Isolate travel changes from branch RpgGoCity

This commit is contained in:
Keleborn 2026-04-16 20:28:15 -07:00
parent 5d7fb9e97d
commit 6298660a21
21 changed files with 1725 additions and 894 deletions

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@ -1028,6 +1028,12 @@ AiPlayerbot.RestrictedHealerDPSMaps = "33,34,36,43,47,48,70,90,109,129,209,229,2
# Default: 1 (enabled)
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.
# Sum of weights need not be 100. Set to 0 to disable the status.
#

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@ -275,7 +275,7 @@ bool DebugAction::Execute(Event event)
[]
{
TravelNodeMap::instance().removeNodes();
TravelNodeMap::instance().loadNodeStore();
TravelNodeMap::instance().LoadNodeStore();
});
t.detach();
@ -297,7 +297,7 @@ bool DebugAction::Execute(Event event)
// uint32 time = 60 * IN_MILLISECONDS; //not used, line marked for removal.
std::vector<WorldPosition> ppath = l.second->getPath();
std::vector<WorldPosition> ppath = l.second->GetPath();
for (auto p : ppath)
{

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@ -19,83 +19,8 @@
#include "Transport.h"
#include "Map.h"
namespace
{
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;
}
}
// Transport helpers (GetTransportForPosTolerant, FindBoardingPointOnTransport,
// BoardTransport) are now on MovementAction — inherited by FollowAction.
bool FollowAction::Execute(Event /*event*/)
{

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@ -11,6 +11,7 @@
#include <string>
#include "Corpse.h"
#include "DBCStores.h"
#include "Event.h"
#include "FleeManager.h"
#include "G3D/Vector3.h"
@ -19,7 +20,9 @@
#include "LootObjectStack.h"
#include "Map.h"
#include "MotionMaster.h"
#include "MoveSpline.h"
#include "MoveSplineInitArgs.h"
#include "TravelNode.h"
#include "MovementGenerator.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
@ -36,6 +39,7 @@
#include "SpellInfo.h"
#include "Stances.h"
#include "Timer.h"
#include "Transport.h"
#include "Unit.h"
#include "Vehicle.h"
#include "WaypointMovementGenerator.h"
@ -128,10 +132,8 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
float z = target->GetPositionZ();
// Use standard PathGenerator to find a route.
PathGenerator path(bot);
path.CalculatePath(x, y, z, false);
PathType type = path.GetPathType();
if (type != PATHFIND_NORMAL && type != PATHFIND_INCOMPLETE)
PathResult path = GeneratePath(x, y, z, DEFAULT_PATH_ACCEPT_MASK, false);
if (!path.reachable)
return false;
if (!ranged)
@ -140,9 +142,9 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
float dist = FLT_MAX;
PositionInfo dest;
if (!path.GetPath().empty())
if (!path.points.empty())
{
for (auto& point : path.GetPath())
for (auto& point : path.points)
{
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
CreateWp(bot, point.x, point.y, point.z, 0.0, 2334);
@ -1732,6 +1734,19 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
// return current_z;
// }
PathResult MovementAction::GeneratePath(float x, float y, float z, uint32 acceptMask, bool forceDestination)
{
PathResult result;
PathGenerator gen(bot);
gen.CalculatePath(x, y, z, forceDestination);
result.pathType = gen.GetPathType();
result.reachable = !(result.pathType & (~acceptMask));
result.points = gen.GetPath();
result.actualEnd = gen.GetActualEndPosition();
result.end = gen.GetEndPosition();
return result;
}
const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y, float z, float& modified_z,
int maxSearchCount, bool normal_only, float step)
{
@ -2972,4 +2987,509 @@ bool MoveAwayFromPlayerWithDebuffAction::Execute(Event /*event*/)
return false;
}
bool MoveAwayFromPlayerWithDebuffAction::isPossible() { return bot->CanFreeMove(); }
bool MoveAwayFromPlayerWithDebuffAction::isPossible()
{
return bot->CanFreeMove();
}
bool MovementAction::CheckSplineProgress(TravelPlan& state)
{
if (!state.splineActive)
return false;
if (bot->movespline->Finalized())
{
G3D::Vector3 const& endPt = state.walkPoints.back();
float distToEnd = bot->GetExactDist(endPt.x, endPt.y, endPt.z);
if (distToEnd < 10.0f)
{
state.splineActive = false;
state.walkPoints.clear();
return true; // Arrived
}
// If we havent arrived to destination, but are done moving then something interrupted it.
// Need to restart. Reset state
state.splineActive = false;
return false;
}
// Stuck detection
if (state.splineStartTime &&
GetMSTimeDiffToNow(state.splineStartTime) > state.expectedDuration * 2 + (30 * IN_MILLISECONDS))
{
G3D::Vector3 const& endPt = state.walkPoints.back();
botAI->TeleportTo(WorldLocation(bot->GetMapId(), endPt.x, endPt.y, endPt.z));
state.splineActive = false;
state.walkPoints.clear();
return true;
}
return false; // Still moving
}
bool MovementAction::LaunchWalkSpline(TravelPlan& state)
{
if (state.walkPoints.size() < 2)
{
state.walkPoints.clear();
return false;
}
// Trim to current position
G3D::Vector3 botPos(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
float closestDist = FLT_MAX;
size_t closestIdx = 0;
for (size_t i = 0; i < state.walkPoints.size(); ++i)
{
float distance = (state.walkPoints[i] - botPos).squaredLength();
if (distance < closestDist)
{
closestDist = distance;
closestIdx = i;
}
}
if (closestIdx > 0)
state.walkPoints.erase(state.walkPoints.begin(), state.walkPoints.begin() + closestIdx);
state.walkPoints.insert(state.walkPoints.begin(), botPos);
if (state.walkPoints.size() < 2)
{
state.walkPoints.clear();
return true;
}
// Mount up
if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive())
botAI->DoSpecificAction("check mount state", Event(), true);
float totalDist = 0;
for (size_t i = 1; i < state.walkPoints.size(); ++i)
totalDist += (state.walkPoints[i] - state.walkPoints[i - 1]).length();
float speed = bot->GetSpeed(MOVE_RUN);
state.expectedDuration = static_cast<uint32>((totalDist / speed) * IN_MILLISECONDS);
bot->GetMotionMaster()->MoveSplinePath(&state.walkPoints, FORCED_MOVEMENT_RUN);
state.splineStartTime = getMSTime();
state.splineActive = true;
LOG_DEBUG("playerbots", "[TravelPlan] Bot {} walk spline: {} points, {:.0f}y",
bot->GetName(), state.walkPoints.size(), totalDist);
return false; // Walking
}
bool MovementAction::MoveToSpline(TravelPlan& state, WorldPosition target)
{
if (!IsMovingAllowed())
return false;
// Generate path
state.walkPoints.clear();
PathResult path = GeneratePath(target.GetPositionX(), target.GetPositionY(),
target.GetPositionZ());
for (auto const& pt : path.points)
state.walkPoints.push_back(G3D::Vector3(pt.x, pt.y, pt.z));
if (state.walkPoints.size() < 2)
{
state.walkPoints.clear();
return false;
}
// Launch spline movement
LaunchWalkSpline(state);
return true;
}
bool MovementAction::GetTravelPlan(TravelPlan& plan, WorldPosition destination)
{
WorldPosition botPos(bot->GetMapId(), bot->GetPositionX(),
bot->GetPositionY(), bot->GetPositionZ());
bool havePlan = sTravelNodeMap.GetFullPath(plan, botPos,
bot->GetZoneId(), bot->GetTeamId(),
destination);
if (!havePlan)
TeleportFallback(plan, destination, "no plan");
return havePlan;
}
bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
{
if (!state.IsActive())
return false;
if (bot->IsInFlight())
return true;
// Handle active spline
if (state.splineActive)
{
if (!CheckSplineProgress(state))
{
if (state.splineActive)
return true; // Still moving
else
LaunchWalkSpline(state); // Interrupted, re-launch
}
return true;
}
if (state.stepIdx >= state.steps.size())
{
state.Reset();
return true;
}
const PathNodePoint& pt = state.steps[state.stepIdx];
switch (pt.type)
{
case PathNodeType::NODE_PREPATH:
case PathNodeType::NODE_PATH:
case PathNodeType::NODE_NODE:
{
// Batch consecutive walk points into one spline, capped at 100 points per tick.
static constexpr uint32 MAX_SPLINE_POINTS = 100;
state.walkPoints.clear();
while (state.stepIdx < state.steps.size() && state.walkPoints.size() < MAX_SPLINE_POINTS)
{
const PathNodePoint& wp = state.steps[state.stepIdx];
if (wp.type != PathNodeType::NODE_PREPATH && wp.type != PathNodeType::NODE_PATH && wp.type != PathNodeType::NODE_NODE)
break;
state.walkPoints.push_back(G3D::Vector3(wp.point.GetPositionX(), wp.point.GetPositionY(), wp.point.GetPositionZ()));
state.stepIdx++;
}
if (state.walkPoints.empty())
return true;
// Already near end of batch?
G3D::Vector3 const& last = state.walkPoints.back();
float dist = bot->GetExactDist(last.x, last.y, last.z);
if (dist < 10.0f)
{
state.walkPoints.clear();
return true;
}
// Too far from first point — teleport
if (state.walkPoints.size() >= 2)
{
G3D::Vector3 const& first = state.walkPoints.front();
float distToFirst = bot->GetExactDist( first.x, first.y, first.z);
if (distToFirst > MAX_PATHFINDING_DISTANCE)
{
TeleportFallback(state, WorldPosition(bot->GetMapId(), last.x, last.y, last.z), "walk batch too far");
state.walkPoints.clear();
return true;
}
}
// Single point — use PathGenerator directly
if (state.walkPoints.size() < 2)
{
WorldPosition target(bot->GetMapId(), last.x, last.y, last.z);
MoveToSpline(state, target);
state.walkPoints.clear();
return true;
}
LaunchWalkSpline(state);
return true;
}
case PathNodeType::NODE_PORTAL:
{
// Pair: source (pointIdx) + dest (pointIdx+1)
if (state.stepIdx + 1 >= state.steps.size())
{
state.Reset();
return false;
}
const PathNodePoint& src = state.steps[state.stepIdx];
const PathNodePoint& dst = state.steps[state.stepIdx + 1];
// Already on destination map?
if (bot->GetMapId() == dst.point.GetMapId())
{
state.stepIdx += 2;
return true;
}
// Walk to portal source
float dist = bot->GetExactDist(src.point.GetPositionX(), src.point.GetPositionY(), src.point.GetPositionZ());
if (dist > INTERACTION_DISTANCE)
return MoveTo(src.point.GetMapId(), src.point.GetPositionX(), src.point.GetPositionY(), src.point.GetPositionZ());
// At portal, but havent teleported though
TeleportFallback(state, dst.point, "portal walk-through");
state.stepIdx += 2;
return true;
}
case PathNodeType::NODE_TRANSPORT:
{
if (state.stepIdx + 1 >= state.steps.size())
{
state.Reset();
return false;
}
const PathNodePoint& board = state.steps[state.stepIdx];
const PathNodePoint& arrive = state.steps[state.stepIdx + 1];
// Arrived at destination?
if (bot->GetMapId() == arrive.point.GetMapId() && !bot->GetTransport())
{
state.stepIdx += 2;
return true;
}
// On transport — wait
if (bot->GetTransport())
{
if (bot->GetMapId() == arrive.point.GetMapId())
{
bot->GetTransport()->RemovePassenger(bot);
bot->StopMovingOnCurrentPos();
state.stepIdx += 2;
}
return true;
}
// Walk to boarding point
float dist = bot->GetExactDist(board.point.GetPositionX(), board.point.GetPositionY(), board.point.GetPositionZ());
if (dist > 60.0f)
return MoveTo(board.point.GetMapId(), board.point.GetPositionX(), board.point.GetPositionY(), board.point.GetPositionZ());
// Try to board
if (board.entry)
{
Map* map = bot->GetMap();
if (map)
{
Transport* transport =
GetTransportForPosTolerant(map, bot, bot->GetPhaseMask(), board.point.GetPositionX(),
board.point.GetPositionY(), board.point.GetPositionZ());
if (transport && transport->GetEntry() == board.entry)
{
BoardTransport(transport);
return true;
}
}
}
// Wait at boarding point
if (dist > INTERACTION_DISTANCE)
return MoveTo(board.point.GetMapId(), board.point.GetPositionX(), board.point.GetPositionY(), board.point.GetPositionZ());
return true;
}
case PathNodeType::NODE_FLIGHTPATH:
{
if (state.stepIdx + 1 >= state.steps.size())
{
state.Reset();
return false;
}
const PathNodePoint& dep = state.steps[state.stepIdx];
const PathNodePoint& arr = state.steps[state.stepIdx + 1];
if (bot->IsInFlight())
return true;
// Resolve taxi path
if (state.route.empty())
{
uint32 fromTaxi = sObjectMgr->GetNearestTaxiNode(dep.point.GetPositionX(), dep.point.GetPositionY(),
dep.point.GetPositionZ(), dep.point.GetMapId(), bot->GetTeamId());
uint32 toTaxi = sObjectMgr->GetNearestTaxiNode(arr.point.GetPositionX(), arr.point.GetPositionY(),
arr.point.GetPositionZ(), arr.point.GetMapId(), bot->GetTeamId());
if (fromTaxi && toTaxi && fromTaxi != toTaxi)
state.route = sTravelNodeMap.FindTaxiPath(fromTaxi, toTaxi);
if (state.route.empty())
{
state.stepIdx += 2;
return true;
}
}
Creature* flightMaster = sTravelMgr.GetNearestFlightMaster(bot);
if (!flightMaster || !flightMaster->IsAlive())
{
state.route.clear();
state.stepIdx += 2;
return true;
}
if (bot->GetDistance(flightMaster) > INTERACTION_DISTANCE)
return MoveTo(flightMaster, INTERACTION_DISTANCE);
botAI->RemoveShapeshift();
if (bot->IsMounted())
bot->Dismount();
if (bot->ActivateTaxiPathTo(state.route, flightMaster, 0))
LOG_DEBUG("playerbots","[TravelPlan] Bot {} taking flight ({} nodes)", bot->GetName(), state.route.size());
state.route.clear();
state.stepIdx += 2;
return true;
}
case PathNodeType::NODE_TELEPORT:
{
if (state.stepIdx + 1 >= state.steps.size())
{
state.Reset();
return false;
}
const PathNodePoint& dst = state.steps[state.stepIdx + 1];
TeleportFallback(state, dst.point, "teleport spell");
state.stepIdx += 2;
return true;
}
case PathNodeType::NODE_FLYING_MOUNT:
{
if (state.stepIdx + 1 >= state.steps.size())
{
state.Reset();
return false;
}
const PathNodePoint& dst = state.steps[state.stepIdx + 1];
TeleportFallback(state, dst.point, "flying mount not implemented");
state.stepIdx += 2;
return true;
}
}
return false;
}
void MovementAction::TeleportFallback(TravelPlan& state, WorldPosition target, char const* reason)
{
LOG_INFO("playerbots", "[TravelPlan] Bot {} teleport fallback ({}): from map={} ({:.0f},{:.0f},{:.0f}) to map={} ({:.0f},{:.0f},{:.0f})",
bot->GetName(), reason, bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), target.GetMapId(), target.GetPositionX(),
target.GetPositionY(), target.GetPositionZ());
botAI->TeleportTo(target);
}
Transport* MovementAction::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* transport = map->GetTransportForPos(phaseMask, x, y, pz, ref))
return transport;
}
return nullptr;
}
bool MovementAction::FindBoardingPointOnTransport(Map* map, Transport* expectedTransport, WorldObject* ref,
float refX, float refY, float refZ, float botX, float botY, float botZ, float& outX, float& outY, float& outZ)
{
if (!map || !expectedTransport || !ref)
return false;
uint32 const phaseMask = ref->GetPhaseMask();
if (GetTransportForPosTolerant(map, ref, phaseMask, refX, refY, refZ)
!= expectedTransport)
return false;
float const probeZ = std::max(refZ, botZ);
float const dx2 = botX - refX;
float const dy2 = botY - refY;
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 - refX) / static_cast<float>(steps);
float const dy = (botY - refY) / static_cast<float>(steps);
if (map->GetTransportForPos(phaseMask, refX, refY, probeZ, ref) != expectedTransport)
return false;
float lastX = refX;
float lastY = refY;
bool found = false;
for (int32 i = 1; i <= steps; ++i)
{
float const px = refX + dx * i;
float const py = refY + 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 = refZ;
return true;
}
bool MovementAction::BoardTransport(Transport* transport)
{
if (!transport || transport->IsStaticTransport())
return false;
Map* map = bot->GetMap();
if (!map)
return false;
// Already on this transport
if (bot->GetTransport() == transport)
return true;
// Check if bot is on the transport surface
float probeZ = std::max(bot->GetPositionZ(), transport->GetPositionZ());
Transport* surface = GetTransportForPosTolerant(map, bot, bot->GetPhaseMask(), bot->GetPositionX(),
bot->GetPositionY(), probeZ);
if (surface == transport)
{
transport->AddPassenger(bot, true);
bot->StopMovingOnCurrentPos();
return true;
}
// Not on surface — move toward the transport
float destX = transport->GetPositionX();
float destY = transport->GetPositionY();
float destZ = transport->GetPositionZ();
// Try to find nearest boarding edge
float edgeX, edgeY, edgeZ;
if (FindBoardingPointOnTransport(map, transport, transport, transport->GetPositionX(), transport->GetPositionY(),
transport->GetPositionZ(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), edgeX, edgeY, edgeZ))
{
destX = edgeX;
destY = edgeY;
destZ = edgeZ;
}
// MovePoint without pathfinding (transport is a moving object)
if (MotionMaster* mm = bot->GetMotionMaster())
{
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
mm->MovePoint(0, destX, destY, destZ, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, false, false);
}
return false;
}

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@ -10,6 +10,7 @@
#include "Action.h"
#include "LastMovementValue.h"
#include "PathGenerator.h"
#include "PlayerbotAIConfig.h"
class Player;
@ -22,6 +23,19 @@ class Position;
#define ANGLE_90_DEG M_PI_2
#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 = 0x01 /*PATHFIND_NORMAL*/ | 0x04 /*PATHFIND_INCOMPLETE*/;
uint32 typeOk = 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
{
public:
@ -67,6 +81,26 @@ protected:
bool FleePosition(Position pos, float radius, uint32 minInterval = 1000);
bool CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList);
PathResult GeneratePath(float x, float y, float z, uint32 acceptMask = DEFAULT_PATH_ACCEPT_MASK, bool forceDestination = true);
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);
void TeleportFallback(TravelPlan& state, WorldPosition target, char const* reason);
protected:
struct CheckAngle
{

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@ -468,26 +468,21 @@ bool NewRpgTravelFlightAction::Execute(Event /*event*/)
data.inFlight = true;
return false;
}
Creature* flightMaster = ObjectAccessor::GetCreature(*bot, data.fromFlightMaster);
if (bot->GetDistance(data.fromPos) > INTERACTION_DISTANCE)
return MoveFarTo(data.fromPos);
Creature* flightMaster = ObjectAccessor::GetCreature(*bot, data.fromFlightMasterGuid);
if (!flightMaster || !flightMaster->IsAlive())
{
botAI->rpgInfo.ChangeToIdle();
return true;
}
if (bot->GetDistance(flightMaster) > INTERACTION_DISTANCE)
return MoveFarTo(flightMaster);
std::vector<uint32> nodes = data.path;
botAI->RemoveShapeshift();
if (bot->IsMounted())
bot->Dismount();
if (!bot->ActivateTaxiPathTo(nodes, flightMaster, 0))
if (!TakeFlight(data.path, flightMaster))
{
LOG_DEBUG("playerbots", "[New RPG] {} active taxi path {} (from {} to {}) failed", bot->GetName(),
flightMaster->GetEntry(), nodes[0], nodes[nodes.size() - 1]);
botAI->rpgInfo.ChangeToIdle();
return true;
}
return true;
}

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@ -96,25 +96,35 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
botAI->rpgInfo.stuckAttempts = 0;
const AreaTableEntry* entry = sAreaTableStore.LookupEntry(bot->GetZoneId());
std::string zone_name = PlayerbotAI::GetLocalizedAreaName(entry);
LOG_DEBUG(
"playerbots",
"[New RPG] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})",
LOG_DEBUG("playerbots","[New RPG] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})",
bot->GetName(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(),
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.GetMapId(), bot->GetZoneId(),
zone_name);
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
return bot->TeleportTo(dest);
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.GetMapId(), bot->GetZoneId(), zone_name);
botAI->TeleportTo(dest);
return true;
}
float dis = bot->GetExactDist(dest);
// Long distance + travel nodes enabled: use the pre-computed node graph
// (A*, flight paths, transports) instead of repeated mmap hops.
if (dis > MAX_PATHFINDING_DISTANCE && sPlayerbotAIConfig.enableTravelNodes)
{
if (!botAI->rpgInfo.HasActiveTravelPlan())
StartTravelPlan(dest);
return UpdateTravelPlan();
}
// Crossed below the travel-node threshold — clear any leftover plan
if (botAI->rpgInfo.HasActiveTravelPlan())
botAI->rpgInfo.ClearTravel();
// Short range: close enough for a single mmap call
if (dis < pathFinderDis)
{
return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false,
false, true);
}
const uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
// Primary strategy: ask mmap for a route to the TRUE destination.
// If mmap can reach it directly (PATHFIND_NORMAL) or partially
// (PATHFIND_INCOMPLETE — destinations beyond the smooth-path cap
@ -126,23 +136,18 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
// subsequent ticks early-out via IsWaitingForLastMove and no
// further PathGenerator calls fire until the bot arrives.
{
PathGenerator path(bot);
path.CalculatePath(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
PathType type = path.GetPathType();
bool canReach = !(type & (~typeOk));
if (canReach)
PathResult path = GeneratePath(dest.GetPositionX(), dest.GetPositionY(),
dest.GetPositionZ(), RELAXED_PATH_ACCEPT_MASK);
if (path.reachable)
{
const G3D::Vector3& endPos = path.GetActualEndPosition();
// Only commit if the mmap endpoint actually makes progress
// toward the destination. For pathological INCOMPLETE
// results (e.g. disconnected polys that still report
// INCOMPLETE) the endpoint can land right under the bot;
// fall through to cone sampling in that case.
float endDistToDest = dest.GetExactDist(endPos.x, endPos.y, endPos.z);
float endDistToDest = dest.GetExactDist(path.actualEnd.x, path.actualEnd.y, path.actualEnd.z);
if (endDistToDest + 5.0f < disToDest)
{
return MoveTo(bot->GetMapId(), endPos.x, endPos.y, endPos.z, false, false, false, true);
}
return MoveTo(bot->GetMapId(), path.actualEnd.x, path.actualEnd.y, path.actualEnd.z, false, false, false, true);
}
}
@ -166,18 +171,14 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
float dx = x + cos(angle) * sampleDis;
float dy = y + sin(angle) * sampleDis;
float dz = z + 0.5f;
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
PathType type = path.GetPathType();
bool canReach = !(type & (~typeOk));
PathResult path = GeneratePath(dx, dy, dz, RELAXED_PATH_ACCEPT_MASK);
if (canReach && fabs(delta) <= minDelta)
if (path.reachable && fabs(delta) <= minDelta)
{
found = true;
const G3D::Vector3& endPos = path.GetActualEndPosition();
rx = endPos.x;
ry = endPos.y;
rz = endPos.z;
rx = path.actualEnd.x;
ry = path.actualEnd.y;
rz = path.actualEnd.z;
minDelta = fabs(delta);
}
}
@ -188,12 +189,31 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
return false;
}
void NewRpgBaseAction::StartTravelPlan(WorldPosition dest)
{
TravelPlan& plan = botAI->rpgInfo.travelPlan;
GetTravelPlan(plan, dest);
LOG_DEBUG("playerbots","[New RPG] Bot {} starting travel plan to ({:.0f},{:.0f},{:.0f}) map={}, {} points",
bot->GetName(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.GetMapId(), plan.steps.size());
}
bool NewRpgBaseAction::UpdateTravelPlan()
{
TravelPlan& plan = botAI->rpgInfo.travelPlan;
bool result = ExecuteTravelPlan(plan);
if (!plan.IsActive())
botAI->rpgInfo.ClearTravel();
return result;
}
bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
{
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
{
return false;
}
WorldObject* object = botAI->GetWorldObject(guid);
if (!object)
@ -245,13 +265,9 @@ bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority,
float dy = y + distance * sin(angle);
float dz = z;
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
PathType type = path.GetPathType();
uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
bool canReach = !(type & (~typeOk));
PathResult path = GeneratePath(dx, dy, dz, RELAXED_PATH_ACCEPT_MASK);
if (!canReach)
if (!path.reachable)
continue;
if (!map->CanReachPositionAndGetValidCoords(bot, dx, dy, dz))
@ -276,6 +292,28 @@ bool NewRpgBaseAction::ForceToWait(uint32 duration, MovementPriority priority)
return true;
}
bool NewRpgBaseAction::TakeFlight(std::vector<uint32> const& taxiNodes, Creature* flightMaster)
{
if (taxiNodes.size() < 2 || !flightMaster || !flightMaster->IsAlive())
return false;
botAI->RemoveShapeshift();
if (bot->IsMounted())
bot->Dismount();
if (!bot->ActivateTaxiPathTo(taxiNodes, flightMaster, 0))
{
LOG_DEBUG("playerbots", "[New RPG] Bot {} flight ({} nodes, {} to {}) failed",
bot->GetName(), taxiNodes.size(), taxiNodes.front(), taxiNodes.back());
return false;
}
LOG_DEBUG("playerbots", "[New RPG] Bot {} taking flight ({} nodes, {} to {})",
bot->GetName(), taxiNodes.size(), taxiNodes.front(), taxiNodes.back());
return true;
}
/// @TODO: Fix redundant code
/// Quest related method refer to TalkToQuestGiverAction.h
bool NewRpgBaseAction::InteractWithNpcOrGameObjectForQuest(ObjectGuid guid)
@ -978,6 +1016,10 @@ WorldPosition NewRpgBaseAction::SelectRandomGrindPos(Player* bot)
uint32 idx = urand(0, lo_prepared_locs.size() - 1);
dest = lo_prepared_locs[idx];
}
if (!dest.IsValid())
return dest;
LOG_DEBUG("playerbots", "[New RPG] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
@ -1021,6 +1063,10 @@ WorldPosition NewRpgBaseAction::SelectRandomCampPos(Player* bot)
uint32 idx = urand(0, prepared_locs.size() - 1);
dest = prepared_locs[idx];
}
if (!dest.IsValid())
return dest;
LOG_DEBUG("playerbots", "[New RPG] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})",
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
prepared_locs.size(), locs.size());
@ -1058,7 +1104,6 @@ bool NewRpgBaseAction::RandomChangeStatus(std::vector<NewRpgStatus> candidateSta
probSum += sPlayerbotAIConfig.RpgStatusProbWeight[status];
}
}
// Safety check. Default to "rest" if all RPG weights = 0
if (availableStatus.empty() || probSum == 0)
{
botAI->rpgInfo.ChangeToRest();
@ -1139,11 +1184,11 @@ bool NewRpgBaseAction::RandomChangeStatus(std::vector<NewRpgStatus> candidateSta
}
case RPG_TRAVEL_FLIGHT:
{
ObjectGuid flightMaster;
ObjectGuid flightMasterGuid;
std::vector<uint32> path;
if (SelectRandomFlightTaxiNode(flightMaster, path))
if (SelectRandomFlightTaxiNode(flightMasterGuid, path))
{
botAI->rpgInfo.ChangeToTravelFlight(flightMaster, path);
botAI->rpgInfo.ChangeToTravelFlight(flightMasterGuid, path);
return true;
}
return false;
@ -1240,3 +1285,5 @@ bool NewRpgBaseAction::CheckRpgStatusAvailable(NewRpgStatus status)
}
return false;
}

View File

@ -33,6 +33,7 @@ protected:
bool MoveWorldObjectTo(ObjectGuid guid, float distance = INTERACTION_DISTANCE);
bool MoveRandomNear(float moveStep = 50.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, WorldObject* center = nullptr);
bool ForceToWait(uint32 duration, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
bool TakeFlight(std::vector<uint32> const& taxiNodes, Creature* flightMaster);
/* QUEST RELATED CHECK */
ObjectGuid ChooseNpcOrGameObjectToInteract(bool questgiverOnly = false, float distanceLimit = 0.0f);
@ -69,6 +70,10 @@ protected:
// the teleport fires, but long enough that a genuine long
// walk that is slowly making progress never triggers it.
const uint32 stuckTime = 90 * 1000;
private:
void StartTravelPlan(WorldPosition dest);
bool UpdateTravelPlan();
};
#endif

View File

@ -4,33 +4,43 @@
#include "Timer.h"
void NewRpgInfo::ClearTravel()
{
travelPlan.Reset();
}
void NewRpgInfo::ChangeToGoGrind(WorldPosition pos)
{
startT = getMSTime();
ClearTravel();
data = GoGrind{pos};
}
void NewRpgInfo::ChangeToGoCamp(WorldPosition pos)
{
startT = getMSTime();
ClearTravel();
data = GoCamp{pos};
}
void NewRpgInfo::ChangeToWanderNpc()
{
startT = getMSTime();
ClearTravel();
data = WanderNpc{};
}
void NewRpgInfo::ChangeToWanderRandom()
{
startT = getMSTime();
ClearTravel();
data = WanderRandom{};
}
void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest)
{
startT = getMSTime();
ClearTravel();
DoQuest do_quest;
do_quest.questId = questId;
do_quest.quest = quest;
@ -40,6 +50,7 @@ void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest)
void NewRpgInfo::ChangeToTravelFlight(ObjectGuid fromFlightMaster, std::vector<uint32> path)
{
startT = getMSTime();
ClearTravel();
TravelFlight flight;
flight.fromFlightMaster = fromFlightMaster;
flight.path = std::move(path);
@ -58,12 +69,14 @@ void NewRpgInfo::ChangeToOutdoorPvp(ObjectGuid::LowType capturePointSpawnId)
void NewRpgInfo::ChangeToRest()
{
startT = getMSTime();
ClearTravel();
data = Rest{};
}
void NewRpgInfo::ChangeToIdle()
{
startT = getMSTime();
ClearTravel();
data = Idle{};
}
@ -76,6 +89,7 @@ void NewRpgInfo::Reset()
{
data = Idle{};
startT = getMSTime();
ClearTravel();
}
void NewRpgInfo::SetMoveFarTo(WorldPosition pos)

View File

@ -74,7 +74,9 @@ struct NewRpgInfo
uint32 stuckTs{0};
uint32 stuckAttempts{0};
WorldPosition moveFarPos;
// END MOVE_FAR
TravelPlan travelPlan;
bool HasActiveTravelPlan() const { return travelPlan.IsActive(); }
void ClearTravel();
using RpgData = std::variant<
Idle,

View File

@ -735,6 +735,21 @@ 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()
{
if (!bot || !bot->GetSession())

View File

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

View File

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

View File

@ -687,93 +687,6 @@ std::vector<WorldPosition> WorldPosition::frommGridCoord(mGridCoord GridCoord)
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> retVec;
@ -786,34 +699,42 @@ std::vector<WorldPosition> WorldPosition::fromPointsArray(std::vector<G3D::Vecto
// A single pathfinding attempt from one position to another. Returns pathfinding status and path.
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 {};
// Load mmaps and vmaps between the two points.
loadMapAndVMaps(startPos);
tempCreature = new Creature();
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);
path.CalculatePath(startPos.GetPositionX(), startPos.GetPositionY(), startPos.GetPositionZ());
// Ensure grids are created at both endpoints so mmap tiles are available.
// 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()));
}
PathGenerator path(pathUnit);
path.CalculatePath(GetPositionX(), GetPositionY(), GetPositionZ());
Movement::PointsArray points = path.GetPath();
PathType type = path.GetPathType();
if (sPlayerbotAIConfig.hasLog("pathfind_attempt_point.csv"))
{
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))
{
std::ostringstream out;
out << sPlayerbotAIConfig.GetTimestampStr() << "+00,";
out << std::fixed << std::setprecision(1) << type << ",";
printWKT(fromPointsArray(points), out, 1);
sPlayerbotAIConfig.log("pathfind_attempt.csv", out.str().c_str());
}
if (tempCreature)
delete tempCreature;
if (type == PATHFIND_INCOMPLETE || type == PATHFIND_NORMAL)
return fromPointsArray(points);
@ -1079,6 +1000,14 @@ GuidPosition::GuidPosition(GameObjectData const& goData)
loadedFromDB = true;
}
TravelDestination::~TravelDestination()
{
for (WorldPosition* point : points)
delete point;
points.clear();
}
std::vector<WorldPosition*> TravelDestination::getPoints(bool ignoreFull)
{
if (ignoreFull)
@ -2385,9 +2314,7 @@ void TravelMgr::LoadQuestTravelTable()
sPlayerbotAIConfig.openLog("unload_grid.csv", "w");
sPlayerbotAIConfig.openLog("unload_obj.csv", "w");
TravelNodeMap::instance().loadNodeStore();
TravelNodeMap::instance().generateAll();
// Node loading/generation is handled by TravelNodeMap::Init() called from TravelMgr::Init().
/*
bool fullNavPointReload = false;
@ -2778,7 +2705,7 @@ void TravelMgr::LoadQuestTravelTable()
//if (preloadUnlinkedPaths && !startNode->hasLinkTo(endNode) && startNode->isUselessLink(endNode))
// continue;
startNode->buildPath(endNode, nullptr, false);
startNode->BuildPath(endNode, nullptr, false);
//if (startNode->hasLinkTo(endNode) && !startNode->getPathTo(endNode)->getComplete())
//startNode->removeLinkTo(endNode);
@ -2902,7 +2829,7 @@ void TravelMgr::LoadQuestTravelTable()
TravelNodePath nodePath = *path.second;
std::vector<WorldPosition> pPath = nodePath.getPath();
std::vector<WorldPosition> pPath = nodePath.GetPath();
std::reverse(pPath.begin(), pPath.end());
nodePath.setPath(pPath);
@ -4365,8 +4292,7 @@ void TravelMgr::Init()
PrepareZone2LevelBracket();
PrepareDestinationCache();
}
sTravelNodeMap.InitTaxiGraph();
LOG_INFO("playerbots", "Playerbots Taxi graph and destination cache built.");
sTravelNodeMap.Init();
}
Creature* TravelMgr::GetNearestFlightMaster(Player* bot)
@ -4518,6 +4444,34 @@ std::vector<WorldLocation> TravelMgr::GetCityLocations(Player* bot)
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()
{
// Classic WoW - Low - level zones
@ -4604,6 +4558,7 @@ void TravelMgr::PrepareDestinationCache()
uint32 flightMastersCount = 0;
uint32 innkeepersCount = 0;
uint32 bankerCount = 0;
uint32 auctioneerCount = 0;
LOG_INFO("playerbots", "Preparing destination caches for {} levels...", maxLevel);
// Temporary map to group creatures by entry and area
@ -4728,7 +4683,7 @@ void TravelMgr::PrepareDestinationCache()
creatureTemplate->Entry != 30606 && creatureTemplate->Entry != 30608 &&
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.entry = templateEntry;
uint32 level = (creatureTemplate->minlevel + creatureTemplate->maxlevel + 1) / 2;
@ -4751,6 +4706,31 @@ void TravelMgr::PrepareDestinationCache()
}
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
@ -4760,13 +4740,29 @@ void TravelMgr::PrepareDestinationCache()
{
CreatureTemplate const* creatureTemplate = sObjectMgr->GetCreatureTemplate(creatureDataList[0].id1);
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;
l <= (int32)level + (int32)sPlayerbotAIConfig.randomBotTeleHigherLevel; l++)
{
if (l < 1 || l > maxLevel)
continue;
locsPerLevelCache[(uint8)l].push_back(WorldLocation(std::get<0>(gridTuple)));
locsPerLevelCache[(uint8)l].push_back(WorldLocation(mapId, avgX, avgY, avgZ, 0.0f));
}
}
}
@ -4812,5 +4808,5 @@ void TravelMgr::PrepareDestinationCache()
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

@ -268,12 +268,6 @@ public:
std::vector<mGridCoord> getmGridCoords(WorldPosition secondPos);
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
WorldPosition getDisplayLocation();
float getDisplayX() { return getDisplayLocation().GetPositionY() * -1.0; }
@ -507,9 +501,15 @@ public:
radiusMin = radiusMin1;
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; }
@ -673,7 +673,7 @@ public:
bool isActive(Player* bot) override;
virtual CreatureTemplate const* GetCreatureTemplate();
std::string const getName() override { return "RpgTravelDestination"; }
int32 getEntry() override { return 0; }
int32 getEntry() override { return entry; }
std::string const getTitle() override;
protected:
@ -846,6 +846,12 @@ protected:
class TravelMgr
{
public:
struct NpcLocation
{
WorldLocation loc;
uint32 entry;
};
static TravelMgr& instance()
{
static TravelMgr instance;
@ -864,6 +870,7 @@ public:
const std::vector<WorldLocation> GetTeleportLocations(Player* bot);
const std::vector<WorldLocation> GetTravelHubs(Player* bot);
std::vector<WorldLocation> GetCityLocations(Player* bot);
bool SelectAuctioneerByMap(Player* bot, NpcLocation& outAuctioneer);
const std::vector<WorldLocation>& GetLocsPerLevelCache(uint8 level) { return locsPerLevelCache[level]; }
template <class D, class W, class URBG>
@ -968,18 +975,14 @@ private:
bool InsideBracket(uint32 val) const { return val >= low && val <= high; }
};
struct BankerLocation
{
WorldLocation loc;
uint32 entry;
};
// Navigation caches
std::map<uint32, WorldPosition> allianceFlightMasterCache;
std::map<uint32, WorldPosition> hordeFlightMasterCache;
std::map<uint8, std::vector<WorldLocation>> allianceHubsPerLevelCache;
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::map<uint8, std::vector<WorldLocation>> locsPerLevelCache;
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 "G3D/Vector3.h"
#include "TravelMgr.h"
// 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.
// 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
@ -24,33 +25,68 @@
// <S> ---> [N1] ---> [N2] ---> [N3] ---> <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
// from [N1] to [N3] If we can move fom [S] to [N1] and from [N3] to [E] we have a complete route to travel.
// [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 from [S] to [N1] and from [N3] to [E] we have a complete route to travel.
//
// Termonology:
// 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
// another. A link is one-directional. Path: the waypointpath returned by the standard PathGenerator to move from one
// node (or position) to another. A path can be imcomplete or empty which means there is no link. 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.
// 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
// other nodes. Stored in DB table `playerbots_travelnode`.
// Link: The connection between two nodes. A link signifies that the bot can travel from one node to another.
// A link is one-directional. Stored in `playerbots_travelnode_link`.
// Path: The waypoint path returned by the standard PathGenerator to move from one node (or position) to another.
// 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
// use. Nodes can be added and removed realtime however because bots access the nodes from different threads this
// requires a locking mechanism.
// Edge types (TravelNodePathType):
// walk(1) — Walk via navmesh waypoints (stored in DB)
// 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:
// 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
// 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
// good for global coverage)
// good for global coverage).
//
// To increase coverage/linking extra nodes can be automatically be created.
// Current implentation places nodes on paths (including complete) at sub-zone transitions or randomly.
// After calculating possible links the node is removed if it does not create local coverage.
// To increase coverage/linking extra nodes must be manually created via the "playerbot travel generatenode"
// console command after importing the specified node. Current implementation places nodes on paths (including
// 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
{
@ -59,21 +95,20 @@ enum class TravelNodePathType : uint8
portal = 2,
transport = 3,
flightPath = 4,
teleportSpell = 5
teleportSpell = 5,
staticPortal = 6,
flyingMount = 7
};
// A connection between two nodes.
class TravelNodePath
{
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
TravelNodePath(float distance = 0.1f, float extraCost = 0, uint8 pathType = (uint8)TravelNodePathType::walk,
uint32 pathObject = 0, bool calculated = false, std::vector<uint8> maxLevelCreature = {0, 0, 0},
TravelNodePath(float distance = 0.1f, float extraCost = 0,
uint8 pathType = (uint8)TravelNodePathType::walk,
uint32 pathObject = 0, bool calculated = false,
std::vector<uint8> maxLevelCreature = {0, 0, 0},
float swimDistance = 0)
: extraCost(extraCost),
calculated(calculated),
@ -85,7 +120,7 @@ public:
{
if (pathType != (uint8)TravelNodePathType::walk)
complete = true;
};
}
TravelNodePath(TravelNodePath* basePath)
{
@ -98,11 +133,11 @@ public:
swimDistance = basePath->swimDistance;
pathType = basePath->pathType;
pathObject = basePath->pathObject;
};
}
// Getters
bool getComplete() { return complete || pathType != TravelNodePathType::walk; }
std::vector<WorldPosition> getPath() { return path; }
std::vector<WorldPosition> GetPath() { return path; }
TravelNodePathType getPathType() { return pathType; }
uint32 getPathObject() { return pathObject; }
@ -130,9 +165,6 @@ public:
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 setPathObject(uint32 pathObject1) { pathObject = pathObject1; }
@ -186,9 +218,10 @@ class TravelNode
{
public:
// 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;
point = point1;
@ -207,11 +240,11 @@ public:
void setPoint(WorldPosition point1) { point = point1; }
// Getters
std::string const getName() { return nodeName; };
WorldPosition* getPosition() { return &point; };
std::string const getName() { return nodeName; }
WorldPosition* getPosition() { return &point; }
std::unordered_map<TravelNode*, TravelNodePath>* getPaths() { return &paths; }
std::unordered_map<TravelNode*, TravelNodePath*>* getLinks() { return &links; }
bool isImportant() { return important; };
bool isImportant() { return important; }
bool isLinked() { return linked; }
bool isTransport()
@ -235,7 +268,8 @@ public:
bool isPortal()
{
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 false;
@ -251,17 +285,25 @@ public:
}
// WorldLocation shortcuts
uint32 getMapId() { return point.GetMapId(); }
uint32 GetMapId() { return point.GetMapId(); }
float getX() { return point.GetPositionX(); }
float getY() { return point.GetPositionY(); }
float getZ() { return point.GetPositionZ(); }
float getO() { return point.GetOrientation(); }
float getDistance(WorldPosition pos) { return point.distance(pos); }
float getDistance(TravelNode* node) { return point.distance(node->getPosition()); }
float fDist(TravelNode* node) { return point.fDist(node->getPosition()); }
float getDistance(TravelNode* node)
{
return point.distance(node->getPosition());
}
float fDist(TravelNode* node)
{
return point.fDist(node->getPosition());
}
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)
{
@ -275,10 +317,20 @@ public:
return nullptr;
}
bool hasPathTo(TravelNode* node) { return paths.find(node) != paths.end(); }
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);
bool hasPathTo(TravelNode* node)
{
return paths.find(node) != paths.end();
}
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)
{
@ -291,9 +343,18 @@ public:
}
}
bool hasLinkTo(TravelNode* node) { 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(); }
bool hasLinkTo(TravelNode* node)
{
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);
bool isEqual(TravelNode* compareNode);
@ -304,7 +365,8 @@ public:
bool cropUselessLinks();
// 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.
bool hasRouteTo(TravelNode* node)
@ -314,7 +376,10 @@ public:
routes[mNode] = true;
return routes.find(node) != routes.end();
};
}
void clearRoutes() { routes.clear(); }
void setRouteTo(TravelNode* node) { routes[node] = true; }
void print(bool printFailed = true);
@ -344,24 +409,8 @@ protected:
// 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
enum PathNodeType
enum class PathNodeType : uint8
{
NODE_PREPATH = 0,
NODE_PATH = 1,
@ -369,13 +418,14 @@ enum PathNodeType
NODE_PORTAL = 3,
NODE_TRANSPORT = 4,
NODE_FLIGHTPATH = 5,
NODE_TELEPORT = 6
NODE_TELEPORT = 6,
NODE_FLYING_MOUNT = 7
};
struct PathNodePoint
{
WorldPosition point;
PathNodeType type = NODE_PATH;
PathNodeType type = PathNodeType::NODE_PATH;
uint32 entry = 0;
};
@ -383,24 +433,31 @@ struct PathNodePoint
class TravelPath
{
public:
TravelPath(){};
TravelPath(std::vector<PathNodePoint> fullPath1) { fullPath = fullPath1; }
TravelPath(std::vector<WorldPosition> path, PathNodeType type = NODE_PATH, uint32 entry = 0)
TravelPath() {}
TravelPath(std::vector<PathNodePoint> fullPath1)
{
fullPath = fullPath1;
}
TravelPath(std::vector<WorldPosition> path,
PathNodeType type = PathNodeType::NODE_PATH,
uint32 entry = 0)
{
addPath(path, type, entry);
}
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});
}
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)
{
fullPath.push_back(PathNodePoint{p, type, entry});
};
}
void addPath(std::vector<PathNodePoint> newPath)
{
@ -408,8 +465,11 @@ public:
}
void clear() { fullPath.clear(); }
bool empty() { return fullPath.empty(); }
std::vector<PathNodePoint> getPath() { return fullPath; }
bool empty() const { return fullPath.empty(); }
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 getBack() { return fullPath.back().point; }
@ -419,13 +479,9 @@ public:
for (auto const& p : fullPath)
retVec.push_back(p.point);
return retVec;
};
}
bool makeShortCut(WorldPosition startPos, float maxDist);
bool shouldMoveToNextPoint(WorldPosition startPos, std::vector<PathNodePoint>::iterator beg,
std::vector<PathNodePoint>::iterator ed, std::vector<PathNodePoint>::iterator p,
float& moveDist, float maxDist);
WorldPosition getNextPoint(WorldPosition startPos, float maxDist, TravelNodePathType& pathType, uint32& entry);
std::ostringstream const print();
@ -438,16 +494,24 @@ class TravelNodeRoute
{
public:
TravelNodeRoute() {}
TravelNodeRoute(std::vector<TravelNode*> nodes1) { nodes = nodes1; /*currentNode = route.begin();*/ }
TravelNodeRoute(std::vector<TravelNode*> nodes1)
{
nodes = nodes1;
}
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();
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);
std::ostringstream const print();
@ -467,12 +531,47 @@ public:
TravelNodeStub(TravelNode* dataNode1) { dataNode = dataNode1; }
TravelNode* dataNode;
float m_f = 0.0, m_g = 0.0, m_h = 0.0;
bool open = false, close = false;
float totalCost = 0.0;
float costFromStart = 0.0;
float heuristic = 0.0;
bool open = false;
bool closed = false;
TravelNodeStub* parent = nullptr;
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.
class TravelNodeMap
{
@ -484,14 +583,18 @@ public:
return instance;
}
TravelNode* addNode(WorldPosition pos, std::string const preferedName = "Travel Node", bool isImportant = false,
bool checkDuplicate = true, bool transport = false, uint32 transportId = 0);
TravelNode* addNode(WorldPosition pos,
std::string const preferedName = "Travel Node",
bool isImportant = false,
bool checkDuplicate = true,
bool transport = false,
uint32 transportId = 0);
void removeNode(TravelNode* node);
bool removeNodes()
{
if (m_nMapMtx.try_lock_for(std::chrono::seconds(10)))
{
for (auto& node : m_nodes)
for (auto& node : nodes)
removeNode(node);
m_nMapMtx.unlock();
@ -499,28 +602,32 @@ public:
}
return false;
};
}
void fullLinkNode(TravelNode* startNode, Unit* bot);
// 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);
// Find nearest node.
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 nullptr;
}
TravelNode* getNode(WorldPosition pos, std::vector<WorldPosition>& ppath, Unit* bot = nullptr, float range = -1);
TravelNode* getNode(WorldPosition pos, Unit* bot = nullptr, float range = -1)
TravelNode* getNode(WorldPosition pos,
std::vector<WorldPosition>& ppath,
Unit* bot = nullptr, float range = -1);
TravelNode* getNode(WorldPosition pos, Unit* bot = nullptr,
float range = -1)
{
std::vector<WorldPosition> ppath;
return getNode(pos, ppath, bot, range);
@ -536,15 +643,16 @@ public:
return rNodes[urand(0, rNodes.size() - 1)];
}
// Finds the best nodePath between two nodes
TravelNodeRoute getRoute(TravelNode* start, TravelNode* goal, Player* bot = nullptr);
// Finds the best nodePath between two nodes (A* over the node graph)
TravelNodeRoute GetNodeRoute(TravelNode* start, TravelNode* goal,
Player* bot);
// Find the best node between two positions
TravelNodeRoute getRoute(WorldPosition startPos, WorldPosition endPos, std::vector<WorldPosition>& startPath,
// Find the nearest start/end nodes for two world positions
TravelNodeRoute GetNearestNodes(WorldPosition startPos,
WorldPosition endPos,
std::vector<WorldPosition>& startPath,
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);
@ -563,15 +671,17 @@ public:
void removeUselessPaths();
void calculatePathCosts();
void generateTaxiPaths();
void generatePaths();
void generatePaths(bool fullGen = false);
void generateAll();
void Init();
void printMap();
void printNodeStore();
void saveNodeStore();
void loadNodeStore();
void LoadNodeStore();
bool cropUselessNode(TravelNode* startNode);
TravelNode* addZoneLinkNode(TravelNode* startNode);
@ -584,8 +694,25 @@ public:
void InitTaxiGraph();
std::vector<uint32> FindTaxiPath(uint32 fromNode, uint32 toNode);
void BuildZoneIndex();
void PrecomputeReachability();
TravelNode* GetNearestNodeInZone(WorldPosition pos, uint32 zoneId);
TravelNode* GetNearestNodeOnMap(WorldPosition pos);
bool GetFullPath(TravelPlan& plan, WorldPosition botPos,
uint32 botZoneId, uint32 teamId,
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::unordered_map<ObjectGuid, std::unordered_map<uint32, TravelNode*>> teleportNodes;
private:
TravelNodeMap() = default;
@ -601,13 +728,18 @@ private:
void BuildTaxiGraph();
void ComputeAllPaths();
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);
std::unordered_map<uint32, std::vector<uint32>> taxiGraph;
std::map<uint32, std::map<uint32, std::vector<uint32>>> taxiPathCache;
std::unordered_map<uint32, std::vector<uint32>> m_taxiGraph;
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;

View File

@ -644,6 +644,7 @@ bool PlayerbotAIConfig::Initialize()
autoTeleportForLevel = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoTeleportForLevel", false);
autoDoQuests = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoDoQuests", true);
enableNewRpgStrategy = sConfigMgr->GetOption<bool>("AiPlayerbot.EnableNewRpgStrategy", true);
enableTravelNodes = sConfigMgr->GetOption<bool>("AiPlayerbot.EnableTravelNodes", false);
RpgStatusProbWeight[RPG_WANDER_RANDOM] = sConfigMgr->GetOption<int32>("AiPlayerbot.RpgStatusProbWeight.WanderRandom", 15);
RpgStatusProbWeight[RPG_WANDER_NPC] = sConfigMgr->GetOption<int32>("AiPlayerbot.RpgStatusProbWeight.WanderNpc", 20);

View File

@ -368,6 +368,7 @@ public:
bool autoLearnTrainerSpells;
bool autoDoQuests;
bool enableNewRpgStrategy;
bool enableTravelNodes;
std::unordered_map<NewRpgStatus, uint32> RpgStatusProbWeight;
bool syncLevelWithPlayers;
bool autoLearnQuestSpells;

View File

@ -20,6 +20,7 @@
#include "PlayerbotMgr.h"
#include "RandomPlayerbotMgr.h"
#include "ScriptMgr.h"
#include "TravelNode.h"
using namespace Acore::ChatCommands;
@ -41,11 +42,16 @@ public:
{"unlink", HandleUnlinkAccountCommand, SEC_PLAYER, Console::No},
};
static ChatCommandTable playerbotsTravelCommandTable = {
{"generatenode", HandleGenerateTravelNodesCommand, SEC_GAMEMASTER, Console::Yes},
};
static ChatCommandTable playerbotsCommandTable = {
{"bot", HandlePlayerbotCommand, SEC_PLAYER, Console::No},
{"gtask", HandleGuildTaskCommand, SEC_GAMEMASTER, Console::Yes},
{"pmon", HandlePerfMonCommand, SEC_GAMEMASTER, Console::Yes},
{"rndbot", HandleRandomPlayerbotCommand, SEC_GAMEMASTER, Console::Yes},
{"travel", playerbotsTravelCommandTable},
{"debug", playerbotsDebugCommandTable},
{"account", playerbotsAccountCommandTable},
};
@ -106,6 +112,15 @@ public:
return true;
}
static bool HandleGenerateTravelNodesCommand(ChatHandler* handler, char const* /*args*/)
{
handler->PSendSysMessage("Regenerating travel node paths...");
LOG_INFO("playerbots", "Manual travel node regeneration started via console command.");
sTravelNodeMap.generateAll();
handler->PSendSysMessage("Travel node regeneration complete. Paths saved to database.");
return true;
}
static bool HandleDebugBGCommand(ChatHandler* handler, char const* args)
{
return BGTactics::HandleConsoleCommand(handler, args);