What problem does it solve?
Developers working on MaaEnd's game automation need to write Pipeline nodes for character positioning, movement, and pathfinding, but the MapLocator/MapNavigator C++ components have subtle semantics (NAVMESH vs recorded paths, target_tier disambiguation, target_deck_y for overlapping floors) that are easy to misuse.
Core Features & Use Cases
- Node Selection Guidance: Decision table for choosing between MapNavigateAction NAVMESH nodes, recorded paths, MapLocateAssertLocation, and MapLocateRecognition based on the task.
- C++ Component Map: Overview of the agent/cpp-algo/source codebase covering MapLocator (YOLO + ZNCC template matching), MapNavigator state machine, and Navmesh A* planner.
- Path Authoring Rules: Detailed semantics for target_tier, target_deck_y, zipline global planning, INTERACT async interaction with interact_text/interact_rec, and required-node boundaries.
- Use Case: When writing a Pipeline node that moves the character to a known coordinate, use this Skill to correctly emit a NAVMESH action with a target instead of recording a full path, and to declare target_deck_y when the destination sits on overlapping walkable surfaces.
Quick Start
Ask the assistant to write a MaaEnd Pipeline node that navigates the character to coordinates [720, 630] using NAVMESH pathfinding.