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Joining/Adhoc Routes and a 'NearJoiningPathEnd' bool #679

@Leerael

Description

@Leerael

Is your feature request related to a problem? Please describe.

  • Can't automatically move to a different zone once I have finished leveling in the current zone.
  • Currently getting caught on the cliff faces when corpse running trying to level in Redridge Mountains.

Describe the solution you'd like

  • Joining routes that can be fired once off when certain conditions are met, allowing us to get back to the pathing spot more accurately or even cross zone lines when transitioning to new grinding path areas.
  • Has other potential uses as well like when you want to swap paths safely you could set a joining path to use between them

Describe alternatives you've considered
Doing something like the NPC route.

Additional context
TLDR:

Add 'Joining paths' that force player to follow when conditions are met.
Add 'Close to Joining Path End' condition to stop the joining path and perform some action(s) (could be walking forward for x seconds, starting another joining path, or auto pathing to the next 'actual path').
..Scenario 1 - (Death Path) Running around something after dying in order to reach corpse
..Scenario 2 - (Zoning Path) Zoning from one zone to another to start next pathing area
The Meat:

Needing something right now where when the player dies they should follow a set path (like the path to vendor), and when they reach 'close to the end' of that path it is considered completed until next death and then tries to path its way back to the corpse like it normally does. This would help me navigate past mountains etc. that keep catching my character in bottoms of crevices and such.

using this same 'joining path' and 'close to joining path end' logic we could essentially set up a between zone path that when it reaches 'close to joining path end' (within a threshold) it then just presses the forward button until the zone is crossed (keep pressing forward and check if zone ID has changed) and then starts the next 'joining path' towards the next 'grinding path' which will start the grind again.

The logic to fire the zoning joining path could be something like 'level=10, zone=elwynn forest' and that could fire the 'elwynn to westfall' joining path, when we hit 'close to the end' for that path we push forward button until zone changes from elwynn to westfall, then we check our last path, if it =elwynn to westfall then we start the 'westfall to next grinding path' joining path.

I imagine we would employ something like current_path, last_path logic to allow us to know which was the last path used.

CORPSE RUNNING

Example diagram of current issue recovering corpse where the "Adhoc path to corpse" just tries to take the shortest route.

Image

When having a joining path that fires when "IsDead" is first fired and we have "just turned into a ghost" when it hits the "Near end of path" distance it then returns to the normal "Adhoc path to corpse".

Image

CHANGING ZONES

Exampled diagram of leaving "Grind Path A" when I hit "level 25" and I am still in "Redridge". I Take Shortest path from "Grind Path A" to the "Joining Path A" until I reach "Near End of Path" for "Joining Path A". When the player hits "Near End of Path" for "Joining Path A" they press the forward button for 20 seconds or until their registered zone is "Darkshire" otherwise it finds its way back to the end of "Joining Path A" and re-attempts moving forward to enter Darkshire. Once it enters "Darkshire" it proceeds to "Joining Path B" until it is "Near End of Path" for "Joining Path B" and then finds the shortest path to "Grind Path B" and then continues as usual grinding away.

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