feat(Core/RPG): Port cmangos 8-angle LOS+navmesh-snap to MoveWorldObjectTo

This commit is contained in:
bash 2026-05-17 01:15:29 +02:00
parent 4882c7c25b
commit c8e98923c5

View File

@ -489,34 +489,63 @@ bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
if (!object)
return false;
float x = object->GetPositionX();
float y = object->GetPositionY();
float z = object->GetPositionZ();
float angle = 0.f;
Map* map = bot->GetMap();
if (!map)
return false;
if (!object->ToUnit() || !object->ToUnit()->isMoving())
angle = object->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target
else
angle = object->GetOrientation() +
(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement)
// 8-angle deterministic iteration around the target. For each angle,
// validate the candidate against the navmesh with a strict ground-only
// filter (NAV_GROUND, exclude STEEP/WATER/MAGMA/SLIME). Reject if no
// valid poly within 5y XY+Z or if the snap drifts the Z by >10y.
// First angle that passes both LOS and navmesh-snap wins.
dtNavMeshQuery const* navMeshQuery =
map->GetMapCollisionData().GetMMapData().GetNavMeshQuery();
float const baseAngle = object->GetAngle(bot);
// Bias toward the full radius so the bot stops next to the object,
// not on top of it. Uniform rnd would put dest anywhere in [0, distance].
float rnd = 0.85f + 0.15f * rand_norm();
x += cos(angle) * distance * rnd;
y += sin(angle) * distance * rnd;
if (!object->GetMap()->CheckCollisionAndGetValidCoords(object, object->GetPositionX(), object->GetPositionY(),
object->GetPositionZ(), x, y, z))
for (float step = 0.0f; step < 2.0f * static_cast<float>(M_PI);
step += static_cast<float>(M_PI) / 4.0f)
{
x = object->GetPositionX();
y = object->GetPositionY();
z = object->GetPositionZ();
float const angle = baseAngle + step;
float x = object->GetPositionX() + std::cos(angle) * distance;
float y = object->GetPositionY() + std::sin(angle) * distance;
float z = object->GetPositionZ();
// LOS check at eye height.
if (!bot->IsWithinLOS(x, y, z + bot->GetCollisionHeight()))
continue;
// Strict navmesh-snap validation (cmangos ClosestCorrectPoint port).
if (navMeshQuery)
{
dtQueryFilter filter;
filter.setIncludeFlags(NAV_GROUND);
filter.setExcludeFlags(NAV_GROUND_STEEP | NAV_WATER | NAV_MAGMA | NAV_SLIME);
float const point[VERTEX_SIZE] = { y, z, x };
float const extents[VERTEX_SIZE] = { 5.0f, 5.0f, 5.0f };
float closest[VERTEX_SIZE] = { 0.0f, 0.0f, 0.0f };
dtPolyRef polyRef = INVALID_POLYREF;
if (!dtStatusSucceed(navMeshQuery->findNearestPoly(
point, extents, &filter, &polyRef, closest)) ||
polyRef == INVALID_POLYREF)
continue;
float const snappedZ = closest[1];
if (std::fabs(snappedZ - z) > 10.0f)
continue;
x = closest[2];
y = closest[0];
z = snappedZ;
}
// 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));
}
return false;
}
bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority, WorldObject* center)
{
if (IsWaitingForLastMove(priority))