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https://github.com/liyunfan1223/mod-playerbots.git
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refactor(Core/Movement): Remove 70y dispatch cap and isMoving lastPath guard
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@ -3334,33 +3334,18 @@ bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
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case PathNodeType::NODE_NODE:
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{
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// Batch consecutive walk points into one spline. Capped at
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// 20 points OR ~70y of accumulated distance — whichever
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// comes first. The distance cap gives the planner regular
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// re-evaluation points without committing the whole
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// remaining route up front; stepIdx advances exactly in
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// step with what's actually dispatched, so the next tick
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// picks up from the truncation point.
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// 20 points per dispatch as a cheap upper bound on per-tick
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// work; stepIdx advances exactly in step with what's
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// dispatched, so the next tick picks up from the cutoff.
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static constexpr uint32 MAX_SPLINE_POINTS = 20;
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static constexpr float MAX_BATCH_LENGTH = 70.0f;
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state.walkPoints.clear();
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float accumulated = 0.f;
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while (state.stepIdx < state.steps.size() && state.walkPoints.size() < MAX_SPLINE_POINTS)
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{
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const PathNodePoint& wp = state.steps[state.stepIdx];
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if (wp.type != PathNodeType::NODE_PATH && wp.type != PathNodeType::NODE_NODE)
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break;
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G3D::Vector3 next(wp.point.GetPositionX(), wp.point.GetPositionY(), wp.point.GetPositionZ());
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if (!state.walkPoints.empty())
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{
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accumulated += (next - state.walkPoints.back()).length();
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if (accumulated >= MAX_BATCH_LENGTH)
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{
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state.walkPoints.push_back(next);
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state.stepIdx++;
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break;
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}
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}
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state.walkPoints.push_back(next);
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state.walkPoints.push_back(G3D::Vector3(wp.point.GetPositionX(),
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wp.point.GetPositionY(), wp.point.GetPositionZ()));
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state.stepIdx++;
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}
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@ -77,17 +77,12 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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}
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}
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// 10% lastPath reuse — route commitment across combat
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// interruptions. If the cached path's endpoint is still close
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// (within 10%) to the new dest AND bot is mid-flight toward it
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// (>10y away AND currently moving), reuse silently. The
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// bot->isMoving() guard prevents reuse from short-circuiting
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// when bot is stopped between dispatches — in that case we
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// MUST fall through to dispatch the next leg, not return true
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// and stand still.
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// 10% lastPath reuse — if the cached path's endpoint is still
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// close (within 10%) to the new dest AND we're not nearly there,
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// keep the existing route. Matches cmangos ResolveMovePath.
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{
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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if (bot->isMoving() && !lastMove.lastPath.empty())
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if (!lastMove.lastPath.empty())
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{
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WorldPosition lastBack = lastMove.lastPath.getBack();
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if (lastBack.GetMapId() == dest.GetMapId())
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@ -176,30 +171,6 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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if (points.size() >= 2)
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{
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// Cap dispatched path length at ~70y. MoveFarTo's
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// early-exit (top of function) lets the active spline
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// run until bot is within 10y of its endpoint, then
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// replans from the new position. Capping per-dispatch
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// distance gives the planner regular re-evaluation
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// points without the per-tick replan cost of fully
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// unbounded chunks.
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{
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constexpr float maxDispatchLength = 70.0f;
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float accumulated = 0.f;
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size_t cutoff = points.size();
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for (size_t i = 1; i < points.size(); ++i)
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{
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accumulated += (points[i] - points[i - 1]).length();
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if (accumulated >= maxDispatchLength)
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{
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cutoff = i + 1;
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break;
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}
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}
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if (cutoff < points.size())
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points.resize(cutoff);
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}
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LOG_INFO("playerbots", "[MoveFar] {} mmap-path | dis={:.0f} | endDist={:.0f} | wp={}",
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bot->GetName(), dis, endDistToDest, (uint32)points.size());
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EmitDebugMove("MoveFar", "mmap",
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