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https://github.com/liyunfan1223/mod-playerbots.git
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refactor(Core/Travel): Drop redundant NAV_GROUND_STEEP excludes (core handles via IsBot)
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@ -4292,7 +4292,6 @@ bool ArenaTactics::Execute(Event /*event*/)
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if (losBlocked)
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{
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PathGenerator path(bot);
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path.AddExcludeFlag(NAV_GROUND_STEEP);
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path.CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false);
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if (path.GetPathType() != PATHFIND_NOPATH)
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@ -124,7 +124,6 @@ bool GoAction::Execute(Event event)
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if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
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{
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PathGenerator path(bot);
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path.AddExcludeFlag(NAV_GROUND_STEEP);
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path.CalculatePath(x, y, z, false);
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@ -977,7 +977,6 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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return false;
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PathGenerator path(bot);
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path.AddExcludeFlag(NAV_GROUND_STEEP);
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path.CalculatePath(tx, ty, tz, false);
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PathType type = path.GetPathType();
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int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_SHORTCUT;
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@ -1885,7 +1884,6 @@ PathResult MovementAction::GeneratePath(float x, float y, float z, uint32 accept
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{
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PathResult result;
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PathGenerator gen(bot);
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gen.AddExcludeFlag(NAV_GROUND_STEEP);
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gen.CalculatePath(x, y, z, forceDestination);
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result.pathType = gen.GetPathType();
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result.reachable = !(result.pathType & (~acceptMask));
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@ -719,7 +719,6 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
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}
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PathGenerator path(pathUnit);
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path.AddExcludeFlag(NAV_GROUND_STEEP);
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auto result = getPathStepFrom(startPos, path);
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if (tempCreature)
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@ -852,7 +851,6 @@ std::vector<WorldPosition> WorldPosition::getPathFromPath(std::vector<WorldPosit
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}
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PathGenerator path(pathUnit);
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path.AddExcludeFlag(NAV_GROUND_STEEP);
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// Limit the pathfinding attempts
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for (uint32 i = 0; i < maxAttempt; i++)
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@ -1256,7 +1256,6 @@ TravelNodeRoute TravelNodeMap::FindRouteNearestNodes(WorldPosition startPos, Wor
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if (startNodePosition.GetMapId() == bot->GetMapId())
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{
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PathGenerator path(bot);
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path.AddExcludeFlag(NAV_GROUND_STEEP);
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path.CalculatePath(startNodePosition.GetPositionX(), startNodePosition.GetPositionY(), startNodePosition.GetPositionZ());
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PathType type = path.GetPathType();
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bool reachable = !(type & ~(PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY));
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