fix(Core/Travel): Apply 70y cap at batch loop so stepIdx stays in sync

This commit is contained in:
bash 2026-05-08 10:29:34 +02:00
parent a1a2972618
commit 4c63c183f2

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@ -3232,29 +3232,6 @@ bool MovementAction::LaunchWalkSpline(TravelPlan& state)
for (auto& pt : state.walkPoints) for (auto& pt : state.walkPoints)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z); bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
// Cap dispatched path length at ~70y. The active spline runs
// until the bot is within ~10y of its endpoint, then MoveFarTo /
// ExecuteTravelPlan replans from the new position. Capping per-
// dispatch distance gives the planner regular re-evaluation
// points (terrain shifts, combat, position drift) instead of
// committing the whole batch upfront.
{
constexpr float maxDispatchLength = 70.0f;
float accumulated = 0.f;
size_t cutoff = state.walkPoints.size();
for (size_t i = 1; i < state.walkPoints.size(); ++i)
{
accumulated += (state.walkPoints[i] - state.walkPoints[i - 1]).length();
if (accumulated >= maxDispatchLength)
{
cutoff = i + 1;
break;
}
}
if (cutoff < state.walkPoints.size())
state.walkPoints.resize(cutoff);
}
// Mount up // Mount up
if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive()) if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive())
botAI->DoSpecificAction("check mount state", Event(), true); botAI->DoSpecificAction("check mount state", Event(), true);
@ -3428,15 +3405,34 @@ bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
case PathNodeType::NODE_PATH: case PathNodeType::NODE_PATH:
case PathNodeType::NODE_NODE: case PathNodeType::NODE_NODE:
{ {
// Batch consecutive walk points into one spline. Capped small 20 points per tick. // Batch consecutive walk points into one spline. Capped at
// 20 points OR ~70y of accumulated distance — whichever
// comes first. The distance cap gives the planner regular
// re-evaluation points without committing the whole
// remaining route up front; stepIdx advances exactly in
// step with what's actually dispatched, so the next tick
// picks up from the truncation point.
static constexpr uint32 MAX_SPLINE_POINTS = 20; static constexpr uint32 MAX_SPLINE_POINTS = 20;
static constexpr float MAX_BATCH_LENGTH = 70.0f;
state.walkPoints.clear(); state.walkPoints.clear();
float accumulated = 0.f;
while (state.stepIdx < state.steps.size() && state.walkPoints.size() < MAX_SPLINE_POINTS) while (state.stepIdx < state.steps.size() && state.walkPoints.size() < MAX_SPLINE_POINTS)
{ {
const PathNodePoint& wp = state.steps[state.stepIdx]; const PathNodePoint& wp = state.steps[state.stepIdx];
if (wp.type != PathNodeType::NODE_PATH && wp.type != PathNodeType::NODE_NODE) if (wp.type != PathNodeType::NODE_PATH && wp.type != PathNodeType::NODE_NODE)
break; break;
state.walkPoints.push_back(G3D::Vector3(wp.point.GetPositionX(), wp.point.GetPositionY(), wp.point.GetPositionZ())); G3D::Vector3 next(wp.point.GetPositionX(), wp.point.GetPositionY(), wp.point.GetPositionZ());
if (!state.walkPoints.empty())
{
accumulated += (next - state.walkPoints.back()).length();
if (accumulated >= MAX_BATCH_LENGTH)
{
state.walkPoints.push_back(next);
state.stepIdx++;
break;
}
}
state.walkPoints.push_back(next);
state.stepIdx++; state.stepIdx++;
} }