Revert "fix(Core/Travel): LOS check before trusting raw cmangos waypoints"

This commit is contained in:
bash 2026-05-14 22:01:00 +02:00
parent 33dafd6ec0
commit 487d12711e

View File

@ -3231,32 +3231,16 @@ bool MovementAction::RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints)
std::vector<WorldPosition> segPath = bPos.getPathStepFrom(aPos, bot);
// Travelnode waypoints are authoritative once a plan is
// active. When AC mmap can't validate the segment (empty
// result, or IsPathCheating rejects a 2-point shortcut /
// steep hop), fall back to dispatching the raw (A, B) pair
// instead of aborting the plan — but only if vmap LOS is
// clear between A and B. Without LOS check, "trust raw"
// tunnels through visual-only obstacles (trees, models) that
// aren't in the navmesh.
bool const mmapFail = segPath.empty() ||
// active. When AC mmap can't validate the segment, dispatch
// the raw (A, B) pair instead of aborting the plan. Common
// cases: cmangos waypoints landing in 1y navmesh gaps from
// AC extractor differences, tile-edge artifacts at zone
// borders.
bool const trustRaw = segPath.empty() ||
TravelPath::IsPathCheating(segPath, aPos.distance(bPos));
if (mmapFail)
if (trustRaw)
{
Map* m = bot->GetMap();
bool const inLos = m && m->isInLineOfSight(
a.x, a.y, a.z + 1.0f,
b.x, b.y, b.z + 1.0f,
bot->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing);
if (!inLos)
{
// Visual obstacle between A and B — don't tunnel.
// Abort the plan so MoveFarTo can re-derive a route
// that mmap can verify.
return false;
}
if (i == 0)
refined.emplace_back(a);
refined.emplace_back(b);