fix(Core/Travel): Port cmangos ResolveMovePath regression guard for cached lastPath

This commit is contained in:
bash 2026-05-08 23:29:54 +02:00
parent 9464d5cc98
commit b1fab01c48

View File

@ -203,6 +203,62 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
WorldPosition botPos(bot); WorldPosition botPos(bot);
std::vector<WorldPosition> probe = botPos.getPathTo(dest, 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.
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (!lastMove.lastPath.empty() && !probe.empty() && probe.size() >= 2)
{
WorldPosition lastBack = lastMove.lastPath.getBack();
if (lastBack.GetMapId() == dest.GetMapId())
{
float cachedToDest = lastBack.distance(dest);
float probeToDest = dest.GetExactDist(probe.back().GetPositionX(),
probe.back().GetPositionY(),
probe.back().GetPositionZ());
if (cachedToDest <= probeToDest)
{
WorldPosition botPosNow(bot);
lastMove.lastPath.makeShortCut(botPosNow, sPlayerbotAIConfig.reactDistance, bot);
if (!lastMove.lastPath.empty())
{
std::vector<WorldPosition> const& pts = lastMove.lastPath.getPointPath();
if (pts.size() >= 2)
{
Movement::PointsArray points;
points.reserve(pts.size());
for (auto const& wp : pts)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
G3D::Vector3 const& last = points.back();
float totalChainDist = 0.f;
for (size_t i = 1; i < points.size(); ++i)
totalChainDist += (points[i] - points[i - 1]).length();
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
uint32 expectedMs = static_cast<uint32>((totalChainDist / speed) * IN_MILLISECONDS);
uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
EmitDebugMove("MoveFar", "regress-keep",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return true;
}
}
}
}
}
}
// Walk the chained probe's full waypoint chain via MoveSplinePath. // Walk the chained probe's full waypoint chain via MoveSplinePath.
// Handing the full waypoint vector to the motion master removes // Handing the full waypoint vector to the motion master removes
// its discretion to introduce a straight-line shortcut between // its discretion to introduce a straight-line shortcut between