Use verified pathfinding retreat when bot flee is rejected
Core tests / core (push) Successful in 42s
Core tests / core (push) Successful in 42s
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@@ -16,7 +16,7 @@ function make(id,name)
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function p:IsPlayerbot()return not self.human end;function p:IsDead()return self.dead end;function p:GetBotAI()return self.ai end
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function p:GetPowerType()return self.powerType or 1 end;function p:GetPowerPct()return self.mana or 100 end;function p:GetAttackers()return self.attackers or {} end;function p:GetHealthPct()return self.hp end;function p:IsInCombat()return self.combat end
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function p:HasUnitState(state)assert(state==0x00000100);return self.taxi end;function p:IsMoving()return self.moving end;function p:GetMovementType()return self.motion or 0 end;function p:MoveExpire()self.expired=true;self.motion=0 end;function p:MoveFleeing(t,ms)self.fleeTarget=t;self.motion=9;self.fleeDuration=ms end;function p:IsCasting()return self.cast end;function p:IsRooted()return false end
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function p:GetX()return self.x or 0 end;function p:GetY()return 0 end
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function p:GetX()return self.x or 0 end;function p:GetY()return 0 end;function p:GetZ()return 0 end;function p:MoveTo(id,x,y,z,path)self.escape={id=id,x=x,y=y,z=z,path=path} end
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function p:GetUnfriendlyUnitsInRange()return self.friendly and {} or self.selected and {self.selected} or {} end;function p:GetSelection()return self.selected end;function p:StopSpellCast()self.cast=false;self.interrupted=true end
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function p:AttackStop()self.attackStopped=true end;function p:MoveStop()self.waited=true end
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function p:GetGroup()return self.group end;function p:GetVictim()return self.enemy end;function p:GetLevel()return 5 end
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@@ -70,6 +70,6 @@ l=new();l.execute("A.strategies={stay=true};step(0);assert(not A.strategies.stay
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l=new();l.execute("group();B.distance=50;step(0);step(40);assert(B.master==nil,'No-progress regroup must release its owned master');assert(not AzerothAISurvivalOverride(B));step(30);assert(B.master==nil,'Backoff must prevent immediate retry')")
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print('Recovered stay cleared and non-progressing regroup bounded')
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l=new();l.execute("A.combat=true;A.hp=20;A.attackers={B};function A.ai:DoSpecificAction(s)table.insert(calls,s);return false end;step(0);assert(A.fleeTarget==B and A.fleeDuration==8000);step(8);assert(A.expired);A.fleeTarget=nil;step(8);assert(A.fleeTarget==nil,'Native fallback must honor cooldown')")
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l=new();l.execute("A.combat=true;A.hp=20;A.controlled=true;A.attackers={B};function A.ai:DoSpecificAction()return false end;step(0);assert(A.fleeTarget==nil)")
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print('Rejected flee fallback is bounded, cooled down, and preserves human control')
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l=new();l.execute("A.combat=true;A.hp=20;B.x=5;A.attackers={B};function A.ai:DoSpecificAction(s)table.insert(calls,s);return false end;step(0);assert(A.escape.x==-20 and A.escape.path==true);A.escape=nil;step(8);assert(A.escape==nil,'Native fallback must honor cooldown');step(8);assert(A.escape.x==-20)")
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l=new();l.execute("A.combat=true;A.hp=20;A.controlled=true;B.x=5;A.attackers={B};function A.ai:DoSpecificAction()return false end;step(0);assert(A.escape==nil)")
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print('Rejected flee uses bounded path away from threat, with cooldown and human protection')
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