refactor(Core/Travel): Drop redundant NAV_GROUND_STEEP excludes (core handles via IsBot)

This commit is contained in:
bash 2026-05-10 20:20:07 +02:00
parent ad14420400
commit 980c1b8cd8
5 changed files with 0 additions and 7 deletions

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@ -4292,7 +4292,6 @@ bool ArenaTactics::Execute(Event /*event*/)
if (losBlocked)
{
PathGenerator path(bot);
path.AddExcludeFlag(NAV_GROUND_STEEP);
path.CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false);
if (path.GetPathType() != PATHFIND_NOPATH)

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@ -124,7 +124,6 @@ bool GoAction::Execute(Event event)
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
{
PathGenerator path(bot);
path.AddExcludeFlag(NAV_GROUND_STEEP);
path.CalculatePath(x, y, z, false);

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@ -977,7 +977,6 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
return false;
PathGenerator path(bot);
path.AddExcludeFlag(NAV_GROUND_STEEP);
path.CalculatePath(tx, ty, tz, false);
PathType type = path.GetPathType();
int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_SHORTCUT;
@ -1885,7 +1884,6 @@ PathResult MovementAction::GeneratePath(float x, float y, float z, uint32 accept
{
PathResult result;
PathGenerator gen(bot);
gen.AddExcludeFlag(NAV_GROUND_STEEP);
gen.CalculatePath(x, y, z, forceDestination);
result.pathType = gen.GetPathType();
result.reachable = !(result.pathType & (~acceptMask));

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@ -719,7 +719,6 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
}
PathGenerator path(pathUnit);
path.AddExcludeFlag(NAV_GROUND_STEEP);
auto result = getPathStepFrom(startPos, path);
if (tempCreature)
@ -852,7 +851,6 @@ std::vector<WorldPosition> WorldPosition::getPathFromPath(std::vector<WorldPosit
}
PathGenerator path(pathUnit);
path.AddExcludeFlag(NAV_GROUND_STEEP);
// Limit the pathfinding attempts
for (uint32 i = 0; i < maxAttempt; i++)

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@ -1256,7 +1256,6 @@ TravelNodeRoute TravelNodeMap::FindRouteNearestNodes(WorldPosition startPos, Wor
if (startNodePosition.GetMapId() == bot->GetMapId())
{
PathGenerator path(bot);
path.AddExcludeFlag(NAV_GROUND_STEEP);
path.CalculatePath(startNodePosition.GetPositionX(), startNodePosition.GetPositionY(), startNodePosition.GetPositionZ());
PathType type = path.GetPathType();
bool reachable = !(type & ~(PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY));