Add direct target navigation for world workers - #23
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Acceptance result: PASSUser visually confirmed the direct target-navigation tests looked good, including the longer Validated together with the clean log results:
Treat this PR as the known-good checkpoint for destination-driven direct navigation. Next phase: continuous retargeting/follow behaviour, still reusing this locomotion controller. |
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Summary
Builds on the validated curved-walk locomotion and adds destination-driven movement without introducing pathfinding yet.
Commands
hpWorld goto [slot] <x> <z>hpWorld come [slot] [standOffMetres]Aliases:
walktocometowalktomeBehaviour
rotationVelocity=0gotowalks directly to absolute world X/Z coordinatescomesnapshots the local player's current position and computes a stopping point short of the playerScope
This is still direct steering only. It does not avoid buildings, fences, vehicles or other obstacles and it does not continuously follow the player after
comeis issued.Test focus
[WorldNavigation] Loaded ... target-navigation-1appears.hpWorld come A.hpWorld come A 2.5to validate a different stand-off.hpWorld goto A <x> <z>with nearby known map coordinates.If this passes visually, the next logical layer is continuous/re-targetable following and then obstacle/path navigation.