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Improve pathfinding: water avoidance, door/wall handling, multi-segment routing#28

Merged
MaxBittker merged 8 commits intomainfrom
pathfinding-improvements
Feb 11, 2026
Merged

Improve pathfinding: water avoidance, door/wall handling, multi-segment routing#28
MaxBittker merged 8 commits intomainfrom
pathfinding-improvements

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Summary

From @PapaBlooD's pathfinding-improvements branch, rebased onto main.

  • Add populatedZones cache to reject empty ocean zones in snapToWalkable(), preventing the pathfinder from routing through water
  • Add FLOOR_DECORATION to collision export FLAG_BITS so all blocked tiles are properly captured
  • Export wall collision flags and door/gate positions separately, allowing the pathfinder to route through doorways while respecting permanent walls
  • Add one-way door handling (Draynor Manor front door) and escape routing
  • Add multi-segment routing for cross-continent paths (500+ tiles)
  • Re-export collision data with all improvements (853k tiles, 1006 doors)
  • Add 30-test pathfinding validation suite covering walls, doors, water avoidance, and cross-continent routes
  • Update nix flake configuration for development environment consistency
  • Expanded mining learnings with per-mine rock IDs and location data

Test plan

  • Run bun scripts/test-pathfinding-local.ts to validate pathfinding test suite
  • Test cross-continent pathing (e.g. Lumbridge to Varrock)
  • Verify water avoidance near coastal areas
  • Test door/gate traversal in Varrock, Falador, Draynor Manor

🤖 Generated with Claude Code

PapaBlooD and others added 4 commits February 10, 2026 21:20
…sistency and streamline toolchain setup for contributors.
…nt routing

- Add populatedZones cache to reject empty ocean zones in snapToWalkable(),
  preventing the pathfinder from routing through water
- Add FLOOR_DECORATION to collision export FLAG_BITS so all blocked tiles
  are properly captured
- Export wall collision flags and door/gate positions separately, allowing
  the pathfinder to route through doorways while respecting permanent walls
- Add one-way door handling (Draynor Manor front door) and escape routing
- Add multi-segment routing for cross-continent paths (500+ tiles)
- Re-export collision data with all improvements (853k tiles, 1006 doors)
- Add 30-test pathfinding validation suite covering walls, doors, water
  avoidance, and cross-continent routes

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Revert PapaBlooD's mining.md changes and remove the interactPlayer
feature (sendInteractPlayer, OPPLAYER packets, trade support) to keep
this PR focused on pathfinding improvements only.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Remove rs-sdk submodule (PapaBlooD's fork reference)
- Revert bun.lock configVersion formatting change
- Revert server/engine/bun.lock reformatting (no dep changes)
- Revert server/gateway/bun.lock (unrelated dep removal)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
@MaxBittker MaxBittker merged commit 0c4e881 into main Feb 11, 2026
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2 participants