feat(Core/Travel): Align MoveFarTo and probe pipeline with cmangos

This commit is contained in:
bash 2026-05-10 18:14:42 +02:00
parent 0b90d2d41d
commit 716c22156d
9 changed files with 344 additions and 185 deletions

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@ -3308,7 +3308,7 @@ bool MovementAction::GetTravelPlan(TravelPlan& plan, WorldPosition destination)
destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ(),
destination.GetMapId(), botPos.fDist(destination));
return sTravelNodeMap.GetFullPath(plan, botPos, bot->GetZoneId(), destination);
return sTravelNodeMap.GetFullPath(plan, botPos, bot->GetZoneId(), destination, bot);
}
bool MovementAction::ExecuteTravelPlan(TravelPlan& state)

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@ -53,21 +53,29 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
return false;
// Already-at-dest short-stop. Below targetPosRecalcDistance the
// move is effectively done — stop any active spline and clear
// the cached path if it pointed here, so we don't keep gliding.
{
float const totalDistance = bot->GetExactDist(dest);
if (totalDistance < sPlayerbotAIConfig.targetPosRecalcDistance)
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (!lastMove.lastPath.empty() &&
lastMove.lastPath.getBack().distance(dest) <= totalDistance)
{
lastMove.clear();
}
bot->StopMoving();
return false;
}
}
// Let previously committed movement finish before recomputing.
//
// MoveTo internally caps its stored delay at maxWaitForMove
// (default 5s), but a long path (200+ yd routed around a
// mountain) takes 30+ seconds to walk. After 5s
// IsWaitingForLastMove returns false and MoveFarTo re-enters.
// Without this gate, DoMovePoint would call mm->Clear() and
// reissue MovePoint from the new bot position — and from a new
// position mmap's partial-path endpoint often differs, so the
// bot gets clobbered mid-walk and ends up oscillating around an
// unreachable destination.
//
// If the bot is still actively walking toward its last
// committed point on the same map, just let the current spline
// finish.
// If the bot is still actively walking toward its last committed
// point on the same map, just let the current spline finish.
// Prevents oscillation when a re-resolve produces a slightly
// different partial-path endpoint mid-walk.
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (bot->isMoving() && lastMove.lastMoveToMapId == bot->GetMapId())
@ -120,24 +128,7 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
points.reserve(pts.size());
for (auto const& wp : pts)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
G3D::Vector3 const& last = points.back();
float totalChainDist = 0.f;
for (size_t i = 1; i < points.size(); ++i)
totalChainDist += (points[i] - points[i - 1]).length();
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
uint32 expectedMs = static_cast<uint32>((totalChainDist / speed) * IN_MILLISECONDS);
uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
EmitDebugMove("MoveFar", "reuse",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return true;
return DispatchPathPoints(dest, points, "reuse");
}
}
// Path was cleared or collapsed — fall through to fresh planning.
@ -149,27 +140,25 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
float disToDest = bot->GetDistance(dest);
float dis = bot->GetExactDist(dest);
// Decision tree (cmangos ResolveMovePath order — travel nodes first):
// Decision tree:
// 1. Active node plan with matching dest → ride it.
// 2. Long-distance / cross-map: try the node graph FIRST.
// Graph internally probes mmap and falls back to A* route.
// 3. Else: 40-step chained mmap probe + regression guard.
// 4. Empty / non-progressing probe: single-waypoint MoveTo.
//
// 1. Active node plan? Ride it.
//
// 2. Long-distance move (>= nodeFirstDis) and travel nodes
// enabled: try the node graph FIRST. The graph holds
// curated waypoints that avoid known bad terrain.
//
// 3. If no node plan returned: run the 40-step chained mmap
// probe and dispatch its waypoint chain.
//
// 4. Empty / non-progressing probe: fall back to single-
// waypoint spline at dest.
bool tryNodes = (dis >= nodeFirstDis && sPlayerbotAIConfig.enableTravelNodes);
// needsLongPath gate — cross-map or > sightDistance go to graph.
// BG gating: graph holds open-world routes only.
bool tryNodes = sPlayerbotAIConfig.enableTravelNodes &&
!bot->InBattleground() &&
((bot->GetMapId() != dest.GetMapId()) ||
(dis > sPlayerbotAIConfig.sightDistance));
// If a node plan is already active, ride it — but only if its
// destination still matches the requested dest. Otherwise the
// old plan (e.g. built toward a quest objective POI) would keep
// driving the bot after the caller switched targets (e.g. to a
// turn-in NPC). cmangos's ResolveMovePath dodges this by being
// stateless; we have a long-lived plan flag, so check explicitly.
// turn-in NPC).
if (tryNodes && botAI->rpgInfo.HasActiveTravelPlan())
{
if (botAI->rpgInfo.travelPlan.destination.distance(dest) > 10.0f)
@ -199,8 +188,8 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
botAI->rpgInfo.ClearTravel();
}
// 40-step chained mmap probe — fallback when the node graph
// returned no plan (or for short moves below nodeFirstDis).
// 40-step chained mmap probe — primary for short moves and
// fallback when the node graph returned no plan.
WorldPosition botPos(bot);
std::vector<WorldPosition> probe = botPos.getPathTo(dest, bot);
@ -235,24 +224,7 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
points.reserve(pts.size());
for (auto const& wp : pts)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
G3D::Vector3 const& last = points.back();
float totalChainDist = 0.f;
for (size_t i = 1; i < points.size(); ++i)
totalChainDist += (points[i] - points[i - 1]).length();
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
uint32 expectedMs = static_cast<uint32>((totalChainDist / speed) * IN_MILLISECONDS);
uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
EmitDebugMove("MoveFar", "regress-keep",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return true;
return DispatchPathPoints(dest, points, "regress-keep");
}
}
}
@ -260,10 +232,7 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
}
}
// Walk the chained probe's full waypoint chain via MoveSplinePath.
// Handing the full waypoint vector to the motion master removes
// its discretion to introduce a straight-line shortcut between
// intermediate points.
// Walk the chained probe's full waypoint chain via DispatchPathPoints.
if (!probe.empty() && probe.size() >= 2)
{
WorldPosition stepDest = probe.back();
@ -271,56 +240,21 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
stepDest.GetPositionY(), stepDest.GetPositionZ());
if (endDistToDest + 5.0f < disToDest)
{
// Convert WorldPosition probe to G3D::Vector3 array.
Movement::PointsArray points;
points.reserve(probe.size());
for (auto const& wp : probe)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
// Per-waypoint Z-snap to current ground.
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
if (points.size() >= 2)
{
LOG_INFO("playerbots", "[MoveFar] {} mmap-path | dis={:.0f} | endDist={:.0f} | wp={}",
bot->GetName(), dis, endDistToDest, (uint32)points.size());
EmitDebugMove("MoveFar", "mmap",
points.back().x, points.back().y, points.back().z);
// Mount up if outdoors and not in combat.
if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive())
botAI->DoSpecificAction("check mount state", Event(), true);
// Bulk dispatch: hand the full waypoint chain to the
// motion master via MoveSplinePath. Motion master plays
// every point in sequence — no per-tick re-dispatching.
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
// Update LastMovement to the chain endpoint so spline-
// active early-exit at the top of MoveFarTo silences
// recompute attempts during the walk.
G3D::Vector3 const& last = points.back();
float totalDist = 0.f;
for (size_t i = 1; i < points.size(); ++i)
totalDist += (points[i] - points[i - 1]).length();
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
uint32 expectedMs = static_cast<uint32>((totalDist / speed) * IN_MILLISECONDS);
uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
// Cache full chain for downstream consumers
// (LastLongMoveValue) and the lastPath reuse check.
std::vector<WorldPosition> wpts;
wpts.reserve(points.size());
for (auto const& pt : points)
wpts.emplace_back(bot->GetMapId(), pt.x, pt.y, pt.z);
lastMove.setPath(TravelPath(wpts));
return true;
return DispatchPathPoints(dest, points, "mmap");
}
}
}
@ -340,31 +274,184 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
}
}
// Empty / non-progressing path falls back to dispatching the
// destination as a single waypoint. Spline only when target is
// line-of-sight: dispatching a straight line through walls
// produces visible clipping/glitching. If LOS is blocked we
// refuse and let UnstuckAction (5/10 min) catch the stuck.
bool const inLOS = bot->IsWithinLOS(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
LOG_INFO("playerbots", "[MoveFar] {} spline | dis={:.0f} | probe.empty={} | LOS={}",
bot->GetName(), dis,
probe.empty() ? "y" : "n",
inLOS ? "y" : "n");
if (!inLOS)
{
EmitDebugMove("MoveFar", "spline-blocked",
dest.GetPositionX(), dest.GetPositionY(),
dest.GetPositionZ());
return false; // Refuse to dispatch a straight line through geometry.
}
// Empty-probe fallback — single-waypoint MoveTo. Engine
// MovePoint(generatePath=true) does the local PathGenerator
// resolution. Cross-map can't be served by a single-map spline
// — bail rather than dispatching toward unreachable coords.
if (bot->GetMapId() != dest.GetMapId())
return false;
EmitDebugMove("MoveFar", "spline",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
// Same exact_waypoint=false rationale as the mmap branch — terrain-
// following spline, not a straight diagonal.
return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
false, false, false, false);
}
bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
Movement::PointsArray& points,
char const* label)
{
if (points.size() < 2)
return false;
// Save planner output BEFORE any clip/fixup mutation so next-tick
// reuse/regress branches see the original intent, not a clip-
// truncated tail.
{
LastMovement& lm = AI_VALUE(LastMovement&, "last movement");
std::vector<WorldPosition> wpts;
wpts.reserve(points.size());
for (auto const& pt : points)
wpts.emplace_back(dest.GetMapId(), pt.x, pt.y, pt.z);
lm.setPath(TravelPath(wpts));
}
// Underwater fixup — push waypoints submerged below the water
// surface up to the surface itself, unless the destination is
// itself underwater.
if (Map* map = bot->GetMap())
{
WorldPosition destWp = dest;
if (!destWp.isUnderWater())
{
for (auto& pt : points)
{
WorldPosition wp(dest.GetMapId(), pt.x, pt.y, pt.z);
if (wp.isUnderWater())
{
float surface = map->GetWaterLevel(pt.x, pt.y);
if (surface != INVALID_HEIGHT && surface > pt.z)
pt.z = surface;
}
}
}
}
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
// ClipPath — truncate path at first hostile creature within its
// own attack range. Skipped while in combat or dead.
if (botAI->GetState() != BOT_STATE_COMBAT && bot->IsAlive())
{
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
if (!targets.empty())
{
size_t clipAt = points.size();
for (size_t i = 0; i < points.size() && clipAt == points.size(); ++i)
{
for (ObjectGuid const& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
Creature* cre = unit->ToCreature();
if (!cre)
continue;
if (unit->GetLevel() > bot->GetLevel() + 5)
continue;
float range = cre->GetAttackDistance(bot);
float dx = unit->GetPositionX() - points[i].x;
float dy = unit->GetPositionY() - points[i].y;
float dz = unit->GetPositionZ() - points[i].z;
if (dx * dx + dy * dy + dz * dz > range * range)
continue;
if (!unit->IsWithinLOSInMap(bot))
continue;
clipAt = i;
break;
}
}
if (clipAt < points.size() && clipAt + 1 < points.size())
points.erase(points.begin() + clipAt + 1, points.end());
}
}
if (points.size() < 2)
return false;
G3D::Vector3 const& last = points.back();
float totalDist = 0.f;
for (size_t i = 1; i < points.size(); ++i)
totalDist += (points[i] - points[i - 1]).length();
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
// Inactive-bot teleport — when the path is longer than reactDistance
// and no real player is around to witness, jump to the path tail and
// schedule a cooldown. Skips cosmetic walking for unobserved random
// bots. Self-bots are excluded so observed sessions always walk.
if (sRandomPlayerbotMgr.IsRandomBot(bot))
{
WorldPosition tail(dest.GetMapId(), last.x, last.y, last.z);
time_t now = time(nullptr);
if (totalDist > sPlayerbotAIConfig.reactDistance &&
lastMove.nextTeleport <= now &&
!botAI->HasPlayerNearby(&tail))
{
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
lastMove.nextTeleport = now + (time_t)(totalDist / speed);
EmitDebugMove("MoveFar", "teleport",
tail.GetPositionX(), tail.GetPositionY(), tail.GetPositionZ());
WorldPosition botPos(bot);
return bot->TeleportTo(dest.GetMapId(),
tail.GetPositionX(), tail.GetPositionY(),
tail.GetPositionZ(),
botPos.getAngleTo(tail));
}
}
// masterWalking — match the master's walk pace when they're nearby
// and walking. Lets a follower bot trail at walk speed instead of
// sprinting past. No-op for masterless RPG bots.
ForcedMovement moveMode = FORCED_MOVEMENT_RUN;
if (sPlayerbotAIConfig.walkDistance > 0.0f)
{
if (Player* master = botAI->GetMaster())
{
if (bot->IsFriendlyTo(master) && master->IsWalking() &&
bot->GetExactDist2d(master) < sPlayerbotAIConfig.walkDistance)
{
moveMode = FORCED_MOVEMENT_WALK;
}
}
}
// Pre-dispatch state cleanup. Clear emote / stand up / interrupt
// any non-melee cast so the spline can begin without state conflicts.
bot->ClearEmoteState();
if (!bot->IsStandState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
if (bot->IsNonMeleeSpellCast(true))
bot->InterruptNonMeleeSpells(true);
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveSplinePath(&points, moveMode);
EmitDebugMove("MoveFar", label, last.x, last.y, last.z);
// WaitForReach scheduling.
// waitDist = (totalDist > reactDistance) ? totalDist - 10 : totalDist
// duration = 1000 * (waitDist / speed) + reactDelay, capped at maxWaitForMove
float waitDist = totalDist > sPlayerbotAIConfig.reactDistance
? std::max(totalDist - 10.0f, 0.0f) : totalDist;
UnitMoveType const speedType = (moveMode == FORCED_MOVEMENT_WALK) ? MOVE_WALK : MOVE_RUN;
float speed = std::max(bot->GetSpeed(speedType), 0.1f);
float duration = 1000.0f * (waitDist / speed) + sPlayerbotAIConfig.reactDelay;
duration = std::min(duration, (float)sPlayerbotAIConfig.maxWaitForMove);
if (duration < 0.0f)
duration = 0.0f;
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), (uint32)duration,
MovementPriority::MOVEMENT_NORMAL);
return true;
}
void NewRpgBaseAction::StartTravelPlan(WorldPosition dest)
{
TravelPlan& plan = botAI->rpgInfo.travelPlan;

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@ -76,19 +76,18 @@ protected:
bool RandomChangeStatus(std::vector<NewRpgStatus> candidateStatus);
bool CheckRpgStatusAvailable(NewRpgStatus status);
protected:
/* FOR MOVE FAR */
// Distance at which MoveFarTo considers the travel-node graph as
// a routing option. Below this, the move is short enough that
// mmap handles it directly. Above this, mmap is *still probed
// first* via the 40-step chained pathfinder; the node graph
// only takes over if mmap can't get within spellDistance of
// the destination.
const float nodeFirstDis = 75.0f;
private:
void StartTravelPlan(WorldPosition dest);
bool UpdateTravelPlan();
// Centralized dispatch helper. Applies underwater fixup, ClipPath
// (truncate at first hostile in attack range with LOS, level+5 cap),
// inactive-bot teleport (with self-bot carve-out), masterWalking
// mode, pre-dispatch state cleanup, then dispatches via
// MoveSplinePath and schedules via WaitForReach formula.
bool DispatchPathPoints(WorldPosition const& dest,
Movement::PointsArray& points,
char const* label);
};
#endif

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@ -17,6 +17,7 @@
#include "ChatHelper.h"
#include "MapCollisionData.h"
#include "MapMgr.h"
#include "ModelIgnoreFlags.h"
#include "PathGenerator.h"
#include "Playerbots.h"
#include "RaceMgr.h"
@ -698,7 +699,6 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
if (!pathUnit)
{
// Create a temporary creature for PathGenerator (same entry as DebugAction "show node")
Map* map = sMapMgr->FindBaseMap(startPos.GetMapId());
if (!map)
return {};
@ -714,52 +714,82 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
}
pathUnit = tempCreature;
// 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()));
}
// Explicit-start overload (PathGenerator.h:67). Without this,
// CalculatePath(destX,destY,destZ) defaults to the unit's
// current position as start — which means every iteration of
// getPathFromPath's "chain" begins from the bot's same real
// location and produces the same ~296y partial path. The chain
// never advances. With explicit start, each step extends from
// the previous step's endpoint, giving the 40-attempt walker
// its intended multi-tile reach.
PathGenerator path(pathUnit);
path.AddExcludeFlag(NAV_GROUND_STEEP);
auto result = getPathStepFrom(startPos, path);
if (tempCreature)
delete tempCreature;
return result;
}
// Pathfinder-reuse overload — caller owns the PathGenerator and any
// per-call configuration. Used by getPathFromPath to thread one
// PathGenerator through the whole 40-step chain instead of
// constructing a new one per step.
std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos, PathGenerator& path)
{
// Explicit-start overload. Without this, the chain begins from the
// unit's current position every step and never advances.
path.CalculatePath(startPos.GetPositionX(), startPos.GetPositionY(), startPos.GetPositionZ(),
GetPositionX(), GetPositionY(), GetPositionZ(), false);
Movement::PointsArray points = path.GetPath();
PathType type = path.GetPathType();
if (tempCreature)
delete tempCreature;
// PathType is a bitmask. Two things to handle:
//
// 1. AC's PathGenerator can return INCOMPLETE | FARFROMPOLY_END
// (0x84) etc. — strict `== PATHFIND_INCOMPLETE` would reject
// these perfectly usable partial paths. Use bitwise to accept
// NORMAL/INCOMPLETE plus auxiliary flags.
//
// 2. AC's PathGenerator at PathGenerator.cpp:177-188 returns
// NORMAL | NOT_USING_PATH for player units when start or end
// polygon is INVALID_POLYREF (BuildShortcut → 2-point straight
// line through whatever's in the way). cmangos by contrast
// returns NOPATH for the same case (PathFinder.cpp:437-441).
// To match cmangos's intent (never silently dispatch a
// geometry-ignoring shortcut), reject any path with the
// NOT_USING_PATH bit set.
if ((type & (PATHFIND_NORMAL | PATHFIND_INCOMPLETE))
&& !(type & PATHFIND_NOT_USING_PATH))
return fromPointsArray(points);
// PathType is a bitmask. AC's PathGenerator returns
// NORMAL | NOT_USING_PATH when start/end poly is INVALID_POLYREF
// (BuildShortcut produces a 2-point straight line through whatever's
// in the way). Reject those to avoid silently dispatching a
// geometry-ignoring shortcut.
if (!(type & (PATHFIND_NORMAL | PATHFIND_INCOMPLETE)) ||
(type & PATHFIND_NOT_USING_PATH))
return {};
std::vector<WorldPosition> retvec = fromPointsArray(points);
// Underwater path-extension. When PATHFIND_INCOMPLETE ends within
// 50y of dest and both endpoints are underwater with LOS, extend
// by one 5y step (or straight to dest if <5y). Lets bots traverse
// navmesh-poor water volumes.
if (type & PATHFIND_INCOMPLETE)
{
WorldPosition end = *this;
WorldPosition lastPoint = retvec.back();
float dist = lastPoint.distance(&end);
if (dist < 50.0f && lastPoint.isUnderWater() && end.isUnderWater())
{
Map* m = end.getMap();
bool inLos = m && m->isInLineOfSight(
lastPoint.GetPositionX(), lastPoint.GetPositionY(), lastPoint.GetPositionZ() + 1.0f,
end.GetPositionX(), end.GetPositionY(), end.GetPositionZ() + 1.0f,
PHASEMASK_NORMAL, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing);
if (inLos)
{
if (dist < 5.0f)
retvec.push_back(end);
else
{
float dx = end.GetPositionX() - lastPoint.GetPositionX();
float dy = end.GetPositionY() - lastPoint.GetPositionY();
float dz = end.GetPositionZ() - lastPoint.GetPositionZ();
float scale = 5.0f / dist;
retvec.emplace_back(end.GetMapId(),
lastPoint.GetPositionX() + dx * scale,
lastPoint.GetPositionY() + dy * scale,
lastPoint.GetPositionZ() + dz * scale);
}
}
}
}
return retvec;
}
bool WorldPosition::cropPathTo(std::vector<WorldPosition>& path, float maxDistance)
@ -795,27 +825,60 @@ std::vector<WorldPosition> WorldPosition::getPathFromPath(std::vector<WorldPosit
std::vector<WorldPosition> subPath, fullPath = startPath;
// Construct ONE PathGenerator and thread it through every step
// to avoid the per-step alloc cost. AC's BuildPolyPath has a
// subpath-prefix optimization that can bend chained probes, so
// call Clear() before each step to reset the poly cache.
Unit* pathUnit = bot;
Creature* tempCreature = nullptr;
if (!pathUnit)
{
Map* map = sMapMgr->FindBaseMap(GetMapId());
if (!map)
return fullPath;
tempCreature = new Creature();
if (!tempCreature->Create(map->GenerateLowGuid<HighGuid::Unit>(), map,
PHASEMASK_NORMAL, 1 /*entry*/, 0,
currentPos.GetPositionX(), currentPos.GetPositionY(),
currentPos.GetPositionZ(), 0))
{
delete tempCreature;
return fullPath;
}
pathUnit = tempCreature;
map->EnsureGridCreated(Acore::ComputeGridCoord(currentPos.GetPositionX(), currentPos.GetPositionY()));
map->EnsureGridCreated(Acore::ComputeGridCoord(GetPositionX(), GetPositionY()));
}
PathGenerator path(pathUnit);
path.AddExcludeFlag(NAV_GROUND_STEEP);
// Limit the pathfinding attempts
for (uint32 i = 0; i < maxAttempt; i++)
{
// Try to pathfind to this position.
subPath = getPathStepFrom(currentPos, bot);
// Reset cached poly state from the previous step so each call
// is a fresh A* (otherwise the prefix-recycling at
// PathGenerator.cpp BuildPolyPath snaps the start to the
// cached corridor, bending the chain).
path.Clear();
subPath = getPathStepFrom(currentPos, path);
// If we could not find a path return what we have now.
if (subPath.empty() || currentPos.distance(&subPath.back()) < sPlayerbotAIConfig.targetPosRecalcDistance)
break;
// Append the path excluding the start (this should be the same as the end of the startPath)
fullPath.insert(fullPath.end(), std::next(subPath.begin(), 1), subPath.end());
// Are we there yet?
if (isPathTo(subPath))
break;
// Continue pathfinding.
currentPos = subPath.back();
}
if (tempCreature)
delete tempCreature;
return fullPath;
}

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@ -19,6 +19,7 @@
class Creature;
class GuidPosition;
class PathGenerator;
class ObjectGuid;
class Quest;
class Player;
@ -283,6 +284,7 @@ public:
// Pathfinding
std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, Unit* bot);
std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, PathGenerator& pathfinder);
std::vector<WorldPosition> getPathFromPath(std::vector<WorldPosition> startPath, Unit* bot, uint8 maxAttempt = 40);
std::vector<WorldPosition> getPathFrom(WorldPosition startPos, Unit* bot)

View File

@ -1285,19 +1285,26 @@ TravelNodeRoute TravelNodeMap::FindRouteNearestNodes(WorldPosition startPos, Wor
bool TravelNodeMap::GetFullPath(TravelPlan& plan,
WorldPosition botPos, uint32 botZoneId,
WorldPosition destination)
WorldPosition destination, Unit* bot)
{
plan.Reset();
plan.destination = destination;
// Short distance — direct walk, no nodes needed
if (botPos.fDist(destination) < MAX_PATHFINDING_DISTANCE &&
botPos.GetMapId() == destination.GetMapId())
// mmap-probe-first. Run a 40-step chained probe; if it gets within
// spellDistance of dest, emit it as plan steps and skip the graph
// entirely (a short walk is always better than a node hop). When
// the probe falls short, fall through to graph routing.
if (botPos.GetMapId() == destination.GetMapId())
{
std::vector<WorldPosition> probe = destination.getPathFromPath({botPos}, bot, 40);
if (probe.size() >= 2 && destination.isPathTo(probe, sPlayerbotAIConfig.spellDistance))
{
plan.steps.addPoint(botPos, PathNodeType::NODE_PREPATH);
plan.steps.addPoint(destination, PathNodeType::NODE_PATH);
for (size_t i = 1; i < probe.size(); ++i)
plan.steps.addPoint(probe[i], PathNodeType::NODE_PATH);
return true;
}
}
std::shared_lock<std::shared_timed_mutex> guard(m_nMapMtx);

View File

@ -725,7 +725,7 @@ public:
std::vector<TravelNode*> const& GetNodesInZone(uint32 zoneId) const;
bool GetFullPath(TravelPlan& plan, WorldPosition botPos,
uint32 botZoneId, WorldPosition destination);
uint32 botZoneId, WorldPosition destination, Unit* bot = nullptr);
// Resolve A* route between two world positions (returns node vector)
std::vector<TravelNode*> ResolveRoute(WorldPosition startPos,

View File

@ -97,6 +97,7 @@ bool PlayerbotAIConfig::Initialize()
tooCloseDistance = sConfigMgr->GetOption<float>("AiPlayerbot.TooCloseDistance", 5.0f);
meleeDistance = sConfigMgr->GetOption<float>("AiPlayerbot.MeleeDistance", 0.75f);
followDistance = sConfigMgr->GetOption<float>("AiPlayerbot.FollowDistance", 1.5f);
walkDistance = sConfigMgr->GetOption<float>("AiPlayerbot.WalkDistance", 5.0f);
whisperDistance = sConfigMgr->GetOption<float>("AiPlayerbot.WhisperDistance", 6000.0f);
contactDistance = sConfigMgr->GetOption<float>("AiPlayerbot.ContactDistance", 0.45f);
aoeRadius = sConfigMgr->GetOption<float>("AiPlayerbot.AoeRadius", 10.0f);

View File

@ -96,7 +96,7 @@ public:
bool dynamicReactDelay;
float sightDistance, spellDistance, reactDistance, grindDistance, lootDistance, shootDistance, fleeDistance,
tooCloseDistance, meleeDistance, followDistance, whisperDistance, contactDistance, aoeRadius, rpgDistance,
targetPosRecalcDistance, farDistance, healDistance, aggroDistance;
targetPosRecalcDistance, farDistance, healDistance, aggroDistance, walkDistance;
uint32 criticalHealth, lowHealth, mediumHealth, almostFullHealth;
uint32 lowMana, mediumMana, highMana;
bool autoSaveMana;