refactor(Core/Movement): Drop dead StartTravelPlan + UpdateTravelPlan + debug node lookup

This commit is contained in:
bash 2026-05-30 22:49:47 +02:00
parent 5552398e2d
commit b1dc9c787a
3 changed files with 0 additions and 37 deletions

View File

@ -162,22 +162,6 @@ void MovementAction::EmitDebugMove(char const* method, char const* generator, fl
default: break;
}
// Travel-plan override: when actively routing through the node
// graph, prefer the next-hop node name over any RPG-level target.
if (info.HasActiveTravelPlan())
{
TravelPlan const& plan = info.travelPlan;
if (plan.stepIdx < plan.steps.GetPathRef().size())
{
PathNodePoint const& pnt = plan.steps.GetPathRef()[plan.stepIdx];
if (pnt.type == PathNodeType::NODE_NODE || pnt.type == PathNodeType::NODE_PATH)
{
if (TravelNode* n = sTravelNodeMap.getNode(pnt.point, nullptr, 5.0f))
targetName = "node:" + n->getName();
}
}
}
float dis = bot->GetExactDist(x, y, z);
std::ostringstream out;
out << "[M] | " << method

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@ -306,24 +306,6 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
return true;
}
void NewRpgBaseAction::StartTravelPlan(WorldPosition dest)
{
TravelPlan& plan = botAI->rpgInfo.travelPlan;
GetTravelPlan(plan, dest);
}
bool NewRpgBaseAction::UpdateTravelPlan()
{
TravelPlan& plan = botAI->rpgInfo.travelPlan;
bool result = ExecuteTravelPlan(plan);
if (!plan.IsActive())
botAI->rpgInfo.ClearTravel();
return result;
}
bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
{
WorldObject* object = botAI->GetWorldObject(guid);

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@ -83,9 +83,6 @@ protected:
bool CheckRpgStatusAvailable(NewRpgStatus status);
private:
void StartTravelPlan(WorldPosition dest);
bool UpdateTravelPlan();
// Centralized dispatch helper. Applies underwater fixup, ClipPath
// (truncate at first hostile in attack range with LOS, level+5 cap),
// inactive-bot teleport (with self-bot carve-out), masterWalking