feat(Core/Travel): K-nearest node search, cropPathTo reuse, cross-map pathToEnd

This commit is contained in:
bash 2026-05-30 19:20:25 +02:00
parent 72d9ecabb9
commit ed9e7227fb

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@ -1251,6 +1251,17 @@ bool TravelNodeMap::GetFullPath(TravelPlan& plan,
WorldPosition botPos, uint32 botZoneId,
WorldPosition destination, Unit* bot)
{
// Capture previous pathToStart from the about-to-be-reset plan so we
// can try cropPathTo to reuse it across the per-tick re-resolve.
std::vector<WorldPosition> prevPathToStart;
for (auto const& pt : plan.steps.GetPathRef())
{
if (pt.type == PathNodeType::NODE_PREPATH)
prevPathToStart.push_back(pt.point);
else
break; // PREPATH is always at the head
}
plan.Reset();
plan.destination = destination;
@ -1270,52 +1281,102 @@ bool TravelNodeMap::GetFullPath(TravelPlan& plan,
std::shared_lock<std::shared_timed_mutex> guard(m_nMapMtx);
// Find nearest nodes (zone-indexed, fast)
TravelNode* startNode = GetNearestNodeInZone(botPos, botZoneId);
if (!startNode)
startNode = GetNearestNodeOnMap(botPos);
// K-nearest start + end node candidates (cmangos parity: K=5).
// Iterate combinations — first pair with a graph route wins. The
// single-nearest may have no route while the 2nd/3rd does.
constexpr uint32 K = 5;
auto pickKNearest = [&](WorldPosition pos, uint32 zoneId) -> std::vector<TravelNode*>
{
std::vector<TravelNode*> const& zoneNodes = GetNodesInZone(zoneId);
std::vector<TravelNode*> candidates(zoneNodes.begin(), zoneNodes.end());
if (candidates.empty())
{
// Fallback to per-map scan
for (TravelNode* n : nodes)
if (n && n->getPosition()->GetMapId() == pos.GetMapId())
candidates.push_back(n);
}
if (candidates.empty())
return {};
uint32 n = std::min<uint32>(K, candidates.size());
std::partial_sort(candidates.begin(), candidates.begin() + n, candidates.end(),
[pos](TravelNode* i, TravelNode* j) { return i->fDist(pos) < j->fDist(pos); });
candidates.resize(n);
return candidates;
};
uint32 destZone = sMapMgr->GetZoneId(PHASEMASK_NORMAL, destination);
TravelNode* endNode = GetNearestNodeInZone(destination, destZone);
if (!endNode)
endNode = GetNearestNodeOnMap(destination);
std::vector<TravelNode*> startCandidates = pickKNearest(botPos, botZoneId);
std::vector<TravelNode*> endCandidates = pickKNearest(destination, destZone);
if (!startNode || !endNode || startNode == endNode)
if (startCandidates.empty() || endCandidates.empty())
return false;
if (!startNode->hasRouteTo(endNode))
return false;
TravelNode* startNode = nullptr;
TravelNode* endNode = nullptr;
TravelNodeRoute route;
for (TravelNode* s : startCandidates)
{
for (TravelNode* e : endCandidates)
{
if (!s || !e || s == e)
continue;
if (!s->hasRouteTo(e))
continue;
TravelNodeRoute r = GetNodeRoute(s, e, nullptr);
if (r.isEmpty())
continue;
startNode = s;
endNode = e;
route = r;
break;
}
if (!route.isEmpty())
break;
}
TravelNodeRoute route = GetNodeRoute(startNode, endNode, nullptr);
if (route.isEmpty())
if (route.isEmpty() || !startNode || !endNode)
return false;
WorldPosition startNodePos = *startNode->getPosition();
WorldPosition endNodePos = *endNode->getPosition();
// pathToStart: mmap-path from bot to the first node — without this
// the executor's NODE_PREPATH walks a 2-point straight line and can
// tunnel through terrain to reach the first node.
std::vector<WorldPosition> pathToStart = {botPos};
if (bot && botPos.GetMapId() == startNodePos.GetMapId())
// pathToStart: mmap-path from bot to the first node. Try cropping
// the previous pathToStart first (cmangos parity) — if it still
// reaches the chosen startNode within reactDistance we avoid a full
// re-probe. Falls back to fresh getPathTo if crop fails or invalid.
std::vector<WorldPosition> pathToStart;
if (!prevPathToStart.empty())
{
std::vector<WorldPosition> cropped = prevPathToStart;
bool ok = startNodePos.cropPathTo(cropped, sPlayerbotAIConfig.reactDistance);
if (ok && cropped.size() >= 2)
pathToStart = cropped;
}
if (pathToStart.empty() && bot && botPos.GetMapId() == startNodePos.GetMapId())
{
std::vector<WorldPosition> probe = botPos.getPathTo(startNodePos, bot);
if (probe.size() >= 2)
pathToStart = probe;
}
if (pathToStart.empty())
pathToStart = {botPos};
// pathToEnd: mmap-path from the last node to the destination — without
// this the route ends at lastNode and the bot stops short of dest.
// Cross-map case: bot can't mmap-query the destination map; the
// single-point fallback gets re-resolved per-tick once bot crosses.
std::vector<WorldPosition> pathToEnd = {destination};
if (bot && botPos.GetMapId() == endNodePos.GetMapId() &&
botPos.GetMapId() == destination.GetMapId())
// pathToEnd: mmap-path from the last node to the destination.
// Single-map case: use bot's PathGenerator directly.
// Cross-map case: pass nullptr — getPathTo constructs a tempCreature
// on the destination's base map so we can pathfind there even though
// bot isn't loaded into it.
std::vector<WorldPosition> pathToEnd;
if (endNodePos.GetMapId() == destination.GetMapId())
{
std::vector<WorldPosition> probe = endNodePos.getPathTo(destination, bot);
Unit* pathBot = (bot && bot->GetMapId() == destination.GetMapId()) ? bot : nullptr;
std::vector<WorldPosition> probe = endNodePos.getPathTo(destination, pathBot);
if (probe.size() >= 2)
pathToEnd = probe;
}
if (pathToEnd.empty())
pathToEnd = {destination};
plan.steps = route.BuildPath(pathToStart, pathToEnd, nullptr);