dest-distance means graph picked a far-off endNode.
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if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
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{
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WorldPosition tail = path.getBack();
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float const tailToDest = tail.distance(dest);
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float const botToTail = bot->GetExactDist(tail.GetPositionX(),
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tail.GetPositionY(),
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tail.GetPositionZ());
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std::ostringstream tlog;
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tlog << "[PATH] tail=(" << std::fixed << std::setprecision(1)
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<< tail.GetPositionX() << "," << tail.GetPositionY() << "," << tail.GetPositionZ()
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<< ") botToTail=" << botToTail << "y tailToDest=" << tailToDest << "y";
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botAI->TellMasterNoFacing(tlog);
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}
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// Walk dispatch.
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// Walk dispatch.
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std::vector<WorldPosition> const& pts = path.getPointPath();
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std::vector<WorldPosition> const& pts = path.getPointPath();
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Movement::PointsArray points;
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Movement::PointsArray points;
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