Skip to content

fix: Match accuracy for pathing, walktriggers, and collision#78

Merged
Pazaz merged 19 commits intoLostCityRS:274from
mark-b5:pathing-changes
Mar 17, 2026
Merged

fix: Match accuracy for pathing, walktriggers, and collision#78
Pazaz merged 19 commits intoLostCityRS:274from
mark-b5:pathing-changes

Conversation

@mark-b5
Copy link
Copy Markdown
Contributor

@mark-b5 mark-b5 commented Feb 18, 2026

The current engine implementation for pathing and walktriggers is some bastard hybrid between authentic 2004-2007 pathing and the OSRS pathing updates in dec 2013, due to a lack of information when it was coded

After reviewing lots of footage, the following changes have been made:

  • Red X clicks no longer use serverside pathing
  • Walktriggers now always run in the opclick handler, and will only run once during the player's turn
  • Ctrl-run will work for red-X clicks now. It was broken between Dec 19, 2013 and 27 March, 2014 in OSRS, but should have been working pre-osrs
  • Player serverside pathing is now naive. This means players will get stuck on obstacles when trying to repath towards their targets!

Clips

Moonwalk

2004-2007 example:

authentic.moonwalk.mp4

Before this PR:

Replay.2026-02-17.20-21-45.mp4

After this PR:

2004.new.moonwalk.mp4

Getting stuck in pvp

2004-2007 example:

authentic.getting.stuck.mp4

Before this PR:

Replay.2026-02-17.20-41-35.mp4

After this PR:

Replay.2026-02-17.20-42-46.mp4

Clips referenced

https://youtu.be/rdi_571Uk_U?t=292
https://youtu.be/RZfT_W9ANl0?t=1156
https://youtu.be/nTjk2vweCD0
https://youtu.be/zKNeTSsuf0E?t=168
https://youtu.be/JJ5wulUYXxA?t=153
https://youtu.be/_MVBI81kQDM?t=5
https://www.youtube.com/watch?v=dKfFkEyqD8E&t=9s
https://www.youtube.com/watch?v=TnBJZD9AcJE

@mark-b5 mark-b5 changed the title Various pathing "improvements" fix: Various pathing "improvements" Feb 18, 2026
@mark-b5
Copy link
Copy Markdown
Contributor Author

mark-b5 commented Feb 22, 2026

Made some further changes to match edge cases. I think I have every case matched!!

The pathing rules are as follows:

  • Player will path 'naively' to the target once the player is at the last or second-to-last waypoint tile
  • New: If the player's current path is sent from the client, once the player switches into naive mode, the player will only choose a single naive tile and then won't repath until the player reaches it. This is what causes the player to get corner safespotted on obstacles.
  • New: If the client sends over a waypoint underneath the player, the player will not repath later in the tick, which is what causes the "I can't reach that!" when npcs path away the same tick player clicks them

Clips

Restless Ghost

ghost.clip.OG.mp4
Replay.2026-02-22.16-24-40.mp4

Hassan

hassan.test.OG.mp4
hassan.test.mp4

Sheep

sheep.clip.good.mp4
Replay.2026-02-22.16-50-44.mp4

@mark-b5 mark-b5 closed this Mar 15, 2026
@mark-b5 mark-b5 reopened this Mar 15, 2026
@mark-b5 mark-b5 changed the base branch from 254 to 274 March 15, 2026 22:59
@mark-b5
Copy link
Copy Markdown
Contributor Author

mark-b5 commented Mar 15, 2026

Rebased this PR to target 274, fixed the last few pathing edge cases, and fixed collision

drezel.impl.mp4

Can compare this new behavior to these clips:
https://www.youtube.com/watch?v=K2UFbkqnjhw&t=229s
https://www.youtube.com/watch?v=uA_9KRK61SI&t=962s

Replay.2026-03-15.18-40-28.mp4

This is new as well. Previously the cat would not get stuck on the guard here. Players and Npcs now refresh their zone presence when they have a waypoint, even if they are not actively moving, so the cat gets stuck

These changes should affect all branches, if that's feasible. This PR is now ready to merge

@mark-b5 mark-b5 marked this pull request as ready for review March 15, 2026 23:07
@mark-b5 mark-b5 changed the title fix: Various pathing "improvements" fix: Match accuracy for pathing, walktriggers, and collision Mar 15, 2026
@Pazaz Pazaz merged commit b359a24 into LostCityRS:274 Mar 17, 2026
4 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants