fix(Core/Travel): Trust travelnode waypoints when AC mmap rejects segments

This commit is contained in:
bash 2026-05-16 16:48:10 +02:00
parent 9f3a8a49f8
commit b703a83679

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@ -3221,34 +3221,26 @@ bool MovementAction::RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints)
WorldPosition aPos(mapId, a.x, a.y, a.z); WorldPosition aPos(mapId, a.x, a.y, a.z);
WorldPosition bPos(mapId, b.x, b.y, b.z); WorldPosition bPos(mapId, b.x, b.y, b.z);
// Per-segment mmap query against the live navmesh. The // Per-segment mmap query: routes around geometry the offline
// travel-node graph stores offline-baked waypoints; if the // graph didn't account for, or returns empty if unreachable.
// 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").
std::vector<WorldPosition> segPath = bPos.getPathStepFrom(aPos, bot); std::vector<WorldPosition> segPath = bPos.getPathStepFrom(aPos, bot);
if (segPath.empty()) // Trust the raw waypoint pair when mmap can't validate it —
// navmesh gaps/tile-edge artifacts on short segments shouldn't
// kill an active plan. Travelnode waypoints are authoritative.
bool const trustRaw = segPath.empty() ||
TravelPath::IsPathCheating(segPath, aPos.distance(bPos));
if (trustRaw)
{ {
// Live mmap refuses A->B. Caller should abort the plan if (i == 0)
// and let MoveFarTo's own probe re-derive a route. refined.emplace_back(a);
return false; refined.emplace_back(b);
continue;
} }
// Reject "pathfinder cheating" — same checks the offline gen // Include the first segment's start; skip subsequent starts
// applies to BuildPath. Catches cached segments where the // to avoid duplicating the prior segment's tail.
// live navmesh still produces a near-vertical hop or a
// 2-point straight line through geometry.
if (TravelPath::IsPathCheating(segPath, aPos.distance(bPos)))
{
return false;
}
// 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.
size_t startK = (i == 0) ? 0 : 1; size_t startK = (i == 0) ? 0 : 1;
for (size_t k = startK; k < segPath.size(); ++k) for (size_t k = startK; k < segPath.size(); ++k)
refined.emplace_back(segPath[k].GetPositionX(), refined.emplace_back(segPath[k].GetPositionX(),