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Let stuck bots fight adjacent attackers without chasing - #193

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adrunkhuman merged 1 commit into
masterfrom
fix/playerbot-passage-clearing
Sep 15, 2026
Merged

adrunkhuman merged 1 commit into
masterfrom
fix/playerbot-passage-clearing

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  • Let stalled bots fight one adjacent attacker without chasing or requiring navigation to prove that killing it opens a route. Share failed-movement observations across patrol, service, depot, and NPC travel.
  • Prefer an attacker on the intended step, otherwise the easiest survivable fight. Retain the target across replans; release when the intended passage opens, the target dies or leaves reach, safety changes, or the workflow is interrupted.
  • Replace timed transit defense and breakout escalation with movement-failure state. Preserve navigation budgets, healing priority, and the independent 20-second corpse-loot deadline.
  • Add fallback cause, intended-step, and fight-estimate telemetry, plus contracts for target retention and release.

This deliberately permits combat that may not resolve the route. It requires an active adjacent attacker and estimated survivability; passive blockers and genuinely unreachable destinations can still prevent progress. General unattended reliability is not established.

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adrunkhuman merged commit 75761dd into master Sep 15, 2026
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