chore: Tighten comments in travel and movement code

This commit is contained in:
bash 2026-05-14 22:38:12 +02:00
parent 4b3e7f24f3
commit a81c7a2761
5 changed files with 51 additions and 126 deletions

View File

@ -173,7 +173,7 @@ std::vector<uint32> const vFlagsIC = {GO_HORDE_BANNER,
GO_HORDE_BANNER_GRAVEYARD_H,
GO_HORDE_BANNER_GRAVEYARD_H_CONT};
// BG Waypoints (vmangos)
// BG Waypoints
// Horde Flag Room to Horde Graveyard
BattleBotPath vPath_WSG_HordeFlagRoom_to_HordeGraveyard = {

View File

@ -386,14 +386,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
else
{
// Direct dispatch — engine MovePoint(generatePath=true) handles
// path-finding internally. Previously called SearchForBestPath
// here to probe ±step around the target z; that helped find
// polygons when the input z was several yards off the navmesh,
// but its "shortest path" preference would shift modifiedZ to
// an unreachable nearby polygon (upper terrace, ledge above)
// and then the engine's straight-spline NOPATH fallback would
// air-walk the bot up to it. cmangos doesn't have an
// equivalent — single-z PathFinder call is sufficient.
// pathfinding. Avoid ±z probes: their "shortest path" preference
// can pick an unreachable ledge and air-walk via NOPATH fallback.
float distance = bot->GetExactDist(x, y, z);
if (distance > 0.01f)
{
@ -1179,7 +1173,7 @@ void MovementAction::UpdateMovementState()
// {
// bot->SetSpeedRate(MOVE_RUN, 1.0f);
// }
// check if target is not reachable (from Vmangos)
// check if target is not reachable
// if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE && bot->CanNotReachTarget() &&
// !bot->InBattleground())
// {
@ -3221,20 +3215,12 @@ bool MovementAction::RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints)
WorldPosition aPos(mapId, a.x, a.y, a.z);
WorldPosition bPos(mapId, b.x, b.y, b.z);
// Per-segment mmap query against the live navmesh. The
// travel-node graph stores offline-baked waypoints; if the
// straight line A->B crosses geometry the live navmesh has
// (mountain, ledge, model edit since offline gen), this
// returns either an mmap-routed path around it (NORMAL/
// INCOMPLETE) or empty (NOT_USING_PATH was rejected as
// "would walk through walls").
// Per-segment mmap query: routes around geometry the offline
// graph didn't account for, or returns empty if unreachable.
std::vector<WorldPosition> segPath = bPos.getPathStepFrom(aPos, bot);
// Travelnode waypoints are authoritative once a plan is
// active. When AC mmap can't validate the segment, dispatch
// the raw (A, B) pair instead of aborting the plan. Common
// cases: stored waypoints landing in 1y navmesh gaps from
// extractor differences, tile-edge artifacts at zone borders.
// Trust the raw waypoint pair when mmap can't validate it —
// navmesh gaps/tile-edge artifacts shouldn't kill an active plan.
bool const trustRaw = segPath.empty() ||
TravelPath::IsPathCheating(segPath, aPos.distance(bPos));
@ -3246,9 +3232,8 @@ bool MovementAction::RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints)
continue;
}
// First segment: include its start point so the spline
// begins from the original A. Later segments: skip the first
// point — it duplicates the previous segment's tail.
// Include the first segment's start; skip subsequent starts
// to avoid duplicating the prior segment's tail.
size_t startK = (i == 0) ? 0 : 1;
for (size_t k = startK; k < segPath.size(); ++k)
refined.emplace_back(segPath[k].GetPositionX(),
@ -3471,14 +3456,8 @@ bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
return true;
}
// Re-validate each consecutive (A, B) pair against the
// live navmesh. The graph's offline-baked coords can
// produce a chain whose straight-line interpolation
// passes through geometry (mountains, ledges, model
// edits). RefineWalkPoints substitutes mmap-routed
// sub-paths between each pair; if any segment is
// unwalkable, abort the plan so MoveFarTo's own probe
// can re-derive a route.
// Re-validate each segment against the live navmesh and
// substitute mmap-routed sub-paths where needed.
if (!RefineWalkPoints(state.walkPoints))
{
G3D::Vector3 const& failPt = state.walkPoints.empty()

View File

@ -71,11 +71,8 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
}
}
// Let previously committed movement finish before recomputing.
// 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.
// Let an in-flight spline finish before recomputing — prevents
// oscillation when re-resolve produces a slightly different endpoint.
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (bot->isMoving() && lastMove.lastMoveToMapId == bot->GetMapId())
@ -93,9 +90,9 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
// 10% lastPath reuse — if the cached path's endpoint is still
// close (within 10%) to the new dest, trim the cached path to
// the bot's current position via makeShortCut and re-dispatch.
// Mirrors cmangos ResolveMovePath: per-tick re-dispatch of the
// (trimmed) last path keeps the bot on-route after interrupts
// (knockback, combat, manual move) without needing a full replan.
// Per-tick re-dispatch of the (trimmed) last path keeps the bot
// on-route after interrupts (knockback, combat, manual move)
// without needing a full replan.
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (!lastMove.lastPath.empty())
@ -140,26 +137,16 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
float disToDest = bot->GetDistance(dest);
float dis = bot->GetExactDist(dest);
// 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.
//
// needsLongPath gate — cross-map or > 50y go to graph.
// BG gating: graph holds open-world routes only.
// Try the travel-node graph first for cross-map or > 50y moves;
// fall back to chained mmap probe otherwise. BGs skip the graph.
constexpr float TRAVELNODE_THRESHOLD = 50.0f;
bool tryNodes = sPlayerbotAIConfig.enableTravelNodes &&
!bot->InBattleground() &&
((bot->GetMapId() != dest.GetMapId()) ||
(dis > TRAVELNODE_THRESHOLD));
// 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).
// Ride the active node plan only if its dest still matches.
// A stale plan would steer the bot past a new target.
if (tryNodes && botAI->rpgInfo.HasActiveTravelPlan())
{
if (botAI->rpgInfo.travelPlan.destination.distance(dest) > 10.0f)
@ -194,13 +181,8 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
WorldPosition botPos(bot);
std::vector<WorldPosition> probe = botPos.getPathTo(dest, bot);
// Regression guard (cmangos ResolveMovePath parity): if a cached
// lastPath ends at least as close to dest as the new probe's
// endpoint, prefer the cached path. The 10% reuse block above
// already returned early when cached was within 10% of dest;
// this catches "cached is far (>10%) but still better than the
// probe" — typically when the probe got blocked by geometry and
// ended much farther from dest than where cached had reached.
// Regression guard: prefer cached lastPath if it still ends closer
// to dest than the new probe — catches probes blocked by geometry.
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (!lastMove.lastPath.empty() && !probe.empty() && probe.size() >= 2)
@ -275,18 +257,13 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
}
}
// 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.
// Empty-probe fallback: single-waypoint MoveTo via engine PathGenerator.
// Cross-map can't be served by a single-map spline — bail.
if (bot->GetMapId() != dest.GetMapId())
return false;
// LOS gate — refuse to dispatch a straight-line spline when
// the dest isn't in line of sight. Engine PathGenerator may
// return a BuildShortcut 2-point line through visual obstacles
// (trees, walls) when start/end polyref resolution fails. Let
// UnstuckAction handle prolonged stuck states.
// LOS gate: don't air-walk through trees/walls when the engine
// would otherwise drop to a straight-line BuildShortcut spline.
if (!bot->IsWithinLOS(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ()))
{
EmitDebugMove("MoveFar", "spline-blocked",
@ -307,9 +284,8 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
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.
// Save planner output before clip/fixup so next-tick reuse sees
// the original intent, not a truncated tail.
{
LastMovement& lm = AI_VALUE(LastMovement&, "last movement");
std::vector<WorldPosition> wpts;
@ -319,9 +295,8 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
lm.setPath(TravelPath(wpts));
}
// Underwater fixup — push waypoints submerged below the water
// surface up to the surface itself, unless the destination is
// itself underwater.
// Underwater fixup: lift submerged waypoints to the surface,
// unless the destination is itself underwater.
if (Map* map = bot->GetMap())
{
WorldPosition destWp = dest;
@ -391,10 +366,8 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
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.
// Skip cosmetic walking for random bots with no nearby player —
// teleport to the path tail and schedule a cooldown instead.
if (sRandomPlayerbotMgr.IsRandomBot(bot))
{
WorldPosition tail(dest.GetMapId(), last.x, last.y, last.z);
@ -417,9 +390,7 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
}
}
// 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.
// Match master's walk pace when they're nearby and walking.
ForcedMovement moveMode = FORCED_MOVEMENT_RUN;
if (sPlayerbotAIConfig.walkDistance > 0.0f)
{
@ -433,8 +404,7 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
}
}
// Pre-dispatch state cleanup. Clear emote / stand up / interrupt
// any non-melee cast so the spline can begin without state conflicts.
// Clear emote/sit/cast so the spline can begin cleanly.
bot->ClearEmoteState();
if (!bot->IsStandState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
@ -446,9 +416,7 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
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
// WaitForReach: leave ~10y headroom on long paths.
float waitDist = totalDist > sPlayerbotAIConfig.reactDistance
? std::max(totalDist - 10.0f, 0.0f) : totalDist;
UnitMoveType const speedType = (moveMode == FORCED_MOVEMENT_WALK) ? MOVE_WALK : MOVE_RUN;
@ -513,11 +481,8 @@ bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
y = object->GetPositionY();
z = object->GetPositionZ();
}
// Delegate to MoveFarTo so every approach gets the chained mmap
// probe + spellDistance shortcut + travel-node fallback instead
// of a single direct MoveTo. The debug-move trace then labels
// the actual mechanism (spline / mmap / nodetravel) rather than
// a generic "MoveWorldObjectTo:spline".
// Route through MoveFarTo so every approach gets the full probe
// + travel-node fallback (and a precise debug label).
return MoveFarTo(WorldPosition(object->GetMapId(), x, y, z));
}
@ -530,11 +495,7 @@ bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority,
const float x = bot->GetPositionX();
const float y = bot->GetPositionY();
const float z = bot->GetPositionZ();
// Previously: attempts = 1. A single random sample often landed in
// water / blocked geometry / unreachable poly, the function returned
// false, and the caller had no fallback — bot stood still. Retry a
// handful of times with a fresh distance each loop so a bad roll
// doesn't lock the bot in place.
// Retry random samples so one bad roll doesn't lock the bot in place.
for (int attempt = 0; attempt < 8; ++attempt)
{
float distance = (0.4f + rand_norm() * 0.6f) * moveStep;

View File

@ -226,11 +226,8 @@ TravelNodePath* TravelNode::BuildPath(TravelNode* endNode, Unit* bot, bool postP
bool canPath = endPos->isPathTo(path); // Check if we reached our destination.
// Reject "pathfinder cheating" — too-short or too-steep results
// that mmap accepts but a player can't actually walk. Without this,
// the segment gets cached + saved to playerbots_travelnode_path
// and dispatched at runtime as straight-line spline through whatever
// mountain/cliff sat between A and B (cmangos parity).
// Reject too-short or too-steep results — geometry shortcut that
// mmap returns but a player can't actually walk.
if (canPath && TravelPath::IsPathCheating(path, getPosition()->distance(endNode->getPosition())))
canPath = false;
@ -732,9 +729,9 @@ bool TravelPath::makeShortCut(WorldPosition startPos, float maxDist, Unit* bot)
for (auto& p : fullPath) // cycle over the full path
{
// Walkability filter (cmangos parity): portals/transports/taxis
// aren't valid anchor points — picking one as the new start of
// the trimmed path would leave the bot anchored on a hop.
// Walkability filter: portals/transports/taxis aren't valid
// anchor points — picking one as the new start of the trimmed
// path would leave the bot anchored on a hop.
if (p.point.GetMapId() == startPos.GetMapId() && p.isWalkable())
{
float curDist = p.point.sqDistance(startPos);
@ -792,9 +789,8 @@ bool TravelPath::makeShortCut(WorldPosition startPos, float maxDist, Unit* bot)
}
// Pass the bot into getPathTo so PathGenerator picks up its
// collision / swimming / flying flags. cmangos parity — passing
// nullptr here drops to a default mover and can produce a path
// the bot itself can't actually walk.
// collision/swim/fly state. nullptr defaults to a generic mover
// which can produce paths the bot can't actually walk.
std::vector<WorldPosition> toPath = startPos.getPathTo(beginPos, bot);
// We can not reach the new begin position. Follow the complete path.
@ -1290,10 +1286,8 @@ bool TravelNodeMap::GetFullPath(TravelPlan& plan,
plan.Reset();
plan.destination = destination;
// 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.
// mmap-probe first: if a 40-step probe reaches dest, skip the
// graph entirely — a direct walk beats a node hop.
if (botPos.GetMapId() == destination.GetMapId())
{
std::vector<WorldPosition> probe = destination.getPathFromPath({botPos}, bot, 40);

View File

@ -13,8 +13,7 @@
// THEORY
//
// Pathfinding in (c)mangos is based on detour recast, an opensource navmesh creation and pathfinding codebase.
// This system is used for mob and npc pathfinding and in this codebase also for bots.
// Pathfinding uses the detour recast navmesh engine for mob, npc, and bot movement.
// Because mobs and npc movement is based on following a player or a set path the PathGenerator is limited to 296y.
// This means that when trying to find a path from A to B distances beyond 296y will be a best guess often moving in a
// straight path. Bots would get stuck moving from Northshire to Stormwind because there is no 296y path that doesn't
@ -493,16 +492,8 @@ public:
bool makeShortCut(WorldPosition startPos, float maxDist, Unit* bot = nullptr);
// Detect "pathfinder cheating" — paths that PathGenerator accepts
// but a player can't actually walk:
// * a 2-point path for an endpoint distance > 5y means navmesh
// gave up and returned the straight A->B line.
// * a vertical drop > 10y combined with a slope steeper than
// 2:1 at either start or end means the pathfinder hopped
// through a near-vertical step the navmesh permits but a
// player wouldn't survive.
// cmangos applies the same two checks in TravelNode::buildPath
// before caching a node-to-node segment.
// Reject paths the navmesh accepts but a player can't walk:
// 2-point shortcut over 5y, or > 10y vertical drop with slope steeper than 2:1.
static bool IsPathCheating(std::vector<WorldPosition> const& path,
float endpointDistance);