fix(Core/Travel): Validate PathGenerator output before NODE_PREPATH/MoveToSpline dispatch

This commit is contained in:
bash 2026-05-09 14:17:34 +02:00
parent f58bcf3fd4
commit bafc338e90

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@ -3270,6 +3270,17 @@ bool MovementAction::MoveToSpline(TravelPlan& state, WorldPosition target)
// Generate path
state.walkPoints.clear();
PathResult path = GeneratePath(target.GetPositionX(), target.GetPositionY(), target.GetPositionZ());
// Reject paths that PathGenerator marked unreachable. The default
// accept mask is NORMAL | INCOMPLETE; anything else (NOT_USING_PATH
// from BuildShortcut on invalid polys, NOPATH, etc.) means the
// dispatched waypoints would either be a straight-line through
// geometry or stop short of the target. Abort the plan instead so
// MoveFarTo can re-derive via its own probe.
if (!path.reachable)
{
state.walkPoints.clear();
return false;
}
for (auto const& pt : path.points)
state.walkPoints.push_back(G3D::Vector3(pt.x, pt.y, pt.z));
@ -3382,6 +3393,25 @@ bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
return true;
}
// Validate the path before MoveTo. PathGenerator can
// return NORMAL | NOT_USING_PATH when start or end poly
// is invalid (BuildShortcut → 2-point straight line).
// PointMovementGenerator would then dispatch the bot
// straight through any geometry between bot and target.
// The default accept mask (NORMAL | INCOMPLETE) rejects
// NOT_USING_PATH, so abort the plan and let MoveFarTo
// re-derive instead of walking a known-bad shortcut.
PathResult validate = GeneratePath(
target.GetPositionX(), target.GetPositionY(), target.GetPositionZ(),
DEFAULT_PATH_ACCEPT_MASK, false);
if (!validate.reachable)
{
EmitDebugMove("TravelPlan", "prepath-unreachable",
target.GetPositionX(), target.GetPositionY(), target.GetPositionZ());
state.Reset();
return false;
}
return MoveTo(target.GetMapId(),
target.GetPositionX(), target.GetPositionY(), target.GetPositionZ(),
false, false, false, true /*exact_waypoint*/);