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https://github.com/liyunfan1223/mod-playerbots.git
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feat(Core/RPG): Port cmangos 8-angle LOS+navmesh-snap to MoveWorldObjectTo
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@ -489,32 +489,61 @@ bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
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if (!object)
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return false;
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float x = object->GetPositionX();
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float y = object->GetPositionY();
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float z = object->GetPositionZ();
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float angle = 0.f;
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Map* map = bot->GetMap();
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if (!map)
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return false;
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if (!object->ToUnit() || !object->ToUnit()->isMoving())
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angle = object->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target
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else
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angle = object->GetOrientation() +
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(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement)
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// 8-angle deterministic iteration around the target. For each angle,
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// validate the candidate against the navmesh with a strict ground-only
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// filter (NAV_GROUND, exclude STEEP/WATER/MAGMA/SLIME). Reject if no
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// valid poly within 5y XY+Z or if the snap drifts the Z by >10y.
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// First angle that passes both LOS and navmesh-snap wins.
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dtNavMeshQuery const* navMeshQuery =
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map->GetMapCollisionData().GetMMapData().GetNavMeshQuery();
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float const baseAngle = object->GetAngle(bot);
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// Bias toward the full radius so the bot stops next to the object,
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// not on top of it. Uniform rnd would put dest anywhere in [0, distance].
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float rnd = 0.85f + 0.15f * rand_norm();
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x += cos(angle) * distance * rnd;
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y += sin(angle) * distance * rnd;
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if (!object->GetMap()->CheckCollisionAndGetValidCoords(object, object->GetPositionX(), object->GetPositionY(),
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object->GetPositionZ(), x, y, z))
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for (float step = 0.0f; step < 2.0f * static_cast<float>(M_PI);
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step += static_cast<float>(M_PI) / 4.0f)
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{
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x = object->GetPositionX();
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y = object->GetPositionY();
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z = object->GetPositionZ();
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float const angle = baseAngle + step;
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float x = object->GetPositionX() + std::cos(angle) * distance;
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float y = object->GetPositionY() + std::sin(angle) * distance;
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float z = object->GetPositionZ();
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// LOS check at eye height.
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if (!bot->IsWithinLOS(x, y, z + bot->GetCollisionHeight()))
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continue;
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// Strict navmesh-snap validation (cmangos ClosestCorrectPoint port).
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if (navMeshQuery)
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{
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dtQueryFilter filter;
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filter.setIncludeFlags(NAV_GROUND);
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filter.setExcludeFlags(NAV_GROUND_STEEP | NAV_WATER | NAV_MAGMA | NAV_SLIME);
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float const point[VERTEX_SIZE] = { y, z, x };
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float const extents[VERTEX_SIZE] = { 5.0f, 5.0f, 5.0f };
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float closest[VERTEX_SIZE] = { 0.0f, 0.0f, 0.0f };
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dtPolyRef polyRef = INVALID_POLYREF;
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if (!dtStatusSucceed(navMeshQuery->findNearestPoly(
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point, extents, &filter, &polyRef, closest)) ||
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polyRef == INVALID_POLYREF)
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continue;
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float const snappedZ = closest[1];
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if (std::fabs(snappedZ - z) > 10.0f)
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continue;
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x = closest[2];
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y = closest[0];
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z = snappedZ;
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}
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return MoveFarTo(WorldPosition(object->GetMapId(), x, y, z));
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}
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// Route through MoveFarTo so every approach gets the full probe
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// + travel-node fallback (and a precise debug label).
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return MoveFarTo(WorldPosition(object->GetMapId(), x, y, z));
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return false;
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}
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bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority, WorldObject* center)
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