mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 15:39:25 +02:00
feat(Core/Travel): Match cmangos MoveTo2 flow in MoveFarTo and DispatchPathPoints
This commit is contained in:
parent
5c73cde20d
commit
3710c35a41
@ -330,7 +330,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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return false;
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return false;
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}
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}
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bool generatePath = !bot->IsFlying() && !bot->isSwimming();
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bool generatePath = !bot->IsFlying() && !bot->isSwimming() && !bot->IsInWater();
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bool disableMoveSplinePath =
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bool disableMoveSplinePath =
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sPlayerbotAIConfig.disableMoveSplinePath >= 2 ||
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sPlayerbotAIConfig.disableMoveSplinePath >= 2 ||
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(sPlayerbotAIConfig.disableMoveSplinePath == 1 && bot->InBattleground());
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(sPlayerbotAIConfig.disableMoveSplinePath == 1 && bot->InBattleground());
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@ -3308,7 +3308,7 @@ bool MovementAction::GetTravelPlan(TravelPlan& plan, WorldPosition destination)
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destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ(),
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destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ(),
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destination.GetMapId(), botPos.fDist(destination));
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destination.GetMapId(), botPos.fDist(destination));
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return sTravelNodeMap.GetFullPath(plan, botPos, bot->GetZoneId(), destination);
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return sTravelNodeMap.GetFullPath(plan, botPos, bot->GetZoneId(), destination, bot);
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}
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}
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bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
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bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
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@ -53,10 +53,24 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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return false;
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return false;
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// Already-at-dest short-stop. Below targetPosRecalcDistance
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// Already-at-dest short-stop. Below targetPosRecalcDistance
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// (default 0.1y) the move is effectively done — no need to
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// (default 0.1y) the move is effectively done. Stop any spline
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// recompute or dispatch.
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// still running and clear the cached path if it points to here
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if (bot->GetExactDist(dest) < sPlayerbotAIConfig.targetPosRecalcDistance)
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// — otherwise the bot keeps gliding past dest. Mirrors cmangos
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// MovementActions.cpp:1095-1106.
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{
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float const totalDistance = bot->GetExactDist(dest);
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if (totalDistance < sPlayerbotAIConfig.targetPosRecalcDistance)
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{
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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if (!lastMove.lastPath.empty() &&
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lastMove.lastPath.getBack().distance(dest) <= totalDistance)
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{
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lastMove.clear();
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}
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bot->StopMoving();
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return false;
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return false;
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}
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}
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// 10% lastPath reuse — if the cached path's endpoint is still
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// 10% lastPath reuse — if the cached path's endpoint is still
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// close (within 10%) to the new dest, trim the cached path to
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// close (within 10%) to the new dest, trim the cached path to
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@ -96,24 +110,7 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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points.reserve(pts.size());
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points.reserve(pts.size());
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for (auto const& wp : pts)
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for (auto const& wp : pts)
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points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
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points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
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for (auto& pt : points)
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return DispatchPathPoints(dest, points, "reuse");
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bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
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bot->GetMotionMaster()->Clear();
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bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
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G3D::Vector3 const& last = points.back();
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float totalChainDist = 0.f;
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for (size_t i = 1; i < points.size(); ++i)
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totalChainDist += (points[i] - points[i - 1]).length();
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float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
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uint32 expectedMs = static_cast<uint32>((totalChainDist / speed) * IN_MILLISECONDS);
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uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
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lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
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bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
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EmitDebugMove("MoveFar", "reuse",
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dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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return true;
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}
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}
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}
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}
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// Path was cleared or collapsed — fall through to fresh planning.
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// Path was cleared or collapsed — fall through to fresh planning.
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@ -124,23 +121,44 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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float const dis = bot->GetExactDist(dest);
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float const dis = bot->GetExactDist(dest);
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// Decision tree:
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// Mirrors cmangos ResolveMovePath: pick travel-node graph for
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// long-distance / cross-map moves; mmap probe for short paths.
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//
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//
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// 1. 40-step chained mmap probe FIRST.
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// 1. needsLongPath = cross-map OR dis > sightDistance
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// 2. Regression guard — if cached lastPath ends ≤ as close to
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// 2. If needsLongPath && travel nodes enabled → graph plan
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// dest as the new probe, ride the cached path instead.
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// 3. Else 40-step chained mmap probe
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// 3. If probe reaches dest within 25y, dispatch probe waypoints.
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// 4. Regression guard against the new probe — ride cached path
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// 4. Else if travel nodes enabled, try the node graph as fallback.
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// if it ends at least as close to dest
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// 5. Else dispatch the destination as a single-waypoint spline
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// 5. Dispatch probe (no reach gate — partial probes still make
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// via MoveTo — engine MovePoint(generatePath=true) resolves
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// progress and the next tick replans)
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// the local route via PathGenerator.
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// 6. Empty probe → cmangos addPoint(endPosition) fallback:
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// single-waypoint MoveTo so PathGenerator resolves it.
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bool const needsLongPath = (bot->GetMapId() != dest.GetMapId()) ||
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(dis > sPlayerbotAIConfig.sightDistance);
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// Skip travel-node planning inside battlegrounds — the graph is
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// built for the open world and yields nonsense routes inside BGs.
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// Mirrors cmangos MovementActions.cpp:705.
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if (needsLongPath && sPlayerbotAIConfig.enableTravelNodes &&
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!bot->InBattleground())
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{
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StartTravelPlan(dest);
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if (botAI->rpgInfo.HasActiveTravelPlan())
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{
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LOG_INFO("playerbots", "[MoveFar] {} nodetravel | dis={:.0f}",
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bot->GetName(), dis);
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EmitDebugMove("MoveFar", "travelplan",
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dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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return UpdateTravelPlan();
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}
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}
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// 40-step chained mmap probe.
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// 40-step chained mmap probe.
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WorldPosition botPos(bot);
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WorldPosition botPos(bot);
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std::vector<WorldPosition> probe = botPos.getPathTo(dest, bot);
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std::vector<WorldPosition> probe = botPos.getPathTo(dest, bot);
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// Regression guard: if a cached lastPath ends at least as close
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// Regression guard.
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// to dest as the new probe's endpoint, ride the cached path.
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{
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{
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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if (!lastMove.lastPath.empty() && !probe.empty() && probe.size() >= 2)
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if (!lastMove.lastPath.empty() && !probe.empty() && probe.size() >= 2)
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@ -165,24 +183,7 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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points.reserve(pts.size());
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points.reserve(pts.size());
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for (auto const& wp : pts)
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for (auto const& wp : pts)
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points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
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points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
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for (auto& pt : points)
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return DispatchPathPoints(dest, points, "regress-keep");
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bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
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bot->GetMotionMaster()->Clear();
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bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
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G3D::Vector3 const& last = points.back();
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float totalChainDist = 0.f;
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for (size_t i = 1; i < points.size(); ++i)
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totalChainDist += (points[i] - points[i - 1]).length();
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float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
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uint32 expectedMs = static_cast<uint32>((totalChainDist / speed) * IN_MILLISECONDS);
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uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
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lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
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bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
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EmitDebugMove("MoveFar", "regress-keep",
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dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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return true;
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}
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}
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}
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}
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}
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}
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@ -190,76 +191,240 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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}
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}
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}
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}
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// Probe dispatch — only if the probe reaches dest within 25y.
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if (!probe.empty() && probe.size() >= 2)
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// Partial probes that fall short go through the graph fallback
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// below instead of being dispatched as-is.
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constexpr float PROBE_REACH = 25.0f;
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if (!probe.empty() && probe.size() >= 2 && dest.isPathTo(probe, PROBE_REACH))
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{
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{
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Movement::PointsArray points;
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Movement::PointsArray points;
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points.reserve(probe.size());
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points.reserve(probe.size());
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for (auto const& wp : probe)
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for (auto const& wp : probe)
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points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
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points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
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for (auto& pt : points)
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bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
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if (points.size() >= 2)
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if (points.size() >= 2)
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{
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{
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LOG_INFO("playerbots", "[MoveFar] {} mmap-path | dis={:.0f} | wp={}",
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LOG_INFO("playerbots", "[MoveFar] {} mmap-path | dis={:.0f} | wp={}",
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bot->GetName(), dis, (uint32)points.size());
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bot->GetName(), dis, (uint32)points.size());
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EmitDebugMove("MoveFar", "mmap",
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points.back().x, points.back().y, points.back().z);
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if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive())
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if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive())
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botAI->DoSpecificAction("check mount state", Event(), true);
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botAI->DoSpecificAction("check mount state", Event(), true);
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bot->GetMotionMaster()->Clear();
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return DispatchPathPoints(dest, points, "mmap");
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bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
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}
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}
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G3D::Vector3 const& last = points.back();
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// Empty-probe fallback — cmangos addPoint(endPosition) + DispatchMovement.
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float totalDist = 0.f;
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// Build a 2-point straight-line path (bot → dest) and route it through
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for (size_t i = 1; i < points.size(); ++i)
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// DispatchPathPoints so it gets the same clip / underwater fixup /
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totalDist += (points[i] - points[i - 1]).length();
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// setPath / WaitForReach / teleport / mode-flip treatment as the
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float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
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// chained-mmap branches. Trade-off vs the old MoveTo path: lose the
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uint32 expectedMs = static_cast<uint32>((totalDist / speed) * IN_MILLISECONDS);
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// engine's MovePoint(generatePath=true) local PathGenerator resolution.
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uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
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// For the empty-probe case the long mmap probe already failed, so the
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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// engine's local resolution would likely fail too.
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lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
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Movement::PointsArray fallback;
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bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
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fallback.emplace_back(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
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fallback.emplace_back(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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return DispatchPathPoints(dest, fallback, "spline");
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}
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bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
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Movement::PointsArray& points,
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char const* label)
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{
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if (points.size() < 2)
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return false;
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// Save the planner's path BEFORE clip/fixup mutations, so the
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// next-tick reuse/regress branches see the original intent (not
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// a clip-truncated tail). Mirrors cmangos MovementActions.cpp:1117 +
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// 1147 — both saves happen before ClipPath at :1150 and the
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// underwater fixup loop at :1170.
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{
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LastMovement& lm = AI_VALUE(LastMovement&, "last movement");
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std::vector<WorldPosition> wpts;
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std::vector<WorldPosition> wpts;
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wpts.reserve(points.size());
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wpts.reserve(points.size());
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for (auto const& pt : points)
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for (auto const& pt : points)
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wpts.emplace_back(bot->GetMapId(), pt.x, pt.y, pt.z);
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wpts.emplace_back(dest.GetMapId(), pt.x, pt.y, pt.z);
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lastMove.setPath(TravelPath(wpts));
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lm.setPath(TravelPath(wpts));
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}
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// Item 5 — underwater fixup. Push waypoints submerged below the
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// water surface up to the surface itself, unless the destination
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// is itself underwater (e.g. fishing-loot quest GO, sunken ruins).
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{
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WorldPosition destWp = dest;
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if (!destWp.isUnderWater())
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{
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Map* map = bot->GetMap();
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for (auto& pt : points)
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{
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WorldPosition wp(dest.GetMapId(), pt.x, pt.y, pt.z);
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if (wp.isUnderWater())
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{
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float surface = map->GetWaterLevel(pt.x, pt.y);
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if (surface != INVALID_HEIGHT && surface > pt.z)
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pt.z = surface;
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}
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}
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}
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}
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for (auto& pt : points)
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bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
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// ClipPath — truncate the path at the first hostile creature within
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// its own attack range, so the bot stops walking into pulls instead
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// of marching past mobs and aggroing them all at once. Skipped while
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// already in combat or dead. Mirrors cmangos TravelNode.cpp:1118-1203
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// in simplified form (no transport, no hazard list).
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if (botAI->GetState() != BOT_STATE_COMBAT && bot->IsAlive())
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{
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GuidVector targets = AI_VALUE(GuidVector, "possible targets");
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if (!targets.empty())
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{
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size_t clipAt = points.size();
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for (size_t i = 0; i < points.size() && clipAt == points.size(); ++i)
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{
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for (ObjectGuid const& guid : targets)
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{
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Unit* unit = botAI->GetUnit(guid);
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if (!unit || !unit->IsAlive())
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continue;
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Creature* cre = unit->ToCreature();
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if (!cre)
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continue;
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if (unit->GetLevel() > bot->GetLevel() + 5)
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continue;
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float range = cre->GetAttackDistance(bot);
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float dx = unit->GetPositionX() - points[i].x;
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float dy = unit->GetPositionY() - points[i].y;
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float dz = unit->GetPositionZ() - points[i].z;
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if (dx * dx + dy * dy + dz * dz > range * range)
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continue;
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// LOS guard — mobs behind walls don't actually
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// pull, so clipping there over-truncates. Mirrors
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// cmangos TravelNode.cpp:1155.
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if (!unit->IsWithinLOSInMap(bot))
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continue;
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clipAt = i;
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break;
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}
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}
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if (clipAt > 0 && clipAt + 1 < points.size())
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points.erase(points.begin() + clipAt + 1, points.end());
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}
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}
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G3D::Vector3 const& last = points.back();
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float totalDist = 0.f;
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for (size_t i = 1; i < points.size(); ++i)
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totalDist += (points[i] - points[i - 1]).length();
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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// Item 2 — inactive-bot teleport. When the path is longer than
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// reactDistance and there's no real player around to witness, jump
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// to the path tail and schedule a cooldown. Skips cosmetic walking
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// for unobserved random bots. Player-owned (self) bots are excluded
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// so testing/observed sessions always see the real walk.
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if (sRandomPlayerbotMgr.IsRandomBot(bot))
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{
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WorldPosition tail(dest.GetMapId(), last.x, last.y, last.z);
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time_t now = time(nullptr);
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||||||
|
if (totalDist > sPlayerbotAIConfig.reactDistance &&
|
||||||
|
lastMove.nextTeleport <= now &&
|
||||||
|
!botAI->HasPlayerNearby(&tail))
|
||||||
|
{
|
||||||
|
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
|
||||||
|
lastMove.nextTeleport = now + (time_t)(totalDist / speed);
|
||||||
|
|
||||||
|
EmitDebugMove("MoveFar", "teleport",
|
||||||
|
tail.GetPositionX(), tail.GetPositionY(), tail.GetPositionZ());
|
||||||
|
|
||||||
|
WorldPosition botPos(bot);
|
||||||
|
return bot->TeleportTo(dest.GetMapId(),
|
||||||
|
tail.GetPositionX(), tail.GetPositionY(),
|
||||||
|
tail.GetPositionZ(),
|
||||||
|
botPos.getAngleTo(tail));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// masterWalking — match the master's walk pace when they're nearby
|
||||||
|
// and walking. Lets a follower bot trail at walk speed instead of
|
||||||
|
// sprinting past. No-op for masterless RPG bots. Mirrors cmangos
|
||||||
|
// MovementActions.cpp:1212-1221. (Flying-mount mode flip deferred —
|
||||||
|
// requires takeoff/landing infrastructure we haven't ported.)
|
||||||
|
ForcedMovement moveMode = FORCED_MOVEMENT_RUN;
|
||||||
|
if (sPlayerbotAIConfig.walkDistance > 0.0f)
|
||||||
|
{
|
||||||
|
if (Player* master = botAI->GetMaster())
|
||||||
|
{
|
||||||
|
if (bot->IsFriendlyTo(master) && master->IsWalking() &&
|
||||||
|
bot->GetExactDist2d(master) < sPlayerbotAIConfig.walkDistance)
|
||||||
|
{
|
||||||
|
moveMode = FORCED_MOVEMENT_WALK;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Debug-move beacon — when the `debug move` strategy is active in
|
||||||
|
// non-combat, summon a visible creature at every waypoint (white
|
||||||
|
// glow, red glow on the tail). Lets the operator visually verify
|
||||||
|
// ClipPath truncation, underwater fixup, masterWalking pace, etc.
|
||||||
|
// Mirrors cmangos MovementActions.cpp:1152-1161.
|
||||||
|
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
|
||||||
|
{
|
||||||
|
for (size_t i = 0; i < points.size(); ++i)
|
||||||
|
{
|
||||||
|
G3D::Vector3 const& p = points[i];
|
||||||
|
if (Creature* wp = bot->SummonCreature(2334, p.x, p.y, p.z, 0,
|
||||||
|
TEMPSUMMON_TIMED_DESPAWN, 10000))
|
||||||
|
{
|
||||||
|
bot->AddAura(246, wp);
|
||||||
|
if (i + 1 == points.size())
|
||||||
|
bot->AddAura(1130, wp);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pre-dispatch state cleanup. Mirrors cmangos MovementActions.cpp:1186-1194:
|
||||||
|
// - Clear any looping emote so the bot doesn't run-while-waving
|
||||||
|
// - Stand up unconditionally (eating/sitting clients ignore moves)
|
||||||
|
// - Interrupt any non-melee cast so the spline can begin
|
||||||
|
bot->ClearEmoteState();
|
||||||
|
if (!bot->IsStandState())
|
||||||
|
bot->SetStandState(UNIT_STAND_STATE_STAND);
|
||||||
|
if (bot->IsNonMeleeSpellCast(true))
|
||||||
|
bot->InterruptNonMeleeSpells(true);
|
||||||
|
|
||||||
|
// Item 7 — DispatchMovement two-step. cmangos calls
|
||||||
|
// mm.MovePoint(last) followed by mm.MovePath(points). In AC,
|
||||||
|
// MotionMaster::Mutate at MOTION_SLOT_ACTIVE replaces (not queues)
|
||||||
|
// the previous generator, so both calls in sequence collapse to
|
||||||
|
// whichever ran last. We skip the redundant MovePoint and dispatch
|
||||||
|
// the smooth waypoint path directly.
|
||||||
|
bot->GetMotionMaster()->Clear();
|
||||||
|
bot->GetMotionMaster()->MoveSplinePath(&points, moveMode);
|
||||||
|
|
||||||
|
EmitDebugMove("MoveFar", label, last.x, last.y, last.z);
|
||||||
|
|
||||||
|
// Item 6 — WaitForReach scheduling.
|
||||||
|
// waitDist = (totalDist > reactDistance) ? totalDist - 10 : totalDist
|
||||||
|
// duration = 1000 * (waitDist / runSpeed) + reactDelay
|
||||||
|
// capped at maxWaitForMove. The −10y leaves a small buffer so the
|
||||||
|
// AI tick can intervene before the path strictly finishes.
|
||||||
|
float waitDist = totalDist > sPlayerbotAIConfig.reactDistance
|
||||||
|
? std::max(totalDist - 10.0f, 0.0f) : totalDist;
|
||||||
|
UnitMoveType const speedType = (moveMode == FORCED_MOVEMENT_WALK) ? MOVE_WALK : MOVE_RUN;
|
||||||
|
float speed = std::max(bot->GetSpeed(speedType), 0.1f);
|
||||||
|
float duration = 1000.0f * (waitDist / speed) + sPlayerbotAIConfig.reactDelay;
|
||||||
|
duration = std::min(duration, (float)sPlayerbotAIConfig.maxWaitForMove);
|
||||||
|
if (duration < 0.0f)
|
||||||
|
duration = 0.0f;
|
||||||
|
|
||||||
|
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
|
||||||
|
bot->GetOrientation(), (uint32)duration,
|
||||||
|
MovementPriority::MOVEMENT_NORMAL);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Travel-node graph fallback — fires when the probe didn't reach
|
|
||||||
// dest within PROBE_REACH and the graph is enabled.
|
|
||||||
if (sPlayerbotAIConfig.enableTravelNodes)
|
|
||||||
{
|
|
||||||
StartTravelPlan(dest);
|
|
||||||
if (botAI->rpgInfo.HasActiveTravelPlan())
|
|
||||||
{
|
|
||||||
LOG_INFO("playerbots", "[MoveFar] {} nodetravel | dis={:.0f}",
|
|
||||||
bot->GetName(), dis);
|
|
||||||
EmitDebugMove("MoveFar", "travelplan",
|
|
||||||
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
|
|
||||||
return UpdateTravelPlan();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Final fallback: dispatch the destination as a single waypoint.
|
|
||||||
// MoveTo's MovePoint(generatePath=true) lets the engine resolve the
|
|
||||||
// local route via PathGenerator. Nothing dispatched if MoveTo refuses.
|
|
||||||
EmitDebugMove("MoveFar", "spline",
|
|
||||||
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
|
|
||||||
return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
|
|
||||||
false, false, false, false);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void NewRpgBaseAction::StartTravelPlan(WorldPosition dest)
|
void NewRpgBaseAction::StartTravelPlan(WorldPosition dest)
|
||||||
|
|||||||
@ -79,6 +79,17 @@ protected:
|
|||||||
private:
|
private:
|
||||||
void StartTravelPlan(WorldPosition dest);
|
void StartTravelPlan(WorldPosition dest);
|
||||||
bool UpdateTravelPlan();
|
bool UpdateTravelPlan();
|
||||||
|
|
||||||
|
// Dispatches a chained mmap path. Applies cmangos-parity tweaks:
|
||||||
|
// underwater fixup (push submerged waypoints to the surface unless
|
||||||
|
// dest is itself underwater), inactive-bot teleport (jump to the
|
||||||
|
// tail when no players are nearby and the path is longer than
|
||||||
|
// reactDistance), and the WaitForReach formula
|
||||||
|
// (1000 * dist/speed + reactDelay, capped at maxWaitForMove).
|
||||||
|
// Returns true if dispatched or teleported.
|
||||||
|
bool DispatchPathPoints(WorldPosition const& dest,
|
||||||
|
Movement::PointsArray& points,
|
||||||
|
char const* label);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -721,6 +721,22 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
|
|||||||
map->EnsureGridCreated(Acore::ComputeGridCoord(GetPositionX(), GetPositionY()));
|
map->EnsureGridCreated(Acore::ComputeGridCoord(GetPositionX(), GetPositionY()));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
PathGenerator path(pathUnit);
|
||||||
|
path.AddExcludeFlag(NAV_GROUND_STEEP);
|
||||||
|
auto result = getPathStepFrom(startPos, path);
|
||||||
|
|
||||||
|
if (tempCreature)
|
||||||
|
delete tempCreature;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pathfinder-reuse overload — caller owns the PathGenerator and any
|
||||||
|
// per-call configuration (filters, area costs). Mirrors cmangos
|
||||||
|
// WorldPosition.cpp:958 which threads one PathFinder through the whole
|
||||||
|
// 40-step chain instead of constructing a new one per step.
|
||||||
|
std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos, PathGenerator& path)
|
||||||
|
{
|
||||||
// Explicit-start overload (PathGenerator.h:67). Without this,
|
// Explicit-start overload (PathGenerator.h:67). Without this,
|
||||||
// CalculatePath(destX,destY,destZ) defaults to the unit's
|
// CalculatePath(destX,destY,destZ) defaults to the unit's
|
||||||
// current position as start — which means every iteration of
|
// current position as start — which means every iteration of
|
||||||
@ -729,17 +745,12 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
|
|||||||
// never advances. With explicit start, each step extends from
|
// never advances. With explicit start, each step extends from
|
||||||
// the previous step's endpoint, giving the 40-attempt walker
|
// the previous step's endpoint, giving the 40-attempt walker
|
||||||
// its intended multi-tile reach.
|
// its intended multi-tile reach.
|
||||||
PathGenerator path(pathUnit);
|
|
||||||
path.AddExcludeFlag(NAV_GROUND_STEEP);
|
|
||||||
path.CalculatePath(startPos.GetPositionX(), startPos.GetPositionY(), startPos.GetPositionZ(),
|
path.CalculatePath(startPos.GetPositionX(), startPos.GetPositionY(), startPos.GetPositionZ(),
|
||||||
GetPositionX(), GetPositionY(), GetPositionZ(), false);
|
GetPositionX(), GetPositionY(), GetPositionZ(), false);
|
||||||
|
|
||||||
Movement::PointsArray points = path.GetPath();
|
Movement::PointsArray points = path.GetPath();
|
||||||
PathType type = path.GetPathType();
|
PathType type = path.GetPathType();
|
||||||
|
|
||||||
if (tempCreature)
|
|
||||||
delete tempCreature;
|
|
||||||
|
|
||||||
// PathType is a bitmask. Two things to handle:
|
// PathType is a bitmask. Two things to handle:
|
||||||
//
|
//
|
||||||
// 1. AC's PathGenerator can return INCOMPLETE | FARFROMPOLY_END
|
// 1. AC's PathGenerator can return INCOMPLETE | FARFROMPOLY_END
|
||||||
@ -755,11 +766,50 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
|
|||||||
// To match cmangos's intent (never silently dispatch a
|
// To match cmangos's intent (never silently dispatch a
|
||||||
// geometry-ignoring shortcut), reject any path with the
|
// geometry-ignoring shortcut), reject any path with the
|
||||||
// NOT_USING_PATH bit set.
|
// NOT_USING_PATH bit set.
|
||||||
if ((type & (PATHFIND_NORMAL | PATHFIND_INCOMPLETE))
|
if (!(type & (PATHFIND_NORMAL | PATHFIND_INCOMPLETE)) ||
|
||||||
&& !(type & PATHFIND_NOT_USING_PATH))
|
(type & PATHFIND_NOT_USING_PATH))
|
||||||
return fromPointsArray(points);
|
|
||||||
|
|
||||||
return {};
|
return {};
|
||||||
|
|
||||||
|
std::vector<WorldPosition> retvec = fromPointsArray(points);
|
||||||
|
|
||||||
|
// Underwater path-extension. Mirrors cmangos WorldPosition.cpp:997-1014.
|
||||||
|
// When PATHFIND_INCOMPLETE ends within 50y of dest and both endpoints
|
||||||
|
// are underwater with LOS between them, extend by one 5y step (or
|
||||||
|
// straight to dest if <5y). Lets bots traverse navmesh-poor water
|
||||||
|
// volumes the same way real swimmers do.
|
||||||
|
if (type & PATHFIND_INCOMPLETE)
|
||||||
|
{
|
||||||
|
WorldPosition end = *this;
|
||||||
|
WorldPosition lastPoint = retvec.back();
|
||||||
|
float dist = lastPoint.distance(&end);
|
||||||
|
|
||||||
|
if (dist < 50.0f && lastPoint.isUnderWater() && end.isUnderWater())
|
||||||
|
{
|
||||||
|
Map* m = end.getMap();
|
||||||
|
bool inLos = m && m->isInLineOfSight(
|
||||||
|
lastPoint.GetPositionX(), lastPoint.GetPositionY(), lastPoint.GetPositionZ() + 1.0f,
|
||||||
|
end.GetPositionX(), end.GetPositionY(), end.GetPositionZ() + 1.0f,
|
||||||
|
PHASEMASK_NORMAL, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing);
|
||||||
|
if (inLos)
|
||||||
|
{
|
||||||
|
if (dist < 5.0f)
|
||||||
|
retvec.push_back(end);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float dx = end.GetPositionX() - lastPoint.GetPositionX();
|
||||||
|
float dy = end.GetPositionY() - lastPoint.GetPositionY();
|
||||||
|
float dz = end.GetPositionZ() - lastPoint.GetPositionZ();
|
||||||
|
float scale = 5.0f / dist;
|
||||||
|
retvec.emplace_back(end.GetMapId(),
|
||||||
|
lastPoint.GetPositionX() + dx * scale,
|
||||||
|
lastPoint.GetPositionY() + dy * scale,
|
||||||
|
lastPoint.GetPositionZ() + dz * scale);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return retvec;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool WorldPosition::cropPathTo(std::vector<WorldPosition>& path, float maxDistance)
|
bool WorldPosition::cropPathTo(std::vector<WorldPosition>& path, float maxDistance)
|
||||||
@ -795,11 +845,44 @@ std::vector<WorldPosition> WorldPosition::getPathFromPath(std::vector<WorldPosit
|
|||||||
|
|
||||||
std::vector<WorldPosition> subPath, fullPath = startPath;
|
std::vector<WorldPosition> subPath, fullPath = startPath;
|
||||||
|
|
||||||
|
// Construct ONE PathGenerator and thread it through every step.
|
||||||
|
// Mirrors cmangos WorldPosition.cpp:1091-1096. Avoids the per-step
|
||||||
|
// allocation and lets Detour reuse internal scratch.
|
||||||
|
Unit* pathUnit = bot;
|
||||||
|
Creature* tempCreature = nullptr;
|
||||||
|
if (!pathUnit)
|
||||||
|
{
|
||||||
|
Map* map = sMapMgr->FindBaseMap(GetMapId());
|
||||||
|
if (!map)
|
||||||
|
return fullPath;
|
||||||
|
|
||||||
|
tempCreature = new Creature();
|
||||||
|
if (!tempCreature->Create(map->GenerateLowGuid<HighGuid::Unit>(), map,
|
||||||
|
PHASEMASK_NORMAL, 1 /*entry*/, 0,
|
||||||
|
currentPos.GetPositionX(), currentPos.GetPositionY(),
|
||||||
|
currentPos.GetPositionZ(), 0))
|
||||||
|
{
|
||||||
|
delete tempCreature;
|
||||||
|
return fullPath;
|
||||||
|
}
|
||||||
|
pathUnit = tempCreature;
|
||||||
|
map->EnsureGridCreated(Acore::ComputeGridCoord(currentPos.GetPositionX(), currentPos.GetPositionY()));
|
||||||
|
map->EnsureGridCreated(Acore::ComputeGridCoord(GetPositionX(), GetPositionY()));
|
||||||
|
}
|
||||||
|
|
||||||
|
PathGenerator path(pathUnit);
|
||||||
|
path.AddExcludeFlag(NAV_GROUND_STEEP);
|
||||||
|
|
||||||
|
// Area-cost biases. Mirrors cmangos WorldPosition.cpp:1098-1100.
|
||||||
|
// NAV_WATER weighted 10x so A* prefers shore routes over wading
|
||||||
|
// through lakes when both are reachable.
|
||||||
|
path.SetAreaCost(NAV_WATER, 10.0f);
|
||||||
|
|
||||||
// Limit the pathfinding attempts
|
// Limit the pathfinding attempts
|
||||||
for (uint32 i = 0; i < maxAttempt; i++)
|
for (uint32 i = 0; i < maxAttempt; i++)
|
||||||
{
|
{
|
||||||
// Try to pathfind to this position.
|
// Try to pathfind to this position.
|
||||||
subPath = getPathStepFrom(currentPos, bot);
|
subPath = getPathStepFrom(currentPos, path);
|
||||||
|
|
||||||
// If we could not find a path return what we have now.
|
// If we could not find a path return what we have now.
|
||||||
if (subPath.empty() || currentPos.distance(&subPath.back()) < sPlayerbotAIConfig.targetPosRecalcDistance)
|
if (subPath.empty() || currentPos.distance(&subPath.back()) < sPlayerbotAIConfig.targetPosRecalcDistance)
|
||||||
@ -816,6 +899,9 @@ std::vector<WorldPosition> WorldPosition::getPathFromPath(std::vector<WorldPosit
|
|||||||
currentPos = subPath.back();
|
currentPos = subPath.back();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (tempCreature)
|
||||||
|
delete tempCreature;
|
||||||
|
|
||||||
return fullPath;
|
return fullPath;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -20,6 +20,7 @@
|
|||||||
class Creature;
|
class Creature;
|
||||||
class GuidPosition;
|
class GuidPosition;
|
||||||
class ObjectGuid;
|
class ObjectGuid;
|
||||||
|
class PathGenerator;
|
||||||
class Quest;
|
class Quest;
|
||||||
class Player;
|
class Player;
|
||||||
class PlayerbotAI;
|
class PlayerbotAI;
|
||||||
@ -283,6 +284,7 @@ public:
|
|||||||
|
|
||||||
// Pathfinding
|
// Pathfinding
|
||||||
std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, Unit* bot);
|
std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, Unit* bot);
|
||||||
|
std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, PathGenerator& pathfinder);
|
||||||
std::vector<WorldPosition> getPathFromPath(std::vector<WorldPosition> startPath, Unit* bot, uint8 maxAttempt = 40);
|
std::vector<WorldPosition> getPathFromPath(std::vector<WorldPosition> startPath, Unit* bot, uint8 maxAttempt = 40);
|
||||||
|
|
||||||
std::vector<WorldPosition> getPathFrom(WorldPosition startPos, Unit* bot)
|
std::vector<WorldPosition> getPathFrom(WorldPosition startPos, Unit* bot)
|
||||||
|
|||||||
@ -1285,19 +1285,26 @@ TravelNodeRoute TravelNodeMap::FindRouteNearestNodes(WorldPosition startPos, Wor
|
|||||||
|
|
||||||
bool TravelNodeMap::GetFullPath(TravelPlan& plan,
|
bool TravelNodeMap::GetFullPath(TravelPlan& plan,
|
||||||
WorldPosition botPos, uint32 botZoneId,
|
WorldPosition botPos, uint32 botZoneId,
|
||||||
WorldPosition destination)
|
WorldPosition destination, Unit* bot)
|
||||||
{
|
{
|
||||||
plan.Reset();
|
plan.Reset();
|
||||||
plan.destination = destination;
|
plan.destination = destination;
|
||||||
|
|
||||||
// Short distance — direct walk, no nodes needed
|
// mmap probe first — mirrors cmangos getFullPath (TravelNode.cpp:1887-1895).
|
||||||
if (botPos.fDist(destination) < MAX_PATHFINDING_DISTANCE &&
|
// 40-step chained probe from bot; if it gets within spellDistance of dest
|
||||||
botPos.GetMapId() == destination.GetMapId())
|
// we skip the graph entirely (a short walk is always better than a node
|
||||||
|
// hop). When the probe falls short, fall through to graph routing.
|
||||||
|
if (botPos.GetMapId() == destination.GetMapId())
|
||||||
|
{
|
||||||
|
std::vector<WorldPosition> probe = destination.getPathFromPath({botPos}, bot, 40);
|
||||||
|
if (destination.isPathTo(probe, sPlayerbotAIConfig.spellDistance))
|
||||||
{
|
{
|
||||||
plan.steps.addPoint(botPos, PathNodeType::NODE_PREPATH);
|
plan.steps.addPoint(botPos, PathNodeType::NODE_PREPATH);
|
||||||
plan.steps.addPoint(destination, PathNodeType::NODE_PATH);
|
for (size_t i = 1; i < probe.size(); ++i)
|
||||||
|
plan.steps.addPoint(probe[i], PathNodeType::NODE_PATH);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
std::shared_lock<std::shared_timed_mutex> guard(m_nMapMtx);
|
std::shared_lock<std::shared_timed_mutex> guard(m_nMapMtx);
|
||||||
|
|
||||||
|
|||||||
@ -725,7 +725,7 @@ public:
|
|||||||
std::vector<TravelNode*> const& GetNodesInZone(uint32 zoneId) const;
|
std::vector<TravelNode*> const& GetNodesInZone(uint32 zoneId) const;
|
||||||
|
|
||||||
bool GetFullPath(TravelPlan& plan, WorldPosition botPos,
|
bool GetFullPath(TravelPlan& plan, WorldPosition botPos,
|
||||||
uint32 botZoneId, WorldPosition destination);
|
uint32 botZoneId, WorldPosition destination, Unit* bot = nullptr);
|
||||||
|
|
||||||
// Resolve A* route between two world positions (returns node vector)
|
// Resolve A* route between two world positions (returns node vector)
|
||||||
std::vector<TravelNode*> ResolveRoute(WorldPosition startPos,
|
std::vector<TravelNode*> ResolveRoute(WorldPosition startPos,
|
||||||
|
|||||||
@ -98,6 +98,7 @@ bool PlayerbotAIConfig::Initialize()
|
|||||||
tooCloseDistance = sConfigMgr->GetOption<float>("AiPlayerbot.TooCloseDistance", 5.0f);
|
tooCloseDistance = sConfigMgr->GetOption<float>("AiPlayerbot.TooCloseDistance", 5.0f);
|
||||||
meleeDistance = sConfigMgr->GetOption<float>("AiPlayerbot.MeleeDistance", 0.75f);
|
meleeDistance = sConfigMgr->GetOption<float>("AiPlayerbot.MeleeDistance", 0.75f);
|
||||||
followDistance = sConfigMgr->GetOption<float>("AiPlayerbot.FollowDistance", 1.5f);
|
followDistance = sConfigMgr->GetOption<float>("AiPlayerbot.FollowDistance", 1.5f);
|
||||||
|
walkDistance = sConfigMgr->GetOption<float>("AiPlayerbot.WalkDistance", 5.0f);
|
||||||
whisperDistance = sConfigMgr->GetOption<float>("AiPlayerbot.WhisperDistance", 6000.0f);
|
whisperDistance = sConfigMgr->GetOption<float>("AiPlayerbot.WhisperDistance", 6000.0f);
|
||||||
contactDistance = sConfigMgr->GetOption<float>("AiPlayerbot.ContactDistance", 0.45f);
|
contactDistance = sConfigMgr->GetOption<float>("AiPlayerbot.ContactDistance", 0.45f);
|
||||||
aoeRadius = sConfigMgr->GetOption<float>("AiPlayerbot.AoeRadius", 10.0f);
|
aoeRadius = sConfigMgr->GetOption<float>("AiPlayerbot.AoeRadius", 10.0f);
|
||||||
|
|||||||
@ -89,7 +89,7 @@ public:
|
|||||||
bool dynamicReactDelay;
|
bool dynamicReactDelay;
|
||||||
float sightDistance, spellDistance, reactDistance, grindDistance, lootDistance, shootDistance, fleeDistance,
|
float sightDistance, spellDistance, reactDistance, grindDistance, lootDistance, shootDistance, fleeDistance,
|
||||||
tooCloseDistance, meleeDistance, followDistance, whisperDistance, contactDistance, aoeRadius, rpgDistance,
|
tooCloseDistance, meleeDistance, followDistance, whisperDistance, contactDistance, aoeRadius, rpgDistance,
|
||||||
targetPosRecalcDistance, farDistance, healDistance, aggroDistance;
|
targetPosRecalcDistance, farDistance, healDistance, aggroDistance, walkDistance;
|
||||||
uint32 criticalHealth, lowHealth, mediumHealth, almostFullHealth;
|
uint32 criticalHealth, lowHealth, mediumHealth, almostFullHealth;
|
||||||
uint32 lowMana, mediumMana, highMana;
|
uint32 lowMana, mediumMana, highMana;
|
||||||
bool autoSaveMana;
|
bool autoSaveMana;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user