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

This commit is contained in:
bash 2026-05-14 21:56:54 +02:00
parent 101da6ecd3
commit 6ae973bb8e

View File

@ -3234,14 +3234,29 @@ bool MovementAction::RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints)
// 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. Common cases: cmangos
// waypoints landing in 1y navmesh gaps from AC extractor
// differences, tile-edge artifacts at zone borders.
bool const trustRaw = segPath.empty() ||
// 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() ||
TravelPath::IsPathCheating(segPath, aPos.distance(bPos));
if (trustRaw)
if (mmapFail)
{
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);