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https://github.com/liyunfan1223/mod-playerbots.git
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fix(Core/Travel): Batch NODE_PREPATH into the walk-spline dispatch so per-tick re-resolve actually moves the bot
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02844dffd4
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@ -3306,89 +3306,29 @@ bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
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switch (pt.type)
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{
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case PathNodeType::NODE_PREPATH:
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{
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if (state.stepIdx + 1 >= state.steps.size())
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{
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state.stepIdx++;
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return true;
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}
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float const botX = bot->GetPositionX();
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float const botY = bot->GetPositionY();
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float const botZ = bot->GetPositionZ();
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// Walk forward through the route while distance keeps shrinking.
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// Once it starts growing we're past the closest waypoint — break.
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size_t bestIdx = state.stepIdx + 1;
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float bestDistSq = FLT_MAX;
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for (size_t i = state.stepIdx + 1; i < state.steps.size(); ++i)
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{
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const PathNodePoint& cand = state.steps[i];
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if (cand.type != PathNodeType::NODE_PATH &&
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cand.type != PathNodeType::NODE_NODE)
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break; // stop at portal/transport/etc — can't walk past
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float const dx = cand.point.GetPositionX() - botX;
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float const dy = cand.point.GetPositionY() - botY;
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float const dz = cand.point.GetPositionZ() - botZ;
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float const dSq = dx * dx + dy * dy + dz * dz;
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if (dSq >= bestDistSq)
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break; // moving away — closest waypoint already found
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bestDistSq = dSq;
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bestIdx = i;
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}
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constexpr float ARRIVAL_DIST = 5.0f;
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WorldPosition const& target = state.steps[bestIdx].point;
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float const distToTarget = bot->GetExactDist(
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target.GetPositionX(), target.GetPositionY(), target.GetPositionZ());
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if (distToTarget < ARRIVAL_DIST)
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{
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state.stepIdx = bestIdx;
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return true;
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}
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// Validate the path before MoveTo. PathGenerator can
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// return NORMAL | NOT_USING_PATH when start or end poly
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// is invalid (BuildShortcut → 2-point straight line).
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// PointMovementGenerator would then dispatch the bot
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// straight through any geometry between bot and target.
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// The default accept mask (NORMAL | INCOMPLETE) rejects
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// NOT_USING_PATH, so abort the plan and let MoveFarTo
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// re-derive instead of walking a known-bad shortcut.
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PathResult validate = GeneratePath(
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target.GetPositionX(), target.GetPositionY(), target.GetPositionZ(),
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DEFAULT_PATH_ACCEPT_MASK, false);
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if (!validate.reachable)
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{
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EmitDebugMove("TravelPlan", "prepath-unreachable",
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target.GetPositionX(), target.GetPositionY(), target.GetPositionZ());
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state.Reset();
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return false;
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}
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return MoveTo(target.GetMapId(),
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target.GetPositionX(), target.GetPositionY(), target.GetPositionZ(),
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false, false, false, true /*exact_waypoint*/);
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}
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case PathNodeType::NODE_PATH:
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case PathNodeType::NODE_NODE:
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{
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// Batch consecutive walk points into one spline. Capped at
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// 20 points per dispatch as a cheap upper bound on per-tick
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// work; stepIdx advances exactly in step with what's
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// dispatched, so the next tick picks up from the cutoff.
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// Batch consecutive walkable points (PREPATH, PATH, NODE) into
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// one spline. With per-tick re-resolve the plan starts at
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// stepIdx=0 each tick, so we must dispatch a real spline (not
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// a single-waypoint MoveTo) — otherwise the executor's
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// "near closest waypoint" heuristic returns true without
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// moving and the bot never advances.
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//
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// Capped at 20 points per dispatch as a cheap upper bound on
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// per-tick work. The engine plays the spline; next tick
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// re-resolves from the bot's new position and dispatches the
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// next batch.
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static constexpr uint32 MAX_SPLINE_POINTS = 20;
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state.walkPoints.clear();
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while (state.stepIdx < state.steps.size() && state.walkPoints.size() < MAX_SPLINE_POINTS)
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{
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const PathNodePoint& wp = state.steps[state.stepIdx];
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if (wp.type != PathNodeType::NODE_PATH && wp.type != PathNodeType::NODE_NODE)
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break;
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if (wp.type != PathNodeType::NODE_PREPATH &&
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wp.type != PathNodeType::NODE_PATH &&
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wp.type != PathNodeType::NODE_NODE)
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break; // stop at portal/transport/etc — can't walk past
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state.walkPoints.push_back(G3D::Vector3(wp.point.GetPositionX(),
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wp.point.GetPositionY(), wp.point.GetPositionZ()));
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state.stepIdx++;
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