Fix: Remove TeleportTo calls that break villager AI/movement

- Remove post-load villager TeleportTo refresh (breaks pathfinding)
- Remove periodic villager position sync (TeleportTo interrupts movement)
- Keep ClearVillagerPositionCache for API compatibility

The TeleportTo calls were resetting villager AI state and preventing
them from continuing their movement/work.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
2025-12-14 11:39:03 +01:00
parent 8f3d83e807
commit 89586ad8df
2 changed files with 1 additions and 82 deletions

View File

@@ -295,29 +295,6 @@ namespace KCM.LoadSaveOverrides
}
}
// Fix 2: Refresh all villagers to fix stuck AI
Main.helper.Log("Refreshing villager states...");
foreach (var kcPlayer in Main.kCPlayers.Values)
{
if (kcPlayer.inst == null) continue;
for (int i = 0; i < kcPlayer.inst.Workers.Count; i++)
{
var villager = kcPlayer.inst.Workers.data[i];
if (villager == null) continue;
try
{
// Teleport to current position to reset pathfinding
villager.TeleportTo(villager.Pos);
}
catch (Exception e)
{
Main.helper.Log($"Error refreshing villager: {e.Message}");
}
}
}
Main.helper.Log("Post-load multiplayer fixes complete.");
return obj;

60
Main.cs
View File

@@ -182,75 +182,17 @@ namespace KCM
#endregion
public static int FixedUpdateInterval = 0;
private static Dictionary<Guid, Vector3> lastVillagerPositions = new Dictionary<Guid, Vector3>();
public static void ClearVillagerPositionCache()
{
lastVillagerPositions.Clear();
// Kept for API compatibility with LobbyManager
}
private void FixedUpdate()
{
// Periodic villager position sync from server to clients
// Sync every 150 frames (~3 seconds at 50 FPS) to reduce bandwidth
if (KCServer.IsRunning && KCClient.client.IsConnected && FixedUpdateInterval % 150 == 0)
{
try
{
SyncVillagerPositions();
}
catch (Exception e)
{
helper.Log($"Error in villager sync: {e.Message}");
}
}
FixedUpdateInterval++;
}
private void SyncVillagerPositions()
{
// Only sync villagers that have moved significantly
const float movementThreshold = 0.5f;
foreach (var kcPlayer in kCPlayers.Values)
{
if (kcPlayer.inst == null) continue;
for (int i = 0; i < kcPlayer.inst.Workers.Count; i++)
{
var villager = kcPlayer.inst.Workers.data[i];
if (villager == null) continue;
Vector3 currentPos = villager.Pos;
Vector3 lastPos;
bool shouldSync = false;
if (!lastVillagerPositions.TryGetValue(villager.guid, out lastPos))
{
// First time seeing this villager
lastVillagerPositions[villager.guid] = currentPos;
shouldSync = true;
}
else if (Vector3.Distance(currentPos, lastPos) > movementThreshold)
{
// Villager has moved significantly
lastVillagerPositions[villager.guid] = currentPos;
shouldSync = true;
}
if (shouldSync)
{
new Packets.Game.GameVillager.VillagerTeleportTo()
{
guid = villager.guid,
pos = currentPos
}.SendToAll(KCClient.client.Id);
}
}
}
}
#region "TransitionTo"
public static void TransitionTo(MenuState state)
{