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https://github.com/liyunfan1223/mod-playerbots.git
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refactor(Core/Movement): Drop redundant bot filter setters at PathGenerator sites
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@ -4292,8 +4292,6 @@ bool ArenaTactics::Execute(Event /*event*/)
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if (losBlocked)
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{
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PathGenerator path(bot);
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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path.CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false);
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if (path.GetPathType() != PATHFIND_NOPATH)
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@ -124,9 +124,6 @@ bool GoAction::Execute(Event event)
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if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
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{
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PathGenerator path(bot);
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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path.CalculatePath(x, y, z, false);
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Movement::Vector3 end = path.GetEndPosition();
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@ -971,8 +971,6 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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return false;
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PathGenerator path(bot);
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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path.CalculatePath(tx, ty, tz, false);
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PathType type = path.GetPathType();
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int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_SHORTCUT;
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@ -1880,8 +1878,6 @@ PathResult MovementAction::GeneratePath(float x, float y, float z, uint32 accept
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{
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PathResult result;
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PathGenerator gen(bot);
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gen.SetExcludeFlags(gen.GetExcludeFlags() | NAV_GROUND_STEEP);
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gen.SetNavTerrainCost(NAV_WATER, 10.0f);
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gen.CalculatePath(x, y, z, forceDestination);
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result.pathType = gen.GetPathType();
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result.reachable = !(result.pathType & (~acceptMask));
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@ -719,14 +719,10 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
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}
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PathGenerator path(pathUnit);
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// Apply bot-style filter even when source is a temp Creature so
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// generation-time paths match what bots can actually walk at
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// runtime. Without this, the temp-Creature branch of CreateFilter
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// leaves NAV_GROUND_STEEP included → generator produces walk
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// segments through 50-60° slopes that runtime bots can't traverse.
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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// Bias against water polys so A* prefers shore routes. Matches the
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// runtime bot-Player filter setup in CreateFilter.
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// Source is a temp Creature, so CreateFilter's bot block doesn't
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// fire — apply the same bot rules here so generated paths match
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// what bots can actually walk at runtime.
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path.SetExcludeFlags(NAV_GROUND_STEEP);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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auto result = getPathStepFrom(startPos, path);
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@ -860,12 +856,9 @@ std::vector<WorldPosition> WorldPosition::getPathFromPath(std::vector<WorldPosit
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}
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PathGenerator path(pathUnit);
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// Same reason as in getPathStepFrom: ensure NAV_GROUND_STEEP is
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// excluded for the temp-Creature path so generation matches
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// runtime bot filter.
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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// Bias against water polys so A* prefers shore routes (matches the
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// runtime bot filter set up in CreateFilter for Player bots).
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// Same reason as getPathStepFrom: temp-Creature source doesn't trip
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// CreateFilter's bot block, so apply the bot rules manually.
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path.SetExcludeFlags(NAV_GROUND_STEEP);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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// Limit the pathfinding attempts
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@ -1252,8 +1252,6 @@ TravelNodeRoute TravelNodeMap::FindRouteNearestNodes(WorldPosition startPos, Wor
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if (startNodePosition.GetMapId() == bot->GetMapId())
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{
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PathGenerator path(bot);
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path.SetExcludeFlags(path.GetExcludeFlags() | NAV_GROUND_STEEP);
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path.SetNavTerrainCost(NAV_WATER, 10.0f);
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path.CalculatePath(startNodePosition.GetPositionX(), startNodePosition.GetPositionY(), startNodePosition.GetPositionZ());
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PathType type = path.GetPathType();
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bool reachable = !(type & ~(PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY));
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