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feat(Core/Travel): Hardcode 50y travelnode threshold
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@ -147,12 +147,13 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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// 3. Else: 40-step chained mmap probe + regression guard.
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// 3. Else: 40-step chained mmap probe + regression guard.
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// 4. Empty / non-progressing probe: single-waypoint MoveTo.
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// 4. Empty / non-progressing probe: single-waypoint MoveTo.
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//
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//
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// needsLongPath gate — cross-map or > sightDistance go to graph.
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// needsLongPath gate — cross-map or > 50y go to graph.
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// BG gating: graph holds open-world routes only.
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// BG gating: graph holds open-world routes only.
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constexpr float TRAVELNODE_THRESHOLD = 50.0f;
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bool tryNodes = sPlayerbotAIConfig.enableTravelNodes &&
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bool tryNodes = sPlayerbotAIConfig.enableTravelNodes &&
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!bot->InBattleground() &&
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!bot->InBattleground() &&
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((bot->GetMapId() != dest.GetMapId()) ||
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((bot->GetMapId() != dest.GetMapId()) ||
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(dis > sPlayerbotAIConfig.sightDistance));
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(dis > TRAVELNODE_THRESHOLD));
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// If a node plan is already active, ride it — but only if its
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// If a node plan is already active, ride it — but only if its
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// destination still matches the requested dest. Otherwise the
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// destination still matches the requested dest. Otherwise the
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