mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 15:39:25 +02:00
chore: Tighten comments in travel and movement code
This commit is contained in:
parent
4b3e7f24f3
commit
a81c7a2761
@ -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 = {
|
||||
|
||||
@ -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()
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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);
|
||||
|
||||
@ -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);
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user