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https://github.com/liyunfan1223/mod-playerbots.git
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refactor(Core/Movement): Rename SetAreaCost calls to SetNavTerrainCost
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@ -4293,7 +4293,7 @@ bool ArenaTactics::Execute(Event /*event*/)
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{
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PathGenerator path(bot);
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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path.SetAreaCost(NAV_WATER, 10.0f);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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path.CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false);
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if (path.GetPathType() != PATHFIND_NOPATH)
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@ -125,7 +125,7 @@ bool GoAction::Execute(Event event)
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{
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PathGenerator path(bot);
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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path.SetAreaCost(NAV_WATER, 10.0f);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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path.CalculatePath(x, y, z, false);
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@ -972,7 +972,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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PathGenerator path(bot);
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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path.SetAreaCost(NAV_WATER, 10.0f);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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path.CalculatePath(tx, ty, tz, false);
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PathType type = path.GetPathType();
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int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_SHORTCUT;
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@ -1881,7 +1881,7 @@ PathResult MovementAction::GeneratePath(float x, float y, float z, uint32 accept
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PathResult result;
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PathGenerator gen(bot);
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gen.SetExcludeFlags(gen.GetExcludeFlags() | NAV_GROUND_STEEP);
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gen.SetAreaCost(NAV_WATER, 10.0f);
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gen.SetNavTerrainCost(NAV_WATER, 10.0f);
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gen.CalculatePath(x, y, z, forceDestination);
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result.pathType = gen.GetPathType();
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result.reachable = !(result.pathType & (~acceptMask));
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@ -727,7 +727,7 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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// Bias against water polys so A* prefers shore routes. Matches the
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// runtime bot-Player filter setup in CreateFilter.
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path.SetAreaCost(NAV_WATER, 10.0f);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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auto result = getPathStepFrom(startPos, path);
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if (tempCreature)
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@ -866,7 +866,7 @@ std::vector<WorldPosition> WorldPosition::getPathFromPath(std::vector<WorldPosit
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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// Bias against water polys so A* prefers shore routes (matches the
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// runtime bot filter set up in CreateFilter for Player bots).
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path.SetAreaCost(NAV_WATER, 10.0f);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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// Limit the pathfinding attempts
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for (uint32 i = 0; i < maxAttempt; i++)
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@ -1253,7 +1253,7 @@ TravelNodeRoute TravelNodeMap::FindRouteNearestNodes(WorldPosition startPos, Wor
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{
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PathGenerator path(bot);
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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path.SetAreaCost(NAV_WATER, 10.0f);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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path.CalculatePath(startNodePosition.GetPositionX(), startNodePosition.GetPositionY(), startNodePosition.GetPositionZ());
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PathType type = path.GetPathType();
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bool reachable = !(type & ~(PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY));
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