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AAEmu / AAEmu / 16942058011

13 Aug 2025 03:35PM UTC coverage: 2.263% (+0.003%) from 2.26%
16942058011

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[Game] Improves AI pathfinding and forbidden area checks (#1321)

* [Game] WIP: Smarter pathing for AI

- Added reduction algorithm to try and skip pathing nodes for AI movement when there are no obstruction in between.

WIP: Still needs to take into account large height offsets
WIP: only `/testnavmesh` currently uses this

* [Game] Removed Dispose from BaseBaiLoader

* WIP ReducePath for testnavmesh

Description update

* WIP Improved AI movement

- Changed `FindPath` to return a `List<Vector3>` instead of a `Queue<Vector3>` for further use in `ReducePath`

* [Game] Log level changes

- Added a Debug Log for when terrain starts loading.
- Lowered the no preloading terrain warning to Debug instead of Info.
- Lowered the combat cleared packet to Trace
- Added a null check for NPC AI in skills to fix a issues with (dungeon) bosses.

* [Game] Fix for hole in forbidden zone check

- Fixed the forgotten edge (end back to start) of the polygon for checks of forbidden zone.
- Added a conditional check that ignores forbidden zones if there is a 8m gap between the path and the zone origin.

These changes should result in slightly better pathing

478 of 26950 branches covered (1.77%)

Branch coverage included in aggregate %.

0 of 156 new or added lines in 12 files covered. (0.0%)

8 existing lines in 3 files now uncovered.

2150 of 89156 relevant lines covered (2.41%)

2.34 hits per line

Source File
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0.0
/AAEmu.Game/Utils/Scripts/SubCommands/AStar/AStarPathFindingSubCommand.cs


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