feat(Core/Travel): Travel-node graph routing for long-distance pathing

This commit is contained in:
bash 2026-05-10 17:30:50 +02:00
parent 80dc6a856e
commit 29ec04e577
11 changed files with 1964 additions and 959 deletions

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@ -343,10 +343,6 @@ AiPlayerbot.MaxWaitForMove = 5000
# 2 - MoveSplinePath disabled everywhere # 2 - MoveSplinePath disabled everywhere
AiPlayerbot.DisableMoveSplinePath = 0 AiPlayerbot.DisableMoveSplinePath = 0
# Max search time for movement (higher for better movement on slopes)
# Default: 3
AiPlayerbot.MaxMovementSearchTime = 3
# Action expiration time # Action expiration time
AiPlayerbot.ExpireActionTime = 5000 AiPlayerbot.ExpireActionTime = 5000
@ -1054,6 +1050,12 @@ AiPlayerbot.RestrictedHealerDPSMaps = "33,34,36,43,47,48,70,90,109,129,209,229,2
# Default: 1 (enabled) # Default: 1 (enabled)
AiPlayerbot.EnableNewRpgStrategy = 1 AiPlayerbot.EnableNewRpgStrategy = 1
# Use pre-computed travel node paths for long-distance movement (>300 yards).
# When enabled, bots use the travel node graph (A*, flight paths, transports)
# instead of repeated mmap hops. Experimental.
# Default: 0 (disabled)
AiPlayerbot.EnableTravelNodes = 0
# Control probability weights for RPG status of bots. Takes effect only when the status meets its premise. # Control probability weights for RPG status of bots. Takes effect only when the status meets its premise.
# Sum of weights need not be 100. Set to 0 to disable the status. # Sum of weights need not be 100. Set to 0 to disable the status.
# #

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@ -19,83 +19,8 @@
#include "Transport.h" #include "Transport.h"
#include "Map.h" #include "Map.h"
namespace // Transport helpers (GetTransportForPosTolerant, FindBoardingPointOnTransport,
{ // BoardTransport) are now on MovementAction — inherited by FollowAction.
Transport* GetTransportForPosTolerant(Map* map, WorldObject* ref, uint32 phaseMask, float x, float y, float z)
{
if (!map || !ref)
return nullptr;
std::array<float, 4> const probes = { z, z + 0.5f, z + 1.5f, z - 0.5f };
for (float const pz : probes)
{
if (Transport* t = map->GetTransportForPos(phaseMask, x, y, pz, ref))
return t;
}
return nullptr;
}
// Attempts to find a point on the leader's transport that is closer to the bot,
// by probing along the segment from master -> bot and returning the last point
// that is still detected as being on the expected transport.
bool FindBoardingPointOnTransport(Map* map, Transport* expectedTransport, WorldObject* ref,
float masterX, float masterY, float masterZ,
float botX, float botY, float botZ,
float& outX, float& outY, float& outZ)
{
if (!map || !expectedTransport || !ref)
return false;
uint32 const phaseMask = ref->GetPhaseMask();
// Ensure master is actually detected on that transport (tolerant).
if (GetTransportForPosTolerant(map, ref, phaseMask, masterX, masterY, masterZ) != expectedTransport)
return false;
// The raycast in GetTransportForPos starts at (z + 2). Probe with a safe Z.
float const probeZ = std::max(masterZ, botZ);
// Adaptive step count: small platforms need tighter sampling.
float const dx2 = botX - masterX;
float const dy2 = botY - masterY;
float const dist2d = std::sqrt(dx2 * dx2 + dy2 * dy2);
int32 const steps = std::clamp(static_cast<int32>(dist2d / 0.75f), 10, 28);
float const dx = (botX - masterX) / static_cast<float>(steps);
float const dy = (botY - masterY) / static_cast<float>(steps);
// Master must actually be on the expected transport for this to work.
if (map->GetTransportForPos(ref->GetPhaseMask(), masterX, masterY, probeZ, ref) != expectedTransport)
return false;
float lastX = masterX;
float lastY = masterY;
bool found = false;
for (int32 i = 1; i <= steps; ++i)
{
float const px = masterX + dx * i;
float const py = masterY + dy * i;
Transport* const t = GetTransportForPosTolerant(map, ref, phaseMask, px, py, probeZ);
if (t != expectedTransport)
break;
lastX = px;
lastY = py;
found = true;
}
if (!found)
return false;
outX = lastX;
outY = lastY;
outZ = masterZ; // keep deck-level Z to encourage stepping onto the platform/boat
return true;
}
}
bool FollowAction::Execute(Event /*event*/) bool FollowAction::Execute(Event /*event*/)
{ {

File diff suppressed because it is too large Load Diff

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@ -10,6 +10,7 @@
#include "Action.h" #include "Action.h"
#include "LastMovementValue.h" #include "LastMovementValue.h"
#include "PathGenerator.h"
#include "PlayerbotAIConfig.h" #include "PlayerbotAIConfig.h"
class Player; class Player;
@ -22,12 +23,33 @@ class Position;
#define ANGLE_90_DEG M_PI_2 #define ANGLE_90_DEG M_PI_2
#define ANGLE_120_DEG (2.f * static_cast<float>(M_PI) / 3.f) #define ANGLE_120_DEG (2.f * static_cast<float>(M_PI) / 3.f)
// Default acceptable path types for GeneratePath
constexpr uint32 DEFAULT_PATH_ACCEPT_MASK = PATHFIND_NORMAL | PATHFIND_INCOMPLETE;
constexpr uint32 RELAXED_PATH_ACCEPT_MASK = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
struct PathResult
{
Movement::PointsArray points;
G3D::Vector3 actualEnd;
G3D::Vector3 end;
PathType pathType;
bool reachable;
};
class MovementAction : public Action class MovementAction : public Action
{ {
public: public:
MovementAction(PlayerbotAI* botAI, std::string const name); MovementAction(PlayerbotAI* botAI, std::string const name);
protected: protected:
// Emit a one-line trace describing the imminent movement. No-op
// unless the bot has the "debug move" non-combat strategy.
// Subclasses (e.g. NewRpgBaseAction) may override to append richer
// context such as RPG status and target name. Optional `extra`
// is appended verbatim (use it to attach hop labels like
// "node:Stormwind innkeeper" or fallback reasons).
virtual void EmitDebugMove(char const* method, char const* generator, float x, float y, float z, char const* extra = nullptr);
bool JumpTo(uint32 mapId, float x, float y, float z, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL); bool JumpTo(uint32 mapId, float x, float y, float z, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig.contactDistance, bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig.contactDistance,
MovementPriority priority = MovementPriority::MOVEMENT_NORMAL); MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
@ -66,6 +88,31 @@ protected:
bool FleePosition(Position pos, float radius, uint32 minInterval = 1000); bool FleePosition(Position pos, float radius, uint32 minInterval = 1000);
bool CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList); bool CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList);
PathResult GeneratePath(float x, float y, float z, uint32 acceptMask = DEFAULT_PATH_ACCEPT_MASK, bool forceDestination = false);
bool GetTravelPlan(TravelPlan& plan, WorldPosition destination);
bool ExecuteTravelPlan(TravelPlan& state);
// Transport boarding helpers (shared by FollowAction and travel plan)
static Transport* GetTransportForPosTolerant(Map* map, WorldObject* ref,
uint32 phaseMask, float x, float y, float z);
static bool FindBoardingPointOnTransport(Map* map, Transport* transport,
WorldObject* ref, float refX, float refY, float refZ,
float botX, float botY, float botZ,
float& outX, float& outY, float& outZ);
bool BoardTransport(Transport* transport);
private:
bool LaunchWalkSpline(TravelPlan& state);
bool CheckSplineProgress(TravelPlan& state);
bool MoveToSpline(TravelPlan& state, WorldPosition target);
// Per-segment mmap refinement of a travel-node-graph walk batch.
// The graph stores offline-baked coords whose straight-line
// interpolation may pass through geometry the bot can't actually
// traverse. Returns false if any segment is unwalkable per the
// live navmesh, in which case the caller should abort the plan.
bool RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints);
protected: protected:
struct CheckAngle struct CheckAngle
{ {
@ -74,10 +121,6 @@ protected:
}; };
private: private:
// float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 20.0f, bool
// normal_only = false, float step = 8.0f);
const Movement::PointsArray SearchForBestPath(float x, float y, float z, float& modified_z, int maxSearchCount = 5,
bool normal_only = false, float step = 8.0f);
bool wasMovementRestricted = false; bool wasMovementRestricted = false;
void DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards); void DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards);
}; };

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@ -763,6 +763,21 @@ void PlayerbotAI::HandleCommand(uint32 type, const std::string& text, Player& fr
} }
} }
void PlayerbotAI::TeleportTo(WorldLocation loc, bool resetAI)
{
if (!bot || bot->IsBeingTeleported() || !bot->IsInWorld())
return;
bot->GetMotionMaster()->Clear();
if (resetAI)
Reset(true);
else
InterruptSpell();
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), 0);
bot->SendMovementFlagUpdate();
}
void PlayerbotAI::HandleTeleportAck() void PlayerbotAI::HandleTeleportAck()
{ {
if (!bot || !bot->GetSession()) if (!bot || !bot->GetSession())
@ -805,7 +820,7 @@ void PlayerbotAI::HandleTeleportAck()
bot->StopMoving(); bot->StopMoving();
} }
// simulate far teleport latency (cmangos-style) // simulate far teleport latency
SetNextCheckDelay(urand(2000, 5000)); SetNextCheckDelay(urand(2000, 5000));
return; return;
} }

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@ -396,6 +396,7 @@ public:
void HandleMasterIncomingPacket(WorldPacket const& packet); void HandleMasterIncomingPacket(WorldPacket const& packet);
void HandleMasterOutgoingPacket(WorldPacket const& packet); void HandleMasterOutgoingPacket(WorldPacket const& packet);
void HandleTeleportAck(); void HandleTeleportAck();
void TeleportTo(WorldLocation loc, bool resetAI = false);
void ChangeEngine(BotState type); void ChangeEngine(BotState type);
void ChangeEngineOnCombat(); void ChangeEngineOnCombat();
void ChangeEngineOnNonCombat(); void ChangeEngineOnNonCombat();

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@ -1696,14 +1696,7 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector<WorldLocation>&
break; break;
} }
bot->GetMotionMaster()->Clear(); botAI->TeleportTo(WorldLocation(loc.GetMapId(), x, y, z, 0), true);
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI)
botAI->Reset(true);
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(loc.GetMapId(), x, y, z, 0);
bot->SendMovementFlagUpdate();
if (pmo) if (pmo)
pmo->finish(); pmo->finish();

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@ -681,93 +681,6 @@ std::vector<WorldPosition> WorldPosition::frommGridCoord(mGridCoord GridCoord)
return retVec; return retVec;
} }
// TODO: Cleanup — make this actually work.
void WorldPosition::loadMapAndVMap(uint32 mapId, uint8 x, uint8 y)
{
std::string const fileName = "load_map_grid.csv";
/*
if (isOverworld() && false || false)
{
if (!MMAP::MMapFactory::createOrGetMMapMgr()->loadMap(mapId, x, y))
if (sPlayerbotAIConfig.hasLog(fileName))
{
std::ostringstream out;
out << sPlayerbotAIConfig.GetTimestampStr();
out << "+00,\"mmap\", " << x << "," << y << "," << (TravelMgr::instance().isBadMmap(mapId, x, y) ? "0" : "1")
<< ",";
printWKT(fromGridCoord(GridCoord(x, y)), out, 1, true);
sPlayerbotAIConfig.log(fileName, out.str().c_str());
}
}
else
{
// This needs to be disabled or maps will not load.
// Needs more testing to check for impact on movement.
if (false)
if (!TravelMgr::instance().isBadVmap(mapId, x, y))
{
// load VMAPs for current map/grid...
const MapEntry* i_mapEntry = sMapStore.LookupEntry(mapId);
//const char* mapName = i_mapEntry ? i_mapEntry->name[sWorld->GetDefaultDbcLocale()] : "UNNAMEDMAP\x0"; //not used, (usage are commented out below), line marked for removal.
int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapMgr()->loadMap(
(sWorld->GetDataPath() + "vmaps").c_str(), mapId, x, y);
switch (vmapLoadResult)
{
case VMAP::VMAP_LOAD_RESULT_OK:
// LOG_ERROR("playerbots", "VMAP loaded name:{}, id:{}, x:{}, y:{} (vmap rep.: x:{}, y:{})",
// mapName, mapId, x, y, x, y);
break;
case VMAP::VMAP_LOAD_RESULT_ERROR:
// LOG_ERROR("playerbots", "Could not load VMAP name:{}, id:{}, x:{}, y:{} (vmap rep.: x:{},
// y:{})", mapName, mapId, x, y, x, y);
TravelMgr::instance().addBadVmap(mapId, x, y);
break;
case VMAP::VMAP_LOAD_RESULT_IGNORED:
TravelMgr::instance().addBadVmap(mapId, x, y);
// LOG_INFO("playerbots", "Ignored VMAP name:{}, id:{}, x:{}, y:{} (vmap rep.: x:{}, y:{})",
// mapName, mapId, x, y, x, y);
break;
}
if (sPlayerbotAIConfig.hasLog(fileName))
{
std::ostringstream out;
out << sPlayerbotAIConfig.GetTimestampStr();
out << "+00,\"vmap\", " << x << "," << y << ", " << (TravelMgr::instance().isBadVmap(mapId, x, y) ? "0" : "1")
<< ",";
printWKT(frommGridCoord(mGridCoord(x, y)), out, 1, true);
sPlayerbotAIConfig.log(fileName, out.str().c_str());
}
}
*/
if (!TravelMgr::instance().isBadMmap(mapId, x, y))
{
// load navmesh
Map* map = getMap();
if (map && map->GetMapCollisionData().LoadMMapTile(x, y) == MMAP::MMAP_LOAD_RESULT_ERROR)
TravelMgr::instance().addBadMmap(mapId, x, y);
if (sPlayerbotAIConfig.hasLog(fileName))
{
std::ostringstream out;
out << sPlayerbotAIConfig.GetTimestampStr();
out << "+00,\"mmap\", " << x << "," << y << "," << (TravelMgr::instance().isBadMmap(mapId, x, y) ? "0" : "1")
<< ",";
printWKT(fromGridCoord(GridCoord(x, y)), out, 1, true);
sPlayerbotAIConfig.log(fileName, out.str().c_str());
}
}
}
void WorldPosition::loadMapAndVMaps(WorldPosition secondPos)
{
for (auto& grid : getmGridCoords(secondPos))
{
loadMapAndVMap(GetMapId(), grid.first, grid.second);
}
}
std::vector<WorldPosition> WorldPosition::fromPointsArray(std::vector<G3D::Vector3> path) std::vector<WorldPosition> WorldPosition::fromPointsArray(std::vector<G3D::Vector3> path)
{ {
std::vector<WorldPosition> retVec; std::vector<WorldPosition> retVec;
@ -780,36 +693,69 @@ std::vector<WorldPosition> WorldPosition::fromPointsArray(std::vector<G3D::Vecto
// A single pathfinding attempt from one position to another. Returns pathfinding status and path. // A single pathfinding attempt from one position to another. Returns pathfinding status and path.
std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos, Unit* bot) std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos, Unit* bot)
{ {
if (!bot) Unit* pathUnit = bot;
Creature* tempCreature = nullptr;
if (!pathUnit)
{
// Create a temporary creature for PathGenerator (same entry as DebugAction "show node")
Map* map = sMapMgr->FindBaseMap(startPos.GetMapId());
if (!map)
return {}; return {};
// Load mmaps and vmaps between the two points. tempCreature = new Creature();
loadMapAndVMaps(startPos); if (!tempCreature->Create(map->GenerateLowGuid<HighGuid::Unit>(), map,
PHASEMASK_NORMAL, 1 /*entry*/, 0,
startPos.GetPositionX(), startPos.GetPositionY(),
startPos.GetPositionZ(), 0))
{
delete tempCreature;
return {};
}
pathUnit = tempCreature;
PathGenerator path(bot); // Ensure grids are created at both endpoints so mmap tiles are available.
path.CalculatePath(startPos.GetPositionX(), startPos.GetPositionY(), startPos.GetPositionZ()); // EnsureGridCreated loads terrain + vmaps + mmaps but NOT objects,
// which is all PathGenerator needs.
map->EnsureGridCreated(Acore::ComputeGridCoord(startPos.GetPositionX(), startPos.GetPositionY()));
map->EnsureGridCreated(Acore::ComputeGridCoord(GetPositionX(), GetPositionY()));
}
// Explicit-start overload (PathGenerator.h:67). Without this,
// CalculatePath(destX,destY,destZ) defaults to the unit's
// current position as start — which means every iteration of
// getPathFromPath's "chain" begins from the bot's same real
// location and produces the same ~296y partial path. The chain
// never advances. With explicit start, each step extends from
// the previous step's endpoint, giving the 40-attempt walker
// its intended multi-tile reach.
PathGenerator path(pathUnit);
path.CalculatePath(startPos.GetPositionX(), startPos.GetPositionY(), startPos.GetPositionZ(),
GetPositionX(), GetPositionY(), GetPositionZ(), false);
Movement::PointsArray points = path.GetPath(); Movement::PointsArray points = path.GetPath();
PathType type = path.GetPathType(); PathType type = path.GetPathType();
if (sPlayerbotAIConfig.hasLog("pathfind_attempt_point.csv")) if (tempCreature)
{ delete tempCreature;
std::ostringstream out;
out << std::fixed << std::setprecision(1);
printWKT({startPos, *this}, out);
sPlayerbotAIConfig.log("pathfind_attempt_point.csv", out.str().c_str());
}
if (sPlayerbotAIConfig.hasLog("pathfind_attempt.csv") && (type == PATHFIND_INCOMPLETE || type == PATHFIND_NORMAL)) // PathType is a bitmask. Two things to handle:
{ //
std::ostringstream out; // 1. AC's PathGenerator can return INCOMPLETE | FARFROMPOLY_END
out << sPlayerbotAIConfig.GetTimestampStr() << "+00,"; // (0x84) etc. — strict `== PATHFIND_INCOMPLETE` would reject
out << std::fixed << std::setprecision(1) << type << ","; // these perfectly usable partial paths. Use bitwise to accept
printWKT(fromPointsArray(points), out, 1); // NORMAL/INCOMPLETE plus auxiliary flags.
sPlayerbotAIConfig.log("pathfind_attempt.csv", out.str().c_str()); //
} // 2. AC's PathGenerator at PathGenerator.cpp:177-188 returns
// NORMAL | NOT_USING_PATH for player units when start or end
if (type == PATHFIND_INCOMPLETE || type == PATHFIND_NORMAL) // polygon is INVALID_POLYREF (BuildShortcut → 2-point straight
// line through whatever's in the way). cmangos by contrast
// returns NOPATH for the same case (PathFinder.cpp:437-441).
// To match cmangos's intent (never silently dispatch a
// geometry-ignoring shortcut), reject any path with the
// NOT_USING_PATH bit set.
if ((type & (PATHFIND_NORMAL | PATHFIND_INCOMPLETE))
&& !(type & PATHFIND_NOT_USING_PATH))
return fromPointsArray(points); return fromPointsArray(points);
return {}; return {};
@ -1073,6 +1019,14 @@ GuidPosition::GuidPosition(GameObjectData const& goData)
loadedFromDB = true; loadedFromDB = true;
} }
TravelDestination::~TravelDestination()
{
for (WorldPosition* point : points)
delete point;
points.clear();
}
std::vector<WorldPosition*> TravelDestination::getPoints(bool ignoreFull) std::vector<WorldPosition*> TravelDestination::getPoints(bool ignoreFull)
{ {
if (ignoreFull) if (ignoreFull)
@ -2379,9 +2333,7 @@ void TravelMgr::LoadQuestTravelTable()
sPlayerbotAIConfig.openLog("unload_grid.csv", "w"); sPlayerbotAIConfig.openLog("unload_grid.csv", "w");
sPlayerbotAIConfig.openLog("unload_obj.csv", "w"); sPlayerbotAIConfig.openLog("unload_obj.csv", "w");
TravelNodeMap::instance().loadNodeStore(); // Node loading/generation is handled by TravelNodeMap::Init() called from TravelMgr::Init().
TravelNodeMap::instance().generateAll();
/* /*
bool fullNavPointReload = false; bool fullNavPointReload = false;
@ -2772,7 +2724,7 @@ void TravelMgr::LoadQuestTravelTable()
//if (preloadUnlinkedPaths && !startNode->hasLinkTo(endNode) && startNode->isUselessLink(endNode)) //if (preloadUnlinkedPaths && !startNode->hasLinkTo(endNode) && startNode->isUselessLink(endNode))
// continue; // continue;
startNode->buildPath(endNode, nullptr, false); startNode->BuildPath(endNode, nullptr, false);
//if (startNode->hasLinkTo(endNode) && !startNode->getPathTo(endNode)->getComplete()) //if (startNode->hasLinkTo(endNode) && !startNode->getPathTo(endNode)->getComplete())
//startNode->removeLinkTo(endNode); //startNode->removeLinkTo(endNode);
@ -2896,7 +2848,7 @@ void TravelMgr::LoadQuestTravelTable()
TravelNodePath nodePath = *path.second; TravelNodePath nodePath = *path.second;
std::vector<WorldPosition> pPath = nodePath.getPath(); std::vector<WorldPosition> pPath = nodePath.GetPath();
std::reverse(pPath.begin(), pPath.end()); std::reverse(pPath.begin(), pPath.end());
nodePath.setPath(pPath); nodePath.setPath(pPath);
@ -4359,8 +4311,7 @@ void TravelMgr::Init()
PrepareZone2LevelBracket(); PrepareZone2LevelBracket();
PrepareDestinationCache(); PrepareDestinationCache();
} }
sTravelNodeMap.InitTaxiGraph(); sTravelNodeMap.Init();
LOG_INFO("playerbots", "Playerbots Taxi graph and destination cache built.");
} }
TravelMgr::FlightMasterInfo const* TravelMgr::GetNearestFlightMasterInfo(Player* bot) const TravelMgr::FlightMasterInfo const* TravelMgr::GetNearestFlightMasterInfo(Player* bot) const
@ -4407,7 +4358,7 @@ std::vector<std::vector<uint32>> TravelMgr::GetOptimalFlightDestinations(Player*
std::vector<std::vector<uint32>> validDestinations; std::vector<std::vector<uint32>> validDestinations;
FlightMasterInfo const* nearestFlightMaster = GetNearestFlightMasterInfo(bot); FlightMasterInfo const* nearestFlightMaster = GetNearestFlightMasterInfo(bot);
if (!nearestFlightMaster || bot->GetDistance(nearestFlightMaster->pos) > 500.0f) if (!nearestFlightMaster)
return validDestinations; return validDestinations;
uint32 fromNode = nearestFlightMaster->taxiNodeId; uint32 fromNode = nearestFlightMaster->taxiNodeId;
@ -4426,9 +4377,9 @@ std::vector<std::vector<uint32>> TravelMgr::GetOptimalFlightDestinations(Player*
if (AreaTableEntry const* area = sAreaTableStore.LookupEntry(bot->GetZoneId())) if (AreaTableEntry const* area = sAreaTableStore.LookupEntry(bot->GetZoneId()))
botInCapital = (area->flags & AREA_FLAG_CAPITAL) != 0; botInCapital = (area->flags & AREA_FLAG_CAPITAL) != 0;
//Simplify destination delection. Its either target cities (Based on config value) or target world.
std::vector<uint32> candidateZones; std::vector<uint32> candidateZones;
if (botLevel >= 10 && !botInCapital && urand(0, 100) < sPlayerbotAIConfig.probTeleToBankers * 100) if (botLevel >= 10 && !botInCapital &&
urand(0, 100) < sPlayerbotAIConfig.probTeleToBankers * 100)
{ {
TeamId botTeam = bot->GetTeamId(); TeamId botTeam = bot->GetTeamId();
for (Capital const& capital : capitals) for (Capital const& capital : capitals)
@ -4555,6 +4506,34 @@ std::vector<WorldLocation> TravelMgr::GetCityLocations(Player* bot)
return fallbackLocations; return fallbackLocations;
} }
bool TravelMgr::SelectAuctioneerByMap(Player* bot, NpcLocation& outAuctioneer)
{
uint16 botMapId = bot->GetMapId();
auto const& cache = (bot->GetTeamId() == TEAM_HORDE) ? hordeAuctioneerCache : allianceAuctioneerCache;
auto mapIt = cache.find(botMapId);
if (mapIt == cache.end() || mapIt->second.empty())
return false;
// Collect all areas on this map that have auctioneers
std::vector<uint32> areaIds;
areaIds.reserve(mapIt->second.size());
for (auto const& [areaId, npcs] : mapIt->second)
{
if (!npcs.empty())
areaIds.push_back(areaId);
}
if (areaIds.empty())
return false;
// Pick a random area, then a random auctioneer in that area
uint32 selectedArea = areaIds[urand(0, areaIds.size() - 1)];
auto const& auctioneers = mapIt->second.at(selectedArea);
outAuctioneer = auctioneers[urand(0, auctioneers.size() - 1)];
return true;
}
void TravelMgr::PrepareZone2LevelBracket() void TravelMgr::PrepareZone2LevelBracket()
{ {
// Classic WoW - starter zones // Classic WoW - starter zones
@ -4641,6 +4620,7 @@ void TravelMgr::PrepareDestinationCache()
uint32 flightMastersCount = 0; uint32 flightMastersCount = 0;
uint32 innkeepersCount = 0; uint32 innkeepersCount = 0;
uint32 bankerCount = 0; uint32 bankerCount = 0;
uint32 auctioneerCount = 0;
LOG_INFO("playerbots", "Preparing destination caches for {} levels...", maxLevel); LOG_INFO("playerbots", "Preparing destination caches for {} levels...", maxLevel);
// Temporary map to group creatures by entry and area // Temporary map to group creatures by entry and area
@ -4687,18 +4667,18 @@ void TravelMgr::PrepareDestinationCache()
(creatureTemplate->unit_flags & 4096) == 0 && (creatureTemplate->unit_flags & 4096) == 0 &&
creatureTemplate->rank == 0) creatureTemplate->rank == 0)
{ {
int32 roundX = static_cast<int32>(std::lround(x / 50.0f)); uint32 roundX = static_cast<uint32>(std::round(x / 50.0f));
int32 roundY = static_cast<int32>(std::lround(y / 50.0f)); uint32 roundY = static_cast<uint32>(std::round(y / 50.0f));
int32 roundZ = static_cast<int32>(std::lround(z / 50.0f)); uint32 roundZ = static_cast<uint32>(std::round(z / 50.0f));
tempLocsCache[std::make_tuple(mapId, roundX, roundY, roundZ)].push_back(creatureData); tempLocsCache[std::make_tuple(mapId, roundX, roundY, roundZ)].push_back(creatureData);
tempCreatureCache[templateEntry][areaId].push_back(WorldLocation(mapId, x, y, z)); tempCreatureCache[templateEntry][areaId].push_back(WorldLocation(mapId, x, y, z));
} }
// FLIGHT MASTERS // FLIGHT MASTERS
// Entry 29480 is Grimwing (Storm Peaks) // Entry 29480 is Grimwing (Storm Peaks) — has FLIGHTMASTER flag but
// Entry 3838 is Vesprystus in Rut'Theran. Need Travel Node system to resolve this one. // isn't a real usable flight master; skip it.
else if ((creatureTemplate->npcflag & UNIT_NPC_FLAG_FLIGHTMASTER || else if ((creatureTemplate->npcflag & UNIT_NPC_FLAG_FLIGHTMASTER ||
creatureTemplate->npcflag & UNIT_NPC_FLAG_INNKEEPER) && creatureTemplate->npcflag & UNIT_NPC_FLAG_INNKEEPER) &&
creatureTemplate->Entry != 3838 && creatureTemplate->Entry != 29480) creatureTemplate->Entry != 29480)
{ {
FactionTemplateEntry const* factionEntry = sFactionTemplateStore.LookupEntry(creatureTemplate->faction); FactionTemplateEntry const* factionEntry = sFactionTemplateStore.LookupEntry(creatureTemplate->faction);
bool forHorde = !(factionEntry->hostileMask & 4); bool forHorde = !(factionEntry->hostileMask & 4);
@ -4783,7 +4763,7 @@ void TravelMgr::PrepareDestinationCache()
creatureTemplate->Entry != 30606 && creatureTemplate->Entry != 30608 && creatureTemplate->Entry != 30606 && creatureTemplate->Entry != 30608 &&
creatureTemplate->Entry != 29282) creatureTemplate->Entry != 29282)
{ {
BankerLocation bLoc; NpcLocation bLoc;
bLoc.loc = WorldLocation(mapId, x + cos(orient) * 6.0f, y + sin(orient) * 6.0f, z + 2.0f, orient + M_PI); bLoc.loc = WorldLocation(mapId, x + cos(orient) * 6.0f, y + sin(orient) * 6.0f, z + 2.0f, orient + M_PI);
bLoc.entry = templateEntry; bLoc.entry = templateEntry;
uint32 level = (creatureTemplate->minlevel + creatureTemplate->maxlevel + 1) / 2; uint32 level = (creatureTemplate->minlevel + creatureTemplate->maxlevel + 1) / 2;
@ -4806,6 +4786,31 @@ void TravelMgr::PrepareDestinationCache()
} }
bankerCount++; bankerCount++;
} }
// === AUCTIONEERS ===
else if (creatureTemplate->npcflag & UNIT_NPC_FLAG_AUCTIONEER)
{
FactionTemplateEntry const* factionEntry = sFactionTemplateStore.LookupEntry(creatureTemplate->faction);
if (!factionEntry)
continue;
bool forHorde = !(factionEntry->hostileMask & 4);
bool forAlliance = !(factionEntry->hostileMask & 2);
if (!forHorde && !forAlliance)
continue;
NpcLocation aLoc;
aLoc.loc = WorldLocation(mapId, x + cos(orient) * 3.0f, y + sin(orient) * 3.0f, z + 0.5f, orient + M_PI);
aLoc.entry = templateEntry;
if (forHorde)
hordeAuctioneerCache[mapId][areaId].push_back(aLoc);
if (forAlliance)
allianceAuctioneerCache[mapId][areaId].push_back(aLoc);
auctioneerCount++;
}
} }
// Process temporary caches // Process temporary caches
@ -4815,16 +4820,29 @@ void TravelMgr::PrepareDestinationCache()
{ {
CreatureTemplate const* creatureTemplate = sObjectMgr->GetCreatureTemplate(creatureDataList[0].id1); CreatureTemplate const* creatureTemplate = sObjectMgr->GetCreatureTemplate(creatureDataList[0].id1);
uint32 level = (creatureTemplate->minlevel + creatureTemplate->maxlevel + 1) / 2; uint32 level = (creatureTemplate->minlevel + creatureTemplate->maxlevel + 1) / 2;
float totalX = 0.0f;
float totalY = 0.0f;
float totalZ = 0.0f;
for (CreatureData const& creatureData : creatureDataList)
{
totalX += creatureData.posX;
totalY += creatureData.posY;
totalZ += creatureData.posZ;
}
float avgX = totalX / creatureDataList.size();
float avgY = totalY / creatureDataList.size();
float avgZ = totalZ / creatureDataList.size();
uint32 mapId = std::get<0>(gridTuple);
for (int32 l = (int32)level - (int32)sPlayerbotAIConfig.randomBotTeleLowerLevel; for (int32 l = (int32)level - (int32)sPlayerbotAIConfig.randomBotTeleLowerLevel;
l <= (int32)level + (int32)sPlayerbotAIConfig.randomBotTeleHigherLevel; l++) l <= (int32)level + (int32)sPlayerbotAIConfig.randomBotTeleHigherLevel; l++)
{ {
if (l < 1 || l > maxLevel) if (l < 1 || l > maxLevel)
continue; continue;
locsPerLevelCache[(uint8)l].push_back(WorldLocation(std::get<0>(gridTuple), locsPerLevelCache[(uint8)l].push_back(WorldLocation(mapId, avgX, avgY, avgZ, 0.0f));
static_cast<float>(std::get<1>(gridTuple)) * 50.0f,
static_cast<float>(std::get<2>(gridTuple)) * 50.0f,
static_cast<float>(std::get<3>(gridTuple)) * 50.0f));
} }
} }
} }
@ -4870,5 +4888,5 @@ void TravelMgr::PrepareDestinationCache()
break; break;
} }
} }
LOG_INFO("playerbots", ">> {} flight masters and {} innkeepers and {} banker locations for level collected.", flightMastersCount, innkeepersCount, bankerCount); LOG_INFO("playerbots", ">> {} flight masters, {} innkeepers, {} bankers, {} auctioneers collected.", flightMastersCount, innkeepersCount, bankerCount, auctioneerCount);
} }

View File

@ -7,6 +7,7 @@
#define _PLAYERBOT_TRAVELMGR_H #define _PLAYERBOT_TRAVELMGR_H
#include <boost/functional/hash.hpp> #include <boost/functional/hash.hpp>
#include <cmath>
#include <map> #include <map>
#include <random> #include <random>
@ -268,12 +269,6 @@ public:
std::vector<mGridCoord> getmGridCoords(WorldPosition secondPos); std::vector<mGridCoord> getmGridCoords(WorldPosition secondPos);
std::vector<WorldPosition> frommGridCoord(mGridCoord GridCoord); std::vector<WorldPosition> frommGridCoord(mGridCoord GridCoord);
void loadMapAndVMap(uint32 mapId, uint8 x, uint8 y);
void loadMapAndVMap() { loadMapAndVMap(GetMapId(), getmGridCoord().first, getmGridCoord().second); }
void loadMapAndVMaps(WorldPosition secondPos);
// Display functions // Display functions
WorldPosition getDisplayLocation(); WorldPosition getDisplayLocation();
float getDisplayX() { return getDisplayLocation().GetPositionY() * -1.0; } float getDisplayX() { return getDisplayLocation().GetPositionY() * -1.0; }
@ -297,10 +292,26 @@ public:
std::vector<WorldPosition> getPathTo(WorldPosition endPos, Unit* bot) { return endPos.getPathFrom(*this, bot); } std::vector<WorldPosition> getPathTo(WorldPosition endPos, Unit* bot) { return endPos.getPathFrom(*this, bot); }
bool isPathTo(std::vector<WorldPosition> path, float maxDistance = sPlayerbotAIConfig.targetPosRecalcDistance) // The path "reaches" this position when its last point is on
// the same map, within maxDistance horizontally, and within
// maxZDistance vertically. 3D Euclidean distance would falsely
// accept paths that end the right horizontal distance from us
// but on a roof/floor below. maxDistance == 0 falls back to
// targetPosRecalcDistance (0.1y).
bool isPathTo(std::vector<WorldPosition> const& path, float const maxDistance = 0.0f,
float const maxZDistance = 2.0f) const
{ {
return !path.empty() && distance(path.back()) < maxDistance; if (path.empty())
}; return false;
WorldPosition const& back = path.back();
if (back.GetMapId() != GetMapId())
return false;
float const realMax = maxDistance > 0.0f ? maxDistance
: sPlayerbotAIConfig.targetPosRecalcDistance;
if (GetExactDist2dSq(&back) >= realMax * realMax)
return false;
return std::fabs(back.GetPositionZ() - GetPositionZ()) < maxZDistance;
}
bool cropPathTo(std::vector<WorldPosition>& path, float maxDistance = sPlayerbotAIConfig.targetPosRecalcDistance); bool cropPathTo(std::vector<WorldPosition>& path, float maxDistance = sPlayerbotAIConfig.targetPosRecalcDistance);
bool canPathTo(WorldPosition endPos, Unit* bot) { return endPos.isPathTo(getPathTo(endPos, bot)); } bool canPathTo(WorldPosition endPos, Unit* bot) { return endPos.isPathTo(getPathTo(endPos, bot)); }
@ -507,9 +518,15 @@ public:
radiusMin = radiusMin1; radiusMin = radiusMin1;
radiusMax = radiusMax1; radiusMax = radiusMax1;
} }
virtual ~TravelDestination() = default; virtual ~TravelDestination();
void addPoint(WorldPosition* pos) { points.push_back(pos); } void addPoint(WorldPosition* pos)
{
if (!pos)
return;
points.push_back(new WorldPosition(*pos));
}
void setExpireDelay(uint32 delay) { expireDelay = delay; } void setExpireDelay(uint32 delay) { expireDelay = delay; }
@ -673,7 +690,7 @@ public:
bool isActive(Player* bot) override; bool isActive(Player* bot) override;
virtual CreatureTemplate const* GetCreatureTemplate(); virtual CreatureTemplate const* GetCreatureTemplate();
std::string const getName() override { return "RpgTravelDestination"; } std::string const getName() override { return "RpgTravelDestination"; }
int32 getEntry() override { return 0; } int32 getEntry() override { return entry; }
std::string const getTitle() override; std::string const getTitle() override;
protected: protected:
@ -985,18 +1002,14 @@ private:
bool InsideBracket(uint32 val) const { return val >= low && val <= high; } bool InsideBracket(uint32 val) const { return val >= low && val <= high; }
}; };
struct BankerLocation
{
WorldLocation loc;
uint32 entry;
};
// Navigation caches // Navigation caches
std::map<uint32, FlightMasterInfo> allianceFlightMasterCache; std::map<uint32, FlightMasterInfo> allianceFlightMasterCache;
std::map<uint32, FlightMasterInfo> hordeFlightMasterCache; std::map<uint32, FlightMasterInfo> hordeFlightMasterCache;
std::map<uint8, std::vector<WorldLocation>> allianceHubsPerLevelCache; std::map<uint8, std::vector<WorldLocation>> allianceHubsPerLevelCache;
std::map<uint8, std::vector<WorldLocation>> hordeHubsPerLevelCache; std::map<uint8, std::vector<WorldLocation>> hordeHubsPerLevelCache;
std::map<uint8, std::vector<BankerLocation>> bankerLocsPerLevelCache; std::map<uint8, std::vector<NpcLocation>> bankerLocsPerLevelCache;
std::unordered_map<uint16, std::unordered_map<uint32, std::vector<NpcLocation>>> hordeAuctioneerCache;
std::unordered_map<uint16, std::unordered_map<uint32, std::vector<NpcLocation>>> allianceAuctioneerCache;
std::unordered_map<uint32, WorldLocation> bankerEntryToLocation; std::unordered_map<uint32, WorldLocation> bankerEntryToLocation;
std::map<uint8, std::vector<WorldLocation>> locsPerLevelCache; std::map<uint8, std::vector<WorldLocation>> locsPerLevelCache;
std::unordered_map<uint32, std::vector<WorldLocation>> creatureSpawnsByTemplate; std::unordered_map<uint32, std::vector<WorldLocation>> creatureSpawnsByTemplate;

File diff suppressed because it is too large Load Diff

View File

@ -8,11 +8,12 @@
#include <shared_mutex> #include <shared_mutex>
#include "G3D/Vector3.h"
#include "TravelMgr.h" #include "TravelMgr.h"
// THEORY // THEORY
// //
// Pathfinding in (c)mangos is based on detour recast an opensource nashmesh creation and pathfinding codebase. // Pathfinding in (c)mangos is based on detour recast, an opensource navmesh creation and pathfinding codebase.
// This system is used for mob and npc pathfinding and in this codebase also for bots. // This system is used for mob and npc pathfinding and in this codebase also for bots.
// Because mobs and npc movement is based on following a player or a set path the PathGenerator is limited to 296y. // Because mobs and npc movement is based on following a player or a set path the PathGenerator is limited to 296y.
// This means that when trying to find a path from A to B distances beyond 296y will be a best guess often moving in a // This means that when trying to find a path from A to B distances beyond 296y will be a best guess often moving in a
@ -24,33 +25,68 @@
// <S> ---> [N1] ---> [N2] ---> [N3] ---> <E> // <S> ---> [N1] ---> [N2] ---> [N3] ---> <E>
// //
// Bot at <S> wants to move to <E> // Bot at <S> wants to move to <E>
// [N1],[N2],[N3] are predefined nodes for wich we know we can move from [N1] to [N2] and from [N2] to [N3] but not // [N1],[N2],[N3] are predefined nodes for which we know we can move from [N1] to [N2] and from [N2] to [N3] but not
// from [N1] to [N3] If we can move fom [S] to [N1] and from [N3] to [E] we have a complete route to travel. // from [N1] to [N3]. If we can move from [S] to [N1] and from [N3] to [E] we have a complete route to travel.
// //
// Termonology: // Terminology:
// Node: a location on a map for which we know bots are likely to want to travel to or need to travel past to reach // Node: A location on a map for which we know bots are likely to want to travel to or need to travel past to reach
// other nodes. Link: the connection between two nodes. A link signifies that the bot can travel from one node to // other nodes. Stored in DB table `playerbots_travelnode`.
// another. A link is one-directional. Path: the waypointpath returned by the standard PathGenerator to move from one // Link: The connection between two nodes. A link signifies that the bot can travel from one node to another.
// node (or position) to another. A path can be imcomplete or empty which means there is no link. Route: the list of // A link is one-directional. Stored in `playerbots_travelnode_link`.
// nodes that give the shortest route from a node to a distant node. Routes are calculated using a standard A* search // Path: The waypoint path returned by the standard PathGenerator to move from one node (or position) to another.
// based on links. // A path can be incomplete or empty which means there is no link. Stored in `playerbots_travelnode_path`.
// Route: The list of nodes that give the shortest route from a node to a distant node. Routes are calculated using
// a standard A* search based on links.
// //
// On server start saved nodes and links are loaded. Paths and routes are calculated on the fly but saved for future // Edge types (TravelNodePathType):
// use. Nodes can be added and removed realtime however because bots access the nodes from different threads this // walk(1) — Walk via navmesh waypoints (stored in DB)
// requires a locking mechanism. // portal(2) — AreaTrigger teleport (auto-discovered at startup)
// transport(3) — Boat/zeppelin (auto-discovered from MO_TRANSPORT)
// flightPath(4) — Taxi flight between flight masters
// teleportSpell(5) — Spell-based teleport (e.g. mage portals)
// staticPortal(6) — Manually defined teleport link (DB only, not pruned by generation)
// flyingMount (7) — Use Bots Flying mount to travel (Not currently enabled)
//
// On server start saved nodes and links are loaded via TravelNodeMap::Init(). An index of nodes by zone is prepared
// (instead of scanning all ~4000 nodes), precomputes connected components for O(1) reachability checks, and builds
// a taxi BFS graph. Paths and routes are calculated on the fly and saved for future use. Nodes are only added at
// startup or via the console `.generate` command — runtime mutation was removed because taking a unique_lock
// caused 100-250ms contention spikes against bot threads.
// //
// Initially the current nodes have been made: // Initially the current nodes have been made:
// Flightmasters and Inns (Bots can use these to fast-travel so eventually they will be included in the route // Flightmasters and Inns (Bots can use these to fast-travel so eventually they will be included in the route
// calculation) WorldBosses and Unique bosses in instances (These are a logical places bots might want to go in // calculation) WorldBosses and Unique bosses in instances (These are logical places bots might want to go in
// instances) Player start spawns (Obviously all lvl1 bots will spawn and move from here) Area triggers locations with // instances) Player start spawns (Obviously all lvl1 bots will spawn and move from here) Area triggers locations with
// teleport and their teleport destinations (These used to travel in or between maps) Transports including elevators // teleport and their teleport destinations (These used to travel in or between maps) Transports including elevators
// (Again used to travel in and in maps) (sub)Zone means (These are the center most point for each sub-zone which is // (Again used to travel in and in maps) (sub)Zone means (These are the center most point for each sub-zone which is
// good for global coverage) // good for global coverage).
// //
// To increase coverage/linking extra nodes can be automatically be created. // To increase coverage/linking extra nodes must be manually created via the "playerbot travel generatenode"
// Current implentation places nodes on paths (including complete) at sub-zone transitions or randomly. // console command after importing the specified node. Current implementation places nodes on paths (including
// After calculating possible links the node is removed if it does not create local coverage. // complete) at sub-zone transitions or randomly. After calculating possible links the node is removed if it
// does not create local coverage (.fullgenerate only).
// //
// Travel Flow:
//
// GetFullPath finds nearest nodes (zone-indexed), runs A* to get a node route, then
// BuildPath assembles a flat TravelPath with typed waypoints (walk, portal, transport, flight).
// ExecuteTravelPlan iterates the path by stepIdx, dispatching on each point's PathNodeType.
// Cross-map travel is handled naturally by portal/transport edges in the A* graph.
//
// If setup cannot resolve (no node, no route, no flight), the bot teleports directly to the destination
// as a fallback.
//
// The use of hearthstones and mage teleporting was removed — it caused route mutations requiring locking that no longer made sense. Mage portals may be future item.
//
// Thread Safety:
//
// The node graph is immutable at runtime (no adds/removes after Init). A shared_timed_mutex (m_nMapMtx) still
// exists and shared_locks are taken in GetFullPath and GenerateWalkPath for safety, but since there are no
// runtime mutations these are effectively uncontested. The only exclusive locks are taken at startup
// (saveNodeStore) and by the debug dump command.
//
constexpr float MAX_PATHFINDING_DISTANCE = 296.0f;
enum class TravelNodePathType : uint8 enum class TravelNodePathType : uint8
{ {
@ -59,21 +95,20 @@ enum class TravelNodePathType : uint8
portal = 2, portal = 2,
transport = 3, transport = 3,
flightPath = 4, flightPath = 4,
teleportSpell = 5 teleportSpell = 5,
staticPortal = 6,
flyingMount = 7
}; };
// A connection between two nodes. // A connection between two nodes.
class TravelNodePath class TravelNodePath
{ {
public: public:
// Legacy Constructor for travelnodestore
// TravelNodePath(float distance1, float extraCost1, bool portal1 = false, uint32 portalId1 = 0, bool transport1 =
// false, bool calculated = false, uint8 maxLevelMob1 = 0, uint8 maxLevelAlliance1 = 0, uint8 maxLevelHorde1 = 0,
// float swimDistance1 = 0, bool flightPath1 = false);
// Constructor // Constructor
TravelNodePath(float distance = 0.1f, float extraCost = 0, uint8 pathType = (uint8)TravelNodePathType::walk, TravelNodePath(float distance = 0.1f, float extraCost = 0,
uint32 pathObject = 0, bool calculated = false, std::vector<uint8> maxLevelCreature = {0, 0, 0}, uint8 pathType = (uint8)TravelNodePathType::walk,
uint32 pathObject = 0, bool calculated = false,
std::vector<uint8> maxLevelCreature = {0, 0, 0},
float swimDistance = 0) float swimDistance = 0)
: extraCost(extraCost), : extraCost(extraCost),
calculated(calculated), calculated(calculated),
@ -85,7 +120,7 @@ public:
{ {
if (pathType != (uint8)TravelNodePathType::walk) if (pathType != (uint8)TravelNodePathType::walk)
complete = true; complete = true;
}; }
TravelNodePath(TravelNodePath* basePath) TravelNodePath(TravelNodePath* basePath)
{ {
@ -98,11 +133,11 @@ public:
swimDistance = basePath->swimDistance; swimDistance = basePath->swimDistance;
pathType = basePath->pathType; pathType = basePath->pathType;
pathObject = basePath->pathObject; pathObject = basePath->pathObject;
}; }
// Getters // Getters
bool getComplete() { return complete || pathType != TravelNodePathType::walk; } bool getComplete() { return complete || pathType != TravelNodePathType::walk; }
std::vector<WorldPosition> getPath() { return path; } std::vector<WorldPosition> GetPath() { return path; }
TravelNodePathType getPathType() { return pathType; } TravelNodePathType getPathType() { return pathType; }
uint32 getPathObject() { return pathObject; } uint32 getPathObject() { return pathObject; }
@ -130,9 +165,6 @@ public:
extraCost = distance / speed; extraCost = distance / speed;
} }
// void setPortal(bool portal1, uint32 portalId1 = 0) { portal = portal1; portalId = portalId1; }
// void setTransport(bool transport1) { transport = transport1; }
void setPathType(TravelNodePathType pathType1) { pathType = pathType1; } void setPathType(TravelNodePathType pathType1) { pathType = pathType1; }
void setPathObject(uint32 pathObject1) { pathObject = pathObject1; } void setPathObject(uint32 pathObject1) { pathObject = pathObject1; }
@ -186,9 +218,10 @@ class TravelNode
{ {
public: public:
// Constructors // Constructors
TravelNode(){}; TravelNode() {}
TravelNode(WorldPosition point1, std::string const nodeName1 = "Travel Node", bool important1 = false) TravelNode(WorldPosition point1, std::string const nodeName1 = "Travel Node",
bool important1 = false)
{ {
nodeName = nodeName1; nodeName = nodeName1;
point = point1; point = point1;
@ -207,11 +240,11 @@ public:
void setPoint(WorldPosition point1) { point = point1; } void setPoint(WorldPosition point1) { point = point1; }
// Getters // Getters
std::string const getName() { return nodeName; }; std::string const getName() { return nodeName; }
WorldPosition* getPosition() { return &point; }; WorldPosition* getPosition() { return &point; }
std::unordered_map<TravelNode*, TravelNodePath>* getPaths() { return &paths; } std::unordered_map<TravelNode*, TravelNodePath>* getPaths() { return &paths; }
std::unordered_map<TravelNode*, TravelNodePath*>* getLinks() { return &links; } std::unordered_map<TravelNode*, TravelNodePath*>* getLinks() { return &links; }
bool isImportant() { return important; }; bool isImportant() { return important; }
bool isLinked() { return linked; } bool isLinked() { return linked; }
bool isTransport() bool isTransport()
@ -235,7 +268,8 @@ public:
bool isPortal() bool isPortal()
{ {
for (auto const& link : *getLinks()) for (auto const& link : *getLinks())
if (link.second->getPathType() == TravelNodePathType::portal) if (link.second->getPathType() == TravelNodePathType::portal ||
link.second->getPathType() == TravelNodePathType::staticPortal)
return true; return true;
return false; return false;
@ -251,17 +285,25 @@ public:
} }
// WorldLocation shortcuts // WorldLocation shortcuts
uint32 getMapId() { return point.GetMapId(); } uint32 GetMapId() { return point.GetMapId(); }
float getX() { return point.GetPositionX(); } float getX() { return point.GetPositionX(); }
float getY() { return point.GetPositionY(); } float getY() { return point.GetPositionY(); }
float getZ() { return point.GetPositionZ(); } float getZ() { return point.GetPositionZ(); }
float getO() { return point.GetOrientation(); } float getO() { return point.GetOrientation(); }
float getDistance(WorldPosition pos) { return point.distance(pos); } float getDistance(WorldPosition pos) { return point.distance(pos); }
float getDistance(TravelNode* node) { return point.distance(node->getPosition()); } float getDistance(TravelNode* node)
float fDist(TravelNode* node) { return point.fDist(node->getPosition()); } {
return point.distance(node->getPosition());
}
float fDist(TravelNode* node)
{
return point.fDist(node->getPosition());
}
float fDist(WorldPosition pos) { return point.fDist(pos); } float fDist(WorldPosition pos) { return point.fDist(pos); }
TravelNodePath* setPathTo(TravelNode* node, TravelNodePath path = TravelNodePath(), bool isLink = true) TravelNodePath* setPathTo(TravelNode* node,
TravelNodePath path = TravelNodePath(),
bool isLink = true)
{ {
if (this != node) if (this != node)
{ {
@ -275,10 +317,20 @@ public:
return nullptr; return nullptr;
} }
bool hasPathTo(TravelNode* node) { return paths.find(node) != paths.end(); } bool hasPathTo(TravelNode* node)
TravelNodePath* getPathTo(TravelNode* node) { return &paths[node]; } {
bool hasCompletePathTo(TravelNode* node) { return hasPathTo(node) && getPathTo(node)->getComplete(); } return paths.find(node) != paths.end();
TravelNodePath* buildPath(TravelNode* endNode, Unit* bot, bool postProcess = false); }
TravelNodePath* getPathTo(TravelNode* node)
{
return &paths[node];
}
bool hasCompletePathTo(TravelNode* node)
{
return hasPathTo(node) && getPathTo(node)->getComplete();
}
TravelNodePath* BuildPath(TravelNode* endNode, Unit* bot,
bool postProcess = false);
void setLinkTo(TravelNode* node, float distance = 0.1f) void setLinkTo(TravelNode* node, float distance = 0.1f)
{ {
@ -291,9 +343,18 @@ public:
} }
} }
bool hasLinkTo(TravelNode* node) { return links.find(node) != links.end(); } bool hasLinkTo(TravelNode* node)
float linkCostTo(TravelNode* node) { return paths.find(node)->second.getDistance(); } {
float linkDistanceTo(TravelNode* node) { return paths.find(node)->second.getDistance(); } return links.find(node) != links.end();
}
float linkCostTo(TravelNode* node)
{
return paths.find(node)->second.getDistance();
}
float linkDistanceTo(TravelNode* node)
{
return paths.find(node)->second.getDistance();
}
void removeLinkTo(TravelNode* node, bool removePaths = false); void removeLinkTo(TravelNode* node, bool removePaths = false);
bool isEqual(TravelNode* compareNode); bool isEqual(TravelNode* compareNode);
@ -304,7 +365,8 @@ public:
bool cropUselessLinks(); bool cropUselessLinks();
// Returns all nodes that can be reached from this node. // Returns all nodes that can be reached from this node.
std::vector<TravelNode*> getNodeMap(bool importantOnly = false, std::vector<TravelNode*> ignoreNodes = {}); std::vector<TravelNode*> getNodeMap(bool importantOnly = false,
std::vector<TravelNode*> ignoreNodes = {});
// Checks if it is even possible to route to this node. // Checks if it is even possible to route to this node.
bool hasRouteTo(TravelNode* node) bool hasRouteTo(TravelNode* node)
@ -314,7 +376,10 @@ public:
routes[mNode] = true; routes[mNode] = true;
return routes.find(node) != routes.end(); return routes.find(node) != routes.end();
}; }
void clearRoutes() { routes.clear(); }
void setRouteTo(TravelNode* node) { routes[node] = true; }
void print(bool printFailed = true); void print(bool printFailed = true);
@ -344,24 +409,8 @@ protected:
// uint32 transportId = 0; // uint32 transportId = 0;
}; };
class PortalNode : public TravelNode
{
public:
PortalNode(TravelNode* baseNode) : TravelNode(baseNode){};
void SetPortal(TravelNode* baseNode, TravelNode* endNode, uint32 portalSpell)
{
nodeName = baseNode->getName();
point = *baseNode->getPosition();
paths.clear();
links.clear();
TravelNodePath path(0.1f, 0.1f, (uint8)TravelNodePathType::teleportSpell, portalSpell, true);
setPathTo(endNode, path);
};
};
// Route step type // Route step type
enum PathNodeType enum class PathNodeType : uint8
{ {
NODE_PREPATH = 0, NODE_PREPATH = 0,
NODE_PATH = 1, NODE_PATH = 1,
@ -369,38 +418,56 @@ enum PathNodeType
NODE_PORTAL = 3, NODE_PORTAL = 3,
NODE_TRANSPORT = 4, NODE_TRANSPORT = 4,
NODE_FLIGHTPATH = 5, NODE_FLIGHTPATH = 5,
NODE_TELEPORT = 6 NODE_TELEPORT = 6,
NODE_FLYING_MOUNT = 7
}; };
struct PathNodePoint struct PathNodePoint
{ {
WorldPosition point; WorldPosition point;
PathNodeType type = NODE_PATH; PathNodeType type = PathNodeType::NODE_PATH;
uint32 entry = 0; uint32 entry = 0;
bool operator==(const PathNodePoint& p1) const
{
return point == p1.point && type == p1.type && entry == p1.entry;
}
// A "walkable" node is one we traverse on foot. Portals/transports/
// taxis/teleports are entry/exit hops, not points to anchor a
// shortcut on. Used by makeShortCut to skip them when picking the
// closest-point-on-path to the bot.
bool isWalkable() const { return (uint8)type <= (uint8)PathNodeType::NODE_NODE; }
}; };
// A complete list of points the bots has to walk to or teleport to. // A complete list of points the bots has to walk to or teleport to.
class TravelPath class TravelPath
{ {
public: public:
TravelPath(){}; TravelPath() {}
TravelPath(std::vector<PathNodePoint> fullPath1) { fullPath = fullPath1; } TravelPath(std::vector<PathNodePoint> fullPath1)
TravelPath(std::vector<WorldPosition> path, PathNodeType type = NODE_PATH, uint32 entry = 0) {
fullPath = fullPath1;
}
TravelPath(std::vector<WorldPosition> path,
PathNodeType type = PathNodeType::NODE_PATH,
uint32 entry = 0)
{ {
addPath(path, type, entry); addPath(path, type, entry);
} }
void addPoint(PathNodePoint point) { fullPath.push_back(point); } void addPoint(PathNodePoint point) { fullPath.push_back(point); }
void addPoint(WorldPosition point, PathNodeType type = NODE_PATH, uint32 entry = 0) void addPoint(WorldPosition point,
PathNodeType type = PathNodeType::NODE_PATH,
uint32 entry = 0)
{ {
fullPath.push_back(PathNodePoint{point, type, entry}); fullPath.push_back(PathNodePoint{point, type, entry});
} }
void addPath(std::vector<WorldPosition> path, PathNodeType type = NODE_PATH, uint32 entry = 0) void addPath(std::vector<WorldPosition> path,
PathNodeType type = PathNodeType::NODE_PATH,
uint32 entry = 0)
{ {
for (auto& p : path) for (auto& p : path)
{
fullPath.push_back(PathNodePoint{p, type, entry}); fullPath.push_back(PathNodePoint{p, type, entry});
};
} }
void addPath(std::vector<PathNodePoint> newPath) void addPath(std::vector<PathNodePoint> newPath)
{ {
@ -408,8 +475,11 @@ public:
} }
void clear() { fullPath.clear(); } void clear() { fullPath.clear(); }
bool empty() { return fullPath.empty(); } bool empty() const { return fullPath.empty(); }
std::vector<PathNodePoint> getPath() { return fullPath; } size_t size() const { return fullPath.size(); }
const PathNodePoint& operator[](size_t idx) const { return fullPath[idx]; }
std::vector<PathNodePoint> GetPath() { return fullPath; }
const std::vector<PathNodePoint>& GetPathRef() const { return fullPath; }
WorldPosition getFront() { return fullPath.front().point; } WorldPosition getFront() { return fullPath.front().point; }
WorldPosition getBack() { return fullPath.back().point; } WorldPosition getBack() { return fullPath.back().point; }
@ -419,13 +489,22 @@ public:
for (auto const& p : fullPath) for (auto const& p : fullPath)
retVec.push_back(p.point); retVec.push_back(p.point);
return retVec; return retVec;
}; }
bool makeShortCut(WorldPosition startPos, float maxDist); bool makeShortCut(WorldPosition startPos, float maxDist, Unit* bot = nullptr);
bool shouldMoveToNextPoint(WorldPosition startPos, std::vector<PathNodePoint>::iterator beg,
std::vector<PathNodePoint>::iterator ed, std::vector<PathNodePoint>::iterator p, // Detect "pathfinder cheating" — paths that PathGenerator accepts
float& moveDist, float maxDist); // but a player can't actually walk:
WorldPosition getNextPoint(WorldPosition startPos, float maxDist, TravelNodePathType& pathType, uint32& entry); // * a 2-point path for an endpoint distance > 5y means navmesh
// gave up and returned the straight A->B line.
// * a vertical drop > 10y combined with a slope steeper than
// 2:1 at either start or end means the pathfinder hopped
// through a near-vertical step the navmesh permits but a
// player wouldn't survive.
// cmangos applies the same two checks in TravelNode::buildPath
// before caching a node-to-node segment.
static bool IsPathCheating(std::vector<WorldPosition> const& path,
float endpointDistance);
std::ostringstream const print(); std::ostringstream const print();
@ -438,16 +517,24 @@ class TravelNodeRoute
{ {
public: public:
TravelNodeRoute() {} TravelNodeRoute() {}
TravelNodeRoute(std::vector<TravelNode*> nodes1) { nodes = nodes1; /*currentNode = route.begin();*/ } TravelNodeRoute(std::vector<TravelNode*> nodes1)
{
nodes = nodes1;
}
bool isEmpty() { return nodes.empty(); } bool isEmpty() { return nodes.empty(); }
bool hasNode(TravelNode* node) { return findNode(node) != nodes.end(); } bool hasNode(TravelNode* node)
{
return findNode(node) != nodes.end();
}
float getTotalDistance(); float getTotalDistance();
std::vector<TravelNode*> getNodes() { return nodes; } std::vector<TravelNode*> getNodes() { return nodes; }
TravelPath buildPath(std::vector<WorldPosition> pathToStart = {}, std::vector<WorldPosition> pathToEnd = {}, TravelPath BuildPath(
std::vector<WorldPosition> pathToStart = {},
std::vector<WorldPosition> pathToEnd = {},
Unit* bot = nullptr); Unit* bot = nullptr);
std::ostringstream const print(); std::ostringstream const print();
@ -467,12 +554,47 @@ public:
TravelNodeStub(TravelNode* dataNode1) { dataNode = dataNode1; } TravelNodeStub(TravelNode* dataNode1) { dataNode = dataNode1; }
TravelNode* dataNode; TravelNode* dataNode;
float m_f = 0.0, m_g = 0.0, m_h = 0.0; float totalCost = 0.0;
bool open = false, close = false; float costFromStart = 0.0;
float heuristic = 0.0;
bool open = false;
bool closed = false;
TravelNodeStub* parent = nullptr; TravelNodeStub* parent = nullptr;
uint32 currentGold = 0; uint32 currentGold = 0;
}; };
struct TravelPlan
{
WorldPosition destination;
// Flat waypoint path built upfront by GetFullPath:
TravelPath steps;
uint32 stepIdx{0};
// Spline scratch (used by executor):
std::vector<G3D::Vector3> walkPoints;
bool splineActive{false};
uint32 splineStartTime{0};
uint32 expectedDuration{0};
// Taxi scratch:
std::vector<uint32> route;
bool IsActive() const { return !steps.empty(); }
void Reset()
{
destination = WorldPosition();
steps.clear();
stepIdx = 0;
walkPoints.clear();
splineActive = false;
splineStartTime = 0;
expectedDuration = 0;
route.clear();
}
};
// The container of all nodes. // The container of all nodes.
class TravelNodeMap class TravelNodeMap
{ {
@ -484,14 +606,18 @@ public:
return instance; return instance;
} }
TravelNode* addNode(WorldPosition pos, std::string const preferedName = "Travel Node", bool isImportant = false, TravelNode* addNode(WorldPosition pos,
bool checkDuplicate = true, bool transport = false, uint32 transportId = 0); std::string const preferedName = "Travel Node",
bool isImportant = false,
bool checkDuplicate = true,
bool transport = false,
uint32 transportId = 0);
void removeNode(TravelNode* node); void removeNode(TravelNode* node);
bool removeNodes() bool removeNodes()
{ {
if (m_nMapMtx.try_lock_for(std::chrono::seconds(10))) if (m_nMapMtx.try_lock_for(std::chrono::seconds(10)))
{ {
for (auto& node : m_nodes) for (auto& node : nodes)
removeNode(node); removeNode(node);
m_nMapMtx.unlock(); m_nMapMtx.unlock();
@ -499,28 +625,32 @@ public:
} }
return false; return false;
}; }
void fullLinkNode(TravelNode* startNode, Unit* bot); void fullLinkNode(TravelNode* startNode, Unit* bot);
// Get all nodes // Get all nodes
std::vector<TravelNode*> getNodes() { return m_nodes; } std::vector<TravelNode*> getNodes() { return nodes; }
std::vector<TravelNode*> getNodes(WorldPosition pos, float range = -1); std::vector<TravelNode*> getNodes(WorldPosition pos, float range = -1);
// Find nearest node. // Find nearest node.
TravelNode* getNode(TravelNode* sameNode) TravelNode* getNode(TravelNode* sameNode)
{ {
for (auto& node : m_nodes) for (auto& node : nodes)
{ {
if (node->getName() == sameNode->getName() && node->getPosition() == sameNode->getPosition()) if (node->getName() == sameNode->getName()
&& node->getPosition() == sameNode->getPosition())
return node; return node;
} }
return nullptr; return nullptr;
} }
TravelNode* getNode(WorldPosition pos, std::vector<WorldPosition>& ppath, Unit* bot = nullptr, float range = -1); TravelNode* getNode(WorldPosition pos,
TravelNode* getNode(WorldPosition pos, Unit* bot = nullptr, float range = -1) std::vector<WorldPosition>& ppath,
Unit* bot = nullptr, float range = -1);
TravelNode* getNode(WorldPosition pos, Unit* bot = nullptr,
float range = -1)
{ {
std::vector<WorldPosition> ppath; std::vector<WorldPosition> ppath;
return getNode(pos, ppath, bot, range); return getNode(pos, ppath, bot, range);
@ -536,19 +666,17 @@ public:
return rNodes[urand(0, rNodes.size() - 1)]; return rNodes[urand(0, rNodes.size() - 1)];
} }
// Finds the best nodePath between two nodes // Finds the best nodePath between two nodes (A* over the node graph)
TravelNodeRoute getRoute(TravelNode* start, TravelNode* goal, Player* bot = nullptr); TravelNodeRoute GetNodeRoute(TravelNode* start, TravelNode* goal,
Player* bot);
// Find the best node between two positions // Picks the nearest start/end nodes for two world positions and runs A*
TravelNodeRoute getRoute(WorldPosition startPos, WorldPosition endPos, std::vector<WorldPosition>& startPath, // over the node graph to return a full route between them.
TravelNodeRoute FindRouteNearestNodes(WorldPosition startPos,
WorldPosition endPos,
std::vector<WorldPosition>& startPath,
Player* bot = nullptr); Player* bot = nullptr);
// Find the full path between those locations
static TravelPath getFullPath(WorldPosition startPos, WorldPosition endPos, Player* bot = nullptr);
// Manage/update nodes
void manageNodes(Unit* bot, bool mapFull = false);
void setHasToGen() { hasToGen = true; } void setHasToGen() { hasToGen = true; }
void generateNpcNodes(); void generateNpcNodes();
@ -563,15 +691,17 @@ public:
void removeUselessPaths(); void removeUselessPaths();
void calculatePathCosts(); void calculatePathCosts();
void generateTaxiPaths(); void generateTaxiPaths();
void generatePaths(); void generatePaths(bool fullGen = false);
void generateAll(); void generateAll();
void Init();
void printMap(); void printMap();
void printNodeStore(); void printNodeStore();
void saveNodeStore(); void saveNodeStore();
void loadNodeStore(); void LoadNodeStore();
bool cropUselessNode(TravelNode* startNode); bool cropUselessNode(TravelNode* startNode);
TravelNode* addZoneLinkNode(TravelNode* startNode); TravelNode* addZoneLinkNode(TravelNode* startNode);
@ -584,8 +714,28 @@ public:
void InitTaxiGraph(); void InitTaxiGraph();
std::vector<uint32> FindTaxiPath(uint32 fromNode, uint32 toNode); std::vector<uint32> FindTaxiPath(uint32 fromNode, uint32 toNode);
void BuildZoneIndex();
void PrecomputeReachability();
TravelNode* GetNearestNodeInZone(WorldPosition pos, uint32 zoneId);
TravelNode* GetNearestNodeOnMap(WorldPosition pos);
// All nodes registered to a zone (post-BuildZoneIndex). Returns an
// empty static vector for unknown zones.
std::vector<TravelNode*> const& GetNodesInZone(uint32 zoneId) const;
bool GetFullPath(TravelPlan& plan, WorldPosition botPos,
uint32 botZoneId, WorldPosition destination);
// Resolve A* route between two world positions (returns node vector)
std::vector<TravelNode*> ResolveRoute(WorldPosition startPos,
WorldPosition endPos);
// Get stored walk points for one edge (from→to). Empty if no path.
std::vector<G3D::Vector3> GetEdgeWalkPoints(TravelNode* from,
TravelNode* to);
std::shared_timed_mutex m_nMapMtx; std::shared_timed_mutex m_nMapMtx;
std::unordered_map<ObjectGuid, std::unordered_map<uint32, TravelNode*>> teleportNodes;
private: private:
TravelNodeMap() = default; TravelNodeMap() = default;
@ -601,13 +751,18 @@ private:
void BuildTaxiGraph(); void BuildTaxiGraph();
void ComputeAllPaths(); void ComputeAllPaths();
std::unordered_map<uint32, uint32> BFS(uint32 startNode); std::unordered_map<uint32, uint32> BFS(uint32 startNode);
std::vector<uint32> BuildPath(uint32 fromNode, uint32 toNode, std::vector<uint32> BuildPath(
uint32 fromNode, uint32 toNode,
const std::unordered_map<uint32, uint32>& parentMap); const std::unordered_map<uint32, uint32>& parentMap);
std::unordered_map<uint32, std::vector<uint32>> taxiGraph; std::unordered_map<uint32, std::vector<uint32>> m_taxiGraph;
std::map<uint32, std::map<uint32, std::vector<uint32>>> taxiPathCache; std::map<uint32, std::map<uint32, std::vector<uint32>>>
m_taxiPathCache;
std::vector<TravelNode*> m_nodes; std::vector<TravelNode*> nodes;
std::unordered_map<uint32, std::vector<TravelNode*>> m_zoneIndex;
std::unordered_map<uint32, std::vector<TravelNode*>> m_mapIndex;
std::vector<std::pair<uint32, WorldPosition>> mapOffsets; std::vector<std::pair<uint32, WorldPosition>> mapOffsets;