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37 Commits

Author SHA1 Message Date
bash
899f2cba94 fix(Core/Travel): Loosen probe-progress threshold + relax endPath validation to INTERACTION_DISTANCE 2026-05-31 00:54:29 +02:00
bash
77db342969 fix(Core/Travel): Use GetGroupLeader()==bot instead of nonexistent IsGroupLeader 2026-05-31 00:43:49 +02:00
bash
694ba0c64c fix(Core/Travel): Restore probe-first short-circuit in GetFullPath — AC-side workaround for cave-interior destinations the graph misses 2026-05-31 00:42:19 +02:00
bash
14ac3a39b0 debug(Core/Movement): Telemetry whisper showing path tail coords vs bot vs dest 2026-05-31 00:41:20 +02:00
bash
4fab2e4fe6 fix(Core/Travel): GetNodeRoute parity — group-min gold accounting + hearthstone cost formula 2026-05-31 00:38:09 +02:00
bash
e2bcf9683b fix(Core/Travel): Include Transport.h in TravelNode.cpp for GetEntry() call 2026-05-31 00:32:07 +02:00
bash
14c7de977a refactor(Core/Movement): Drop no-progress guard now that probe + zone + validation fixes prevent the oscillation it was masking 2026-05-31 00:28:26 +02:00
bash
0682817b42 fix(Core/Movement): HandleSpecialMovement parity — portal spell-effect check, mount-flying refuse, area-trigger orientation, transport board throttle, teleport failure clears lastPath 2026-05-31 00:26:30 +02:00
bash
69dd655b96 fix(Core/Travel): Restructure GetFullPath to mirror reference: drop probe short-circuit, add per-candidate validation + bad-node tracking + transport early-return + hearthstone fallback 2026-05-31 00:21:51 +02:00
bash
0cbee1621d fix(Core/Travel): Map-wide node scan in GetFullPath candidate pick (was zone-restricted) 2026-05-31 00:18:53 +02:00
bash
8efe3a4321 fix(Core/Travel): Tighten GetFullPath probe gate so graph routing wins when probe misses 2026-05-31 00:10:39 +02:00
bash
1c9fd126ba fix(Core/Movement): No-progress guard in MoveFarTo to break stuck oscillation near unreachable targets 2026-05-31 00:08:39 +02:00
bash
1c12d8ff3e fix(Core/Travel): Hoist AiObjectContext* context in GetNodeRoute so PortalNode injection blocks see it 2026-05-31 00:03:45 +02:00
bash
ea69b56829 fix(Core/Travel): Declare AiObjectContext* context in ClipPath for AI_VALUE macro 2026-05-31 00:02:30 +02:00
bash
35d00b499e fix(Core/Travel): Re-add PathNodeType::NODE_TELEPORT now that BuildPath emits + handler consumes 2026-05-30 23:56:32 +02:00
bash
8844a775f4 fix(Core/Movement): ResolveMovePath takes WorldPosition by value (distance() not const-safe) 2026-05-30 23:55:23 +02:00
bash
77feb8ea56 fix(Core/Travel): Re-add TravelNodePathType::teleportSpell now that PortalNode emits it 2026-05-30 23:52:43 +02:00
bash
2110529b6b fix(Core/Movement): Align Follow IsSafe/bounding-radius + ChaseTo emote clear + IsSitState->IsStandState normalization + MoveNear bounding radius 2026-05-30 23:47:52 +02:00
bash
bdc11b07b3 feat(Core/Travel): Inject hearthstone + mage teleport spells into A* via PortalNode 2026-05-30 23:39:31 +02:00
bash
f8f3de001b feat(Core/Travel): Emit NODE_TELEPORT for teleport-spell edges; add HandleSpecialMovement consumer 2026-05-30 23:29:51 +02:00
bash
a24e1b033c feat(Core/Travel): Port TravelPath::ClipPath; call from MoveFarTo, drop inline clip 2026-05-30 23:28:02 +02:00
bash
8a3a91070b fix(Core/Movement): Force graph routing for vertical moves on map 609 (Ebon Hold) 2026-05-30 23:20:40 +02:00
bash
3bbe51c232 refactor(Core/Movement): Drop unused lastMoveTo* fields + std::future scratch 2026-05-30 23:17:27 +02:00
bash
990e2f2016 refactor(Core/Movement): Drop redundant prefix-trim + setPath in DispatchPathPoints 2026-05-30 23:13:32 +02:00
bash
2b50205e2a fix(Core/Movement): Skip walk dispatch when bot is on transport without special segment 2026-05-30 23:09:09 +02:00
bash
82e7958d2c fix(Core/Movement): Align WaitForTransport + HandleSpecialMovement disembark 2026-05-30 23:06:13 +02:00
bash
cf0bdf13fc refactor(Core/Movement): Rename stale TravelPlan:* labels + drop unused lastdelayTime 2026-05-30 23:01:50 +02:00
bash
3952ebff6e refactor(Core/Travel): Drop TravelPlan struct; GetFullPath returns TravelPath 2026-05-30 22:56:48 +02:00
bash
7ab57c184e refactor(Core/Movement): Drop dead ExecuteTravelPlan + LaunchWalkSpline + MoveToSpline + GetTravelPlan + RefineWalkPoints 2026-05-30 22:53:23 +02:00
bash
db87416f04 refactor(Core/Movement): Drop dead StartTravelPlan + UpdateTravelPlan + debug node lookup 2026-05-30 22:49:47 +02:00
bash
8b87ab091f refactor(Core/Movement): Rewrite MoveFarTo to use ResolveMovePath + HandleSpecialMovement 2026-05-30 22:47:55 +02:00
bash
05cf5a7702 feat(Core/Movement): Add HandleSpecialMovement + WaitForTransport 2026-05-30 22:43:04 +02:00
bash
35a30cdbef feat(Core/Movement): Add MovementAction::ResolveMovePath unified resolver 2026-05-30 22:38:47 +02:00
bash
c55f554bb4 feat(Core/Movement): Add LastMovement::lastTransportEntry for transport-resume gate 2026-05-30 22:05:06 +02:00
bash
d26ac742bb feat(Core/Travel): Port UpcommingSpecialMovement + getNextPoint helpers 2026-05-30 21:59:08 +02:00
bash
c1285bb0ae feat(Core/Travel): Add WorldPosition::projectOnSegment for path-progress checks 2026-05-30 21:52:35 +02:00
bash
77c5c6d8cd feat(Core/Travel): Port TravelPath::cutTo for upcoming special-movement handling 2026-05-30 21:41:34 +02:00
12 changed files with 1150 additions and 940 deletions

View File

@ -40,7 +40,44 @@
"Bash(git -C \"C:/Users/Admin/git/main/azerothcore-wotlk\" rebase origin/fix/mmaps-config-overrides-and-aliases)",
"Bash(git -C \"C:/Users/Admin/git/main/azerothcore-wotlk\" log --oneline -3)",
"Bash(grep -v \"//\")",
"Bash(grep -v \"^//\")"
"Bash(grep -v \"^//\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk push --force-with-lease)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots push --force-with-lease)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk diff --stat)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk add src/server/game/Movement/MovementGenerators/PathGenerator.h src/server/game/Movement/MovementGenerators/PathGenerator.cpp)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk commit -m \"feat\\(Core/Movement\\): Apply bot filter rules in PathGenerator::CreateFilter\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots commit -m \"refactor\\(Core/Movement\\): Drop redundant bot filter setters at PathGenerator sites\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk log --all --oneline -- src/server/game/Movement/MovementGenerators/PathGenerator.cpp)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk show 82a544b03 -- src/server/game/Movement/MovementGenerators/PathGenerator.cpp)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk log --all --oneline -- src/tools/mmaps_generator/MapBuilder.cpp)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk log --all --oneline -S \"modAlmostUnwalkableTriangles\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots log --oneline --since=\"2026-05-25\" -- src/Ai/Base/Actions/LootAction.cpp src/Mgr/Item/LootObjectStack.cpp src/Mgr/Item/LootObjectStack.h src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots log --oneline -20)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots log --oneline 82a92f62 d0ba99f3 --not 82a92f62~30 -- src/Ai/Base/Actions/LootAction.cpp src/Mgr/Item/)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots log --oneline d0ba99f3..82a92f62 -- src/Ai/ src/Mgr/Item/)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots show c7b4b9aa --stat)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots log --oneline 82a92f62..origin/test-staging)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk rev-parse origin/test-staging)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots commit -m \"fix\\(Core/RPG\\): Drop over-strict MoveFarTo and MoveWorldObjectTo guards\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots show 3269d1a4 --stat)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots commit -m \"fix\\(Core/RPG\\): Align MoveFarTo, MoveWorldObjectTo, MoveRandomNear with cmangos\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk commit -m \"feat\\(Core/Movement\\): Double MAX_PATH_LENGTH to 148 under MOD_PLAYERBOTS\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots commit -m \"fix\\(Core/RPG\\): Drop chained probe and waypoint dispatch in MoveFarTo\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots revert 3384fa4f --no-edit)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots add src/Mgr/Travel/TravelMgr.cpp)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots commit -m \"fix\\(Core/Travel\\): Soft-bias STEEP at regen PathGenerator sites\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk add src/server/game/Movement/MovementGenerators/PathGenerator.cpp)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk commit -m \"fix\\(Core/Movement\\): Bot filter uses cost bias for STEEP, not hard exclude\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots commit -m \"feat\\(Core/Travel\\): K-nearest node search, cropPathTo reuse, cross-map pathToEnd\")",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots add src/Mgr/Travel/TravelNode.cpp src/Mgr/Travel/TravelNode.h src/Ai/Base/Actions/MovementActions.cpp)",
"Bash(git -C c:/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots commit -m \"feat\\(Core/Travel\\): Re-enable area-trigger, static-portal, and teleport-spell nodes\")",
"Bash(git -C /c/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots add src/Ai/Base/Actions/FollowActions.cpp src/Ai/Base/Actions/MovementActions.cpp src/Ai/Base/Actions/MovementActions.h src/Ai/Raid/Ulduar/Action/RaidUlduarActions.cpp src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp src/Ai/World/Rpg/Action/NewRpgOutdoorPvP.cpp)",
"Bash(git -C /c/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots commit -m \"refactor\\(Core/Movement\\): Drop IsWaitingForLastMove throttle\")",
"Bash(git -C /c/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots push)",
"Bash(git -C /c/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots diff --stat)",
"Bash(grep -v \"EmitDebugMove\\\\|//\")",
"Bash(git -C /c/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots add src/Mgr/Travel/TravelNode.h src/Mgr/Travel/TravelNode.cpp src/Ai/Base/Actions/MovementActions.cpp src/Ai/World/Rpg/NewRpgInfo.h src/Ai/World/Rpg/NewRpgInfo.cpp)",
"Bash(git -C /c/Users/Admin/git/main/azerothcore-wotlk/modules/mod-playerbots commit -m \"refactor\\(Core/Travel\\): Drop TravelPlan struct; GetFullPath returns TravelPath\")"
],
"additionalDirectories": [
"C:\\Users\\Admin\\git\\main\\azerothcore-wotlk\\src\\common\\Collision\\Maps",

View File

@ -162,22 +162,6 @@ void MovementAction::EmitDebugMove(char const* method, char const* generator, fl
default: break;
}
// Travel-plan override: when actively routing through the node
// graph, prefer the next-hop node name over any RPG-level target.
if (info.HasActiveTravelPlan())
{
TravelPlan const& plan = info.travelPlan;
if (plan.stepIdx < plan.steps.GetPathRef().size())
{
PathNodePoint const& pnt = plan.steps.GetPathRef()[plan.stepIdx];
if (pnt.type == PathNodeType::NODE_NODE || pnt.type == PathNodeType::NODE_PATH)
{
if (TravelNode* n = sTravelNodeMap.getNode(pnt.point, nullptr, 5.0f))
targetName = "node:" + n->getName();
}
}
}
float dis = bot->GetExactDist(x, y, z);
std::ostringstream out;
out << "[M] | " << method
@ -235,7 +219,10 @@ bool MovementAction::MoveNear(WorldObject* target, float distance, MovementPrior
if (!target)
return false;
distance += target->GetCombatReach();
// Reference uses bounding radius (collision footprint), not combat
// reach (which is wider for big mobs). Bounding radius lands the bot
// at the requested standoff from the model edge, not arbitrarily far.
distance += target->GetObjectSize();
float followAngle = GetFollowAngle();
@ -356,7 +343,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
float distance = bot->GetExactDist(x, y, z);
if (distance > 0.01f)
{
if (bot->IsSitState())
if (!bot->IsStandState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
// if (bot->IsNonMeleeSpellCast(true))
@ -384,7 +371,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
float distance = bot->GetExactDist(x, y, z);
if (distance > 0.01f)
{
if (bot->IsSitState())
if (!bot->IsStandState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
DoMovePoint(bot, x, y, z, generatePath, backwards);
@ -1222,11 +1209,23 @@ void MovementAction::UpdateMovementState()
bool MovementAction::Follow(Unit* target, float distance, float angle)
{
UpdateMovementState();
if (!target)
return false;
// Unsafe target (cross-faction / phased / leaving) — fall through to
// a generic MoveTo so the bot at least heads in their direction
// instead of refusing to move.
if (!botAI->IsSafe(target))
return MoveTo(target, distance);
// Subtract the target's hitbox so we end up at the requested
// standoff from its edge, not from its centre.
distance = distance <= target->GetObjectSize()
? 0.0f
: distance - target->GetObjectSize();
UpdateMovementState();
if (!bot->InBattleground() && ServerFacade::instance().IsDistanceLessOrEqualThan(ServerFacade::instance().GetDistance2d(bot, target),
sPlayerbotAIConfig.followDistance))
{
@ -1372,7 +1371,7 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
bot->HandleEmoteCommand(0);
if (bot->IsSitState())
if (!bot->IsStandState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
if (bot->IsNonMeleeSpellCast(true))
@ -1418,6 +1417,10 @@ bool MovementAction::ChaseTo(WorldObject* obj, float distance)
UpdateMovementState();
// Drop any looping emote (sit/dance/etc.) before the chase, matching
// the reference pre-dispatch normalization.
bot->ClearEmoteState();
if (!bot->IsStandState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
@ -3063,393 +3066,128 @@ bool MoveAwayFromPlayerWithDebuffAction::isPossible()
return bot->CanFreeMove();
}
bool MovementAction::LaunchWalkSpline(TravelPlan& state)
TravelPath MovementAction::ResolveMovePath(WorldPosition startPos,
WorldPosition endPos,
LastMovement& lastMove)
{
if (state.walkPoints.size() < 2)
float const totalDistance = startPos.distance(endPos);
float const maxDistChange = totalDistance * 0.1f;
// 10% reuse: cached path's tail close enough to new dest? Return as-is.
if (!lastMove.lastPath.empty() &&
lastMove.lastPath.getBack().distance(endPos) < maxDistChange)
return lastMove.lastPath;
// Long path = cross-map or beyond sight; otherwise pure mmap probe.
// Map 609 (Ebon Hold, DK starter) special-case: the area is stacked
// vertically, so a horizontally-close target on a different floor
// needs graph routing through the spiral stairs even when within
// sight distance.
bool const needsLongPath =
startPos.GetMapId() != endPos.GetMapId() ||
totalDistance > sPlayerbotAIConfig.sightDistance ||
(startPos.GetMapId() == 609 &&
std::fabs(startPos.GetPositionZ() - endPos.GetPositionZ()) > 20.0f);
TravelPath out;
if (needsLongPath && !sTravelNodeMap.getNodes().empty() && !bot->InBattleground())
{
state.walkPoints.clear();
return false;
out = sTravelNodeMap.GetFullPath(startPos, bot->GetZoneId(), endPos, bot);
}
else
{
std::vector<WorldPosition> probe = startPos.getPathTo(endPos, bot);
out.addPath(probe);
}
// Regression guard: if cached path's tail is no worse than the new
// path's tail, keep the cached one (catches probes blocked by geometry).
if (!lastMove.lastPath.empty() && !out.empty() &&
lastMove.lastPath.getBack().distance(endPos) <=
out.getBack().distance(endPos))
out = lastMove.lastPath;
// Trim past any stored points the bot has already moved past — useful
// when a spline is interrupted (combat, knockback, mid-spline reissue)
// and we re-launch from a position later in the route.
G3D::Vector3 botPos(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
float closestDist = FLT_MAX;
size_t closestIdx = 0;
for (size_t i = 0; i < state.walkPoints.size(); ++i)
{
float distance = (state.walkPoints[i] - botPos).squaredLength();
if (distance < closestDist)
{
closestDist = distance;
closestIdx = i;
}
}
if (closestIdx > 0)
state.walkPoints.erase(state.walkPoints.begin(), state.walkPoints.begin() + closestIdx);
// Last-ditch fallback: a single point at the destination, so the
// caller has at least something to dispatch.
if (out.empty())
out.addPoint(endPos);
if (state.walkPoints.size() < 2)
{
state.walkPoints.clear();
return true;
}
return out;
}
// Sparse-segment clip (cmangos parity): truncate the chain at the
// first segment longer than ~11.18y. Spline interpolation between
// sparse waypoints can cut corners through visual obstacles (trees,
// walls) the navmesh routed around. Bot re-plans from a closer
// position next tick where the resolved poly chain is denser.
{
constexpr float SPARSE_SEG_SQ = 125.0f; // sqrt(125) ≈ 11.18y
for (size_t i = 1; i < state.walkPoints.size(); ++i)
{
G3D::Vector3 d = state.walkPoints[i] - state.walkPoints[i - 1];
if (d.squaredLength() > SPARSE_SEG_SQ)
{
state.walkPoints.resize(i);
break;
}
}
if (state.walkPoints.size() < 2)
{
state.walkPoints.clear();
return true;
}
}
// Re-clamp cached waypoints to current valid Z. Rows in
// playerbots_travelnode_path store absolute coords baked at
// offline generation; if the live navmesh has shifted since
// (mmap regen, terrain change, vmap update), the stored z can
// be above ground — MoveSplinePath plays back coords verbatim
// and the bot looks like it's walking through the air.
// UpdateAllowedPositionZ factors mmap polygon Z, water surface,
// swimming, flying and transport state, so cave floors above
// the terrain plane snap correctly.
for (auto& pt : state.walkPoints)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
// Mount up
if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive())
botAI->DoSpecificAction("check mount state", Event(), true);
float totalDist = 0;
for (size_t i = 1; i < state.walkPoints.size(); ++i)
totalDist += (state.walkPoints[i] - state.walkPoints[i - 1]).length();
float speed = bot->GetSpeed(MOVE_RUN);
state.expectedDuration = static_cast<uint32>((totalDist / speed) * IN_MILLISECONDS);
bot->GetMotionMaster()->MoveSplinePath(&state.walkPoints, FORCED_MOVEMENT_RUN);
G3D::Vector3 const& last = state.walkPoints.back();
// Mirror what MoveTo does after dispatching a spline so the
// lastPath cache below picks up the in-flight waypoint chain.
{
float delay = static_cast<float>(state.expectedDuration);
delay = std::min(delay, static_cast<float>(sPlayerbotAIConfig.maxWaitForMove));
delay = std::max(delay, 0.f);
bool MovementAction::WaitForTransport()
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), delay, MovementPriority::MOVEMENT_NORMAL);
if (!lastMove.lastTransportEntry)
return false;
// Cache the dispatched waypoint chain so MoveFarTo's 10%
// lastPath reuse and "no worse" reuse can pick it up next tick.
std::vector<WorldPosition> wpts;
wpts.reserve(state.walkPoints.size());
for (auto const& pt : state.walkPoints)
wpts.emplace_back(bot->GetMapId(), pt.x, pt.y, pt.z);
lastMove.setPath(TravelPath(wpts));
}
EmitDebugMove("TravelPlan:walk-start", "mmap", last.x, last.y, last.z);
return false; // Walking
}
bool MovementAction::RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints)
{
if (walkPoints.size() < 2)
return true;
std::vector<G3D::Vector3> refined;
refined.reserve(walkPoints.size() * 4);
uint32 const mapId = bot->GetMapId();
for (size_t i = 0; i + 1 < walkPoints.size(); ++i)
Transport* transport = bot->GetTransport();
if (!transport || transport->GetEntry() != lastMove.lastTransportEntry)
{
G3D::Vector3 const& a = walkPoints[i];
G3D::Vector3 const& b = walkPoints[i + 1];
WorldPosition aPos(mapId, a.x, a.y, a.z);
WorldPosition bPos(mapId, b.x, b.y, b.z);
// Per-segment mmap query: routes around geometry the offline
// graph didn't account for, or returns empty if unreachable.
std::vector<WorldPosition> segPath = bPos.getPathStepFrom(aPos, bot);
// Trust the raw waypoint pair when mmap can't validate it —
// navmesh gaps/tile-edge artifacts shouldn't kill an active plan.
bool const trustRaw = segPath.empty() ||
TravelPath::IsPathCheating(segPath, aPos.distance(bPos));
if (trustRaw)
{
if (i == 0)
refined.emplace_back(a);
refined.emplace_back(b);
continue;
lastMove.lastTransportEntry = 0;
return false;
}
// Include the first segment's start; skip subsequent starts
// to avoid duplicating the prior segment's tail.
size_t startK = (i == 0) ? 0 : 1;
for (size_t k = startK; k < segPath.size(); ++k)
refined.emplace_back(segPath[k].GetPositionX(),
segPath[k].GetPositionY(),
segPath[k].GetPositionZ());
}
// Mid-ride only when the cached path head is still the boarded
// transport node. If the head moved (next tick's resolution shifted
// it off, or we cut to a disembark point), let MoveFarTo continue
// so HandleSpecialMovement can dispatch the disembark.
if (lastMove.lastPath.empty())
return false;
PathNodePoint const& front = lastMove.lastPath[0];
if (front.type != PathNodeType::NODE_TRANSPORT ||
front.entry != lastMove.lastTransportEntry)
return false;
walkPoints = std::move(refined);
return true;
}
bool MovementAction::MoveToSpline(TravelPlan& state, WorldPosition target)
bool MovementAction::HandleSpecialMovement(TravelPath& path)
{
if (!IsMovingAllowed())
if (path.empty())
return false;
EmitDebugMove("TravelPlan:walk-waypoint", "mmap", target.GetPositionX(), target.GetPositionY(), target.GetPositionZ());
PathNodePoint const& cur = path[0];
bool const hasNext = path.size() > 1;
// 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)
// Head is special — dispatch based on the head segment's type.
switch (cur.type)
{
state.walkPoints.clear();
return false;
}
for (auto const& pt : path.points)
state.walkPoints.push_back(G3D::Vector3(pt.x, pt.y, pt.z));
if (state.walkPoints.size() < 2)
{
state.walkPoints.clear();
return false;
}
// Launch spline movement
LaunchWalkSpline(state);
return true;
}
bool MovementAction::GetTravelPlan(TravelPlan& plan, WorldPosition destination)
{
WorldPosition botPos(bot->GetMapId(), bot->GetPositionX(),
bot->GetPositionY(), bot->GetPositionZ());
return sTravelNodeMap.GetFullPath(plan, botPos, bot->GetZoneId(), destination, bot);
}
bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
{
if (!state.IsActive())
return false;
if (bot->IsInFlight())
return true;
// Per-step labels (`walk`, `segment`, `flight`, `transport-*`,
// `teleport(reason)`) cover every actual movement decision; emitting
// an executor-ran-this-tick label here would whisper every tick
// while the plan is active.
if (state.stepIdx >= state.steps.size())
{
state.Reset();
return true;
}
const PathNodePoint& pt = state.steps[state.stepIdx];
switch (pt.type)
{
case PathNodeType::NODE_PREPATH:
case PathNodeType::NODE_PATH:
case PathNodeType::NODE_NODE:
{
// Batch consecutive walkable points (PREPATH, PATH, NODE) into
// one spline. With per-tick re-resolve the plan starts at
// stepIdx=0 each tick, so we must dispatch a real spline (not
// a single-waypoint MoveTo) — otherwise the executor's
// "near closest waypoint" heuristic returns true without
// moving and the bot never advances.
//
// Capped at 20 points per dispatch as a cheap upper bound on
// per-tick work. The engine plays the spline; next tick
// re-resolves from the bot's new position and dispatches the
// next batch.
static constexpr uint32 MAX_SPLINE_POINTS = 20;
state.walkPoints.clear();
while (state.stepIdx < state.steps.size() && state.walkPoints.size() < MAX_SPLINE_POINTS)
{
const PathNodePoint& wp = state.steps[state.stepIdx];
if (wp.type != PathNodeType::NODE_PREPATH &&
wp.type != PathNodeType::NODE_PATH &&
wp.type != PathNodeType::NODE_NODE)
break; // stop at portal/transport/etc — can't walk past
state.walkPoints.push_back(G3D::Vector3(wp.point.GetPositionX(),
wp.point.GetPositionY(), wp.point.GetPositionZ()));
state.stepIdx++;
}
if (state.walkPoints.empty())
return true;
// Already near end of batch?
G3D::Vector3 const& last = state.walkPoints.back();
float dist = bot->GetExactDist(last.x, last.y, last.z);
if (dist < 10.0f)
{
state.walkPoints.clear();
return true;
}
// Too far from first point — abort the plan and let the
// caller's stuck-recovery decide what to do. An abandoned
// plan is recovered by the next MoveFarTo cycle.
if (state.walkPoints.size() >= 2)
{
G3D::Vector3 const& first = state.walkPoints.front();
float distToFirst = bot->GetExactDist(first.x, first.y, first.z);
if (distToFirst > MAX_PATHFINDING_DISTANCE)
{
state.walkPoints.clear();
state.Reset();
return false;
}
}
// Single point — use PathGenerator directly
if (state.walkPoints.size() < 2)
{
WorldPosition target(bot->GetMapId(), last.x, last.y, last.z);
MoveToSpline(state, target);
state.walkPoints.clear();
return true;
}
// Re-validate each segment against the live navmesh and
// substitute mmap-routed sub-paths where needed.
if (!RefineWalkPoints(state.walkPoints))
{
G3D::Vector3 const& failPt = state.walkPoints.empty()
? G3D::Vector3(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ())
: state.walkPoints.front();
EmitDebugMove("TravelPlan", "segment-unwalkable",
failPt.x, failPt.y, failPt.z);
state.walkPoints.clear();
state.Reset();
return false;
}
LaunchWalkSpline(state);
return true;
}
case PathNodeType::NODE_AREA_TRIGGER:
{
// Pair: trigger (pointIdx) + dest (pointIdx+1).
// Bot walks into the area trigger volume; server teleports
// on entry. Bot may need quest/key prereqs to actually cross.
if (state.stepIdx + 1 >= state.steps.size())
{
state.Reset();
return false;
}
const PathNodePoint& trigger = state.steps[state.stepIdx];
const PathNodePoint& dst = state.steps[state.stepIdx + 1];
// Already on destination map — trigger fired, advance.
if (bot->GetMapId() == dst.point.GetMapId())
{
state.stepIdx += 2;
return true;
}
// Walk to the trigger position; collision with the trigger
// volume teleports us.
float dist = bot->GetExactDist(trigger.point.GetPositionX(),
trigger.point.GetPositionY(),
trigger.point.GetPositionZ());
if (dist > INTERACTION_DISTANCE)
return MoveTo(trigger.point.GetMapId(),
trigger.point.GetPositionX(),
trigger.point.GetPositionY(),
trigger.point.GetPositionZ());
// At trigger but didn't teleport — likely missing quest/key.
// Abort; the do-quest yield-to-grind multiplier or next
// POI pick can reroute.
state.Reset();
return false;
}
case PathNodeType::NODE_STATIC_PORTAL:
{
// Pair: portal-GO position (pointIdx) + dest (pointIdx+1).
// Bot walks within interact range of the portal GameObject
// and sends CMSG_GAMEOBJ_USE to trigger its teleport spell.
if (state.stepIdx + 1 >= state.steps.size())
{
state.Reset();
if (!cur.entry)
return false;
}
const PathNodePoint& portal = state.steps[state.stepIdx];
const PathNodePoint& dst = state.steps[state.stepIdx + 1];
if (bot->GetMapId() == dst.point.GetMapId())
{
state.stepIdx += 2;
return true;
}
// Walk to portal GO position
float dist = bot->GetExactDist(portal.point.GetPositionX(),
portal.point.GetPositionY(),
portal.point.GetPositionZ());
if (dist > INTERACTION_DISTANCE)
return MoveTo(portal.point.GetMapId(),
portal.point.GetPositionX(),
portal.point.GetPositionY(),
portal.point.GetPositionZ());
// In range — find the portal GameObject and interact
if (!portal.entry)
{
state.Reset();
// Validate the GO template is actually a teleport spellcaster.
// Rejects mis-labeled portal entries before we waste a CMSG.
GameObjectTemplate const* goInfo = sObjectMgr->GetGameObjectTemplate(cur.entry);
if (!goInfo || (goInfo->type != GAMEOBJECT_TYPE_SPELLCASTER &&
goInfo->type != GAMEOBJECT_TYPE_GOOBER))
return false;
}
uint32 const spellId = goInfo->spellcaster.spellId;
SpellInfo const* spellInfo = SpellMgr::instance()->GetSpellInfo(spellId);
if (!spellInfo || !spellInfo->HasEffect(SPELL_EFFECT_TELEPORT_UNITS))
return false;
// Mounted handling: refuse the interact while flying high
// (the dismount would drop the bot). Otherwise dismount.
if (bot->IsMounted())
{
if (bot->IsFlying())
return false;
bot->Dismount();
}
botAI->RemoveShapeshift();
GuidVector nearGOs = AI_VALUE(GuidVector, "nearest game objects");
for (ObjectGuid const& guid : nearGOs)
{
GameObject* go = botAI->GetGameObject(guid);
if (!go || go->GetEntry() != portal.entry)
if (!go || go->GetEntry() != cur.entry)
continue;
if (!bot->GetGameObjectIfCanInteractWith(guid, GAMEOBJECT_TYPE_SPELLCASTER))
continue;
@ -3459,143 +3197,180 @@ bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
bot->GetSession()->QueuePacket(new WorldPacket(packet));
return true;
}
return false;
}
// GO not found nearby — abort and let next tick try again
state.Reset();
case PathNodeType::NODE_AREA_TRIGGER:
{
if (cur.entry)
{
// Marker for the trigger we're walking into; server-side
// collision handles the actual teleport. Caller still
// dispatches the walk this tick.
AI_VALUE(LastMovement&, "last movement").lastAreaTrigger = cur.entry;
return false;
}
// No entry: direct teleport to next-point destination.
// Reference uses the next point's stored orientation (the
// baked exit facing), not the bot's current facing.
if (hasNext)
{
PathNodePoint const& dst = path[1];
return bot->TeleportTo(dst.point.GetMapId(),
dst.point.GetPositionX(),
dst.point.GetPositionY(),
dst.point.GetPositionZ(),
dst.point.GetOrientation());
}
return false;
}
case PathNodeType::NODE_TRANSPORT:
{
if (state.stepIdx + 1 >= state.steps.size())
{
state.Reset();
// Disembark: head is a transport node and bot is on one.
// Remove passenger + teleport to the next-step world position
// (cmangos uses UseTransport with current→next teleport here;
// our equivalent is RemovePassenger + TeleportTo).
if (!hasNext)
return false;
}
const PathNodePoint& board = state.steps[state.stepIdx];
const PathNodePoint& arrive = state.steps[state.stepIdx + 1];
// Arrived at destination?
if (bot->GetMapId() == arrive.point.GetMapId() && !bot->GetTransport())
{
state.stepIdx += 2;
return true;
}
// On transport — wait
if (bot->GetTransport())
{
if (bot->GetMapId() == arrive.point.GetMapId())
{
bot->GetTransport()->RemovePassenger(bot);
Transport* transport = bot->GetTransport();
if (!transport)
return false;
PathNodePoint const& dst = path[1];
transport->RemovePassenger(bot);
bot->StopMovingOnCurrentPos();
state.stepIdx += 2;
}
return true;
bool const teleported = bot->TeleportTo(dst.point.GetMapId(),
dst.point.GetPositionX(),
dst.point.GetPositionY(),
dst.point.GetPositionZ(),
bot->GetOrientation());
AI_VALUE(LastMovement&, "last movement").lastTransportEntry = 0;
return teleported;
}
// Walk to boarding point
float dist = bot->GetExactDist(board.point.GetPositionX(), board.point.GetPositionY(), board.point.GetPositionZ());
if (dist > 60.0f)
return MoveTo(board.point.GetMapId(), board.point.GetPositionX(), board.point.GetPositionY(), board.point.GetPositionZ());
default:
break;
}
// Try to board
if (board.entry)
// Head not special — check next-step for board/taxi handlers.
if (!hasNext)
return false;
PathNodePoint const& next = path[1];
switch (next.type)
{
case PathNodeType::NODE_TRANSPORT:
{
if (!next.entry)
return false;
Map* map = bot->GetMap();
if (map)
if (!map)
return false;
// Always consume the tick (return true) + throttle 1s,
// matching reference. Prevents per-tick board retries
// while we wait for the transport to actually receive us.
Transport* transport = GetTransportForPosTolerant(
map, bot, bot->GetPhaseMask(),
next.point.GetPositionX(),
next.point.GetPositionY(),
next.point.GetPositionZ());
if (transport && transport->GetEntry() == next.entry)
{
Transport* transport =
GetTransportForPosTolerant(map, bot, bot->GetPhaseMask(), board.point.GetPositionX(),
board.point.GetPositionY(), board.point.GetPositionZ());
if (transport && transport->GetEntry() == board.entry)
{
BoardTransport(transport);
return true;
if (BoardTransport(transport))
AI_VALUE(LastMovement&, "last movement").lastTransportEntry = next.entry;
}
}
}
// Wait at boarding point
if (dist > INTERACTION_DISTANCE)
return MoveTo(board.point.GetMapId(), board.point.GetPositionX(), board.point.GetPositionY(), board.point.GetPositionZ());
WaitForReach(1000.0f);
return true;
}
case PathNodeType::NODE_FLIGHTPATH:
{
if (state.stepIdx + 1 >= state.steps.size())
{
state.Reset();
if (!next.entry)
return false;
}
const PathNodePoint& dep = state.steps[state.stepIdx];
const PathNodePoint& arr = state.steps[state.stepIdx + 1];
if (bot->IsInFlight())
return true;
// Resolve taxi path
if (state.route.empty())
{
uint32 fromTaxi = sObjectMgr->GetNearestTaxiNode(dep.point.GetPositionX(), dep.point.GetPositionY(),
dep.point.GetPositionZ(), dep.point.GetMapId(), bot->GetTeamId());
uint32 toTaxi = sObjectMgr->GetNearestTaxiNode(arr.point.GetPositionX(), arr.point.GetPositionY(),
arr.point.GetPositionZ(), arr.point.GetMapId(), bot->GetTeamId());
if (fromTaxi && toTaxi && fromTaxi != toTaxi)
state.route = sTravelNodeMap.FindTaxiPath(fromTaxi, toTaxi);
if (state.route.empty())
{
state.stepIdx += 2;
return true;
}
}
TravelMgr::FlightMasterInfo const* fmInfo = sTravelMgr.GetNearestFlightMasterInfo(bot);
TravelMgr::FlightMasterInfo const* fmInfo =
sTravelMgr.GetNearestFlightMasterInfo(bot);
if (!fmInfo)
{
state.route.clear();
state.stepIdx += 2;
return true;
}
return false;
if (bot->GetDistance(fmInfo->pos) > INTERACTION_DISTANCE)
return MoveTo(fmInfo->pos.GetMapId(), fmInfo->pos.GetPositionX(),
fmInfo->pos.GetPositionY(), fmInfo->pos.GetPositionZ());
ObjectGuid fmGuid = ObjectGuid::Create<HighGuid::Unit>(fmInfo->templateEntry, fmInfo->dbGuid);
ObjectGuid fmGuid = ObjectGuid::Create<HighGuid::Unit>(
fmInfo->templateEntry, fmInfo->dbGuid);
Creature* flightMaster = ObjectAccessor::GetCreature(*bot, fmGuid);
if (!flightMaster || !flightMaster->IsAlive())
{
state.route.clear();
state.stepIdx += 2;
return true;
}
return false;
uint32 fromTaxi = sObjectMgr->GetNearestTaxiNode(
cur.point.GetPositionX(), cur.point.GetPositionY(),
cur.point.GetPositionZ(), cur.point.GetMapId(),
bot->GetTeamId());
uint32 toTaxi = sObjectMgr->GetNearestTaxiNode(
next.point.GetPositionX(), next.point.GetPositionY(),
next.point.GetPositionZ(), next.point.GetMapId(),
bot->GetTeamId());
if (!fromTaxi || !toTaxi || fromTaxi == toTaxi)
return false;
std::vector<uint32> route = sTravelNodeMap.FindTaxiPath(fromTaxi, toTaxi);
if (route.empty())
return false;
botAI->RemoveShapeshift();
if (bot->IsMounted())
bot->Dismount();
bot->ActivateTaxiPathTo(state.route, flightMaster, 0);
return bot->ActivateTaxiPathTo(route, flightMaster, 0);
}
state.route.clear();
state.stepIdx += 2;
case PathNodeType::NODE_TELEPORT:
{
if (!next.entry)
return false;
// Can't cast while flying — let the bot land first.
bool const canCastNow = !bot->IsFlying();
if (next.entry == 8690) // Hearthstone
{
if (canCastNow)
{
bool const ok = botAI->DoSpecificAction("hearthstone",
Event("move action"), true);
if (ok)
return true;
}
}
else if (canCastNow)
{
// Mage city portal / similar spell — dismount, drop
// shapeshift, queue cast. We don't gate on reagents (no
// "has reagents for" value on AC); the server-side cast
// attempt will fail cleanly if reagents are missing.
if (bot->IsMounted())
bot->Dismount();
botAI->RemoveShapeshift();
if (botAI->DoSpecificAction(
"cast",
Event("rpg action", std::to_string(next.entry)), true))
return true;
}
// Cast didn't happen or failed — clear the cached path so
// the next tick re-resolves cleanly instead of retrying the
// same teleport edge that just failed.
AI_VALUE(LastMovement&, "last movement").setPath(TravelPath());
return false;
}
default:
{
LOG_ERROR("playerbots",
"[TravelPlan] Bot {} encountered unknown PathNodeType ({}); resetting plan",
bot->GetName(), static_cast<uint32>(pt.type));
state.Reset();
return false;
}
}
return false;
}
Transport* MovementAction::GetTransportForPosTolerant(Map* map, WorldObject* ref, uint32 phaseMask, float x, float y, float z)
{
if (!map || !ref)
@ -3679,7 +3454,7 @@ bool MovementAction::BoardTransport(Transport* transport)
{
transport->AddPassenger(bot, true);
bot->StopMovingOnCurrentPos();
EmitDebugMove("TravelPlan:transport-board", "teleport", transport->GetPositionX(),
EmitDebugMove("Transport:board", "teleport", transport->GetPositionX(),
transport->GetPositionY(), transport->GetPositionZ());
return true;
}
@ -3701,11 +3476,11 @@ bool MovementAction::BoardTransport(Transport* transport)
// MovePoint without pathfinding (transport is a moving object)
if (MotionMaster* mm = bot->GetMotionMaster())
{
if (bot->IsSitState())
if (!bot->IsStandState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
mm->MovePoint(0, destX, destY, destZ, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, false, false);
EmitDebugMove("TravelPlan:transport-walk", "spline", destX, destY, destZ);
EmitDebugMove("Transport:walk", "spline", destX, destY, destZ);
}
return false;

View File

@ -89,8 +89,30 @@ protected:
PathResult GeneratePath(float x, float y, float z, uint32 acceptMask = DEFAULT_PATH_ACCEPT_MASK, bool forceDestination = false);
bool GetTravelPlan(TravelPlan& plan, WorldPosition destination);
bool ExecuteTravelPlan(TravelPlan& state);
// Returns a unified TravelPath for the move. Mirror of the reference
// ResolveMovePath shape: 10% lastPath reuse short-circuit, choose
// graph (cross-map / >sightDistance) or live mmap probe, regression
// guard preferring cached path when no better, fall back to a
// single-point path on dest. Stateless — does not dispatch.
TravelPath ResolveMovePath(WorldPosition startPos,
WorldPosition endPos,
LastMovement& lastMove);
// Dispatches the head-of-path special segment (portal interact /
// area-trigger marker / transport boarding / flight master taxi).
// Caller is expected to first call TravelPath::UpcommingSpecialMovement
// which cuts the path so the head is the special segment. Returns
// true if a movement-consuming action was dispatched this tick.
// Returns false for AREA_TRIGGER-with-entry (caller still dispatches
// the walk into the trigger volume).
bool HandleSpecialMovement(TravelPath& path);
// Top-of-MoveFarTo gate that keeps a bot riding a transport across
// ticks. Returns true if the bot is still on the transport we last
// boarded (caller should skip the rest of MoveFarTo this tick).
// Clears lastTransportEntry and returns false if the bot has
// disembarked or is no longer on the expected transport.
bool WaitForTransport();
// Transport boarding helpers (shared by FollowAction and travel plan)
static Transport* GetTransportForPosTolerant(Map* map, WorldObject* ref,
@ -101,16 +123,6 @@ protected:
float& outX, float& outY, float& outZ);
bool BoardTransport(Transport* transport);
private:
bool LaunchWalkSpline(TravelPlan& state);
bool MoveToSpline(TravelPlan& state, WorldPosition target);
// Per-segment mmap refinement of a travel-node-graph walk batch.
// The graph stores offline-baked coords whose straight-line
// interpolation may pass through geometry the bot can't actually
// traverse. Returns false if any segment is unwalkable per the
// live navmesh, in which case the caller should abort the plan.
bool RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints);
protected:
struct CheckAngle
{

View File

@ -14,34 +14,26 @@ LastMovement::LastMovement(LastMovement& other)
taxiMaster(other.taxiMaster),
lastFollow(other.lastFollow),
lastAreaTrigger(other.lastAreaTrigger),
lastMoveToX(other.lastMoveToX),
lastMoveToY(other.lastMoveToY),
lastMoveToZ(other.lastMoveToZ),
lastMoveToOri(other.lastMoveToOri),
lastFlee(other.lastFlee)
{
lastMoveShort = other.lastMoveShort;
nextTeleport = other.nextTeleport;
lastPath = other.lastPath;
priority = other.priority;
lastTransportEntry = other.lastTransportEntry;
}
void LastMovement::clear()
{
lastMoveShort = WorldPosition();
lastPath.clear();
lastMoveToMapId = 0;
lastMoveToX = 0;
lastMoveToY = 0;
lastMoveToZ = 0;
lastMoveToOri = 0;
lastFollow = nullptr;
lastAreaTrigger = 0;
lastFlee = 0;
nextTeleport = 0;
msTime = 0;
lastdelayTime = 0;
priority = MovementPriority::MOVEMENT_NORMAL;
lastTransportEntry = 0;
}
void LastMovement::Set(Unit* follow)
@ -54,15 +46,9 @@ void LastMovement::Set(Unit* follow)
void LastMovement::Set(uint32 mapId, float x, float y, float z, float ori, float delayTime, MovementPriority pri)
{
lastMoveToMapId = mapId;
lastMoveToX = x;
lastMoveToY = y;
lastMoveToZ = z;
lastMoveToOri = ori;
lastFollow = nullptr;
lastMoveShort = WorldPosition(mapId, x, y, z, ori);
msTime = getMSTime();
lastdelayTime = delayTime;
priority = pri;
}

View File

@ -39,6 +39,7 @@ public:
lastPath = other.lastPath;
nextTeleport = other.nextTeleport;
priority = other.priority;
lastTransportEntry = other.lastTransportEntry;
return *this;
};
@ -55,18 +56,15 @@ public:
Unit* lastFollow;
uint32 lastAreaTrigger;
time_t lastFlee;
uint32 lastMoveToMapId;
float lastMoveToX;
float lastMoveToY;
float lastMoveToZ;
float lastMoveToOri;
float lastdelayTime;
WorldPosition lastMoveShort;
uint32 msTime;
MovementPriority priority;
TravelPath lastPath;
time_t nextTeleport;
std::future<TravelPath> future;
// Entry of the transport the bot is currently aboard mid-journey,
// used by WaitForTransport to resume a transport segment if the
// bot is still on it next tick (e.g. boat in motion). 0 = none.
uint32 lastTransportEntry{0};
};
class LastMovementValue : public ManualSetValue<LastMovement&>

View File

@ -1,6 +1,7 @@
#include "NewRpgBaseAction.h"
#include <limits>
#include <iomanip>
#include <sstream>
#include "BroadcastHelper.h"
@ -62,19 +63,21 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
return false;
}
// Already-at-dest short-stop. Below targetPosRecalcDistance the
// move is effectively done — stop any active spline and clear
// the cached path if it pointed here, so we don't keep gliding.
// Resume a transport ride if we're still on the same boat as last tick.
if (WaitForTransport())
return true;
WorldPosition botPos(bot);
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
// Short-stop: at destination — stop and clear the cached path.
{
float const totalDistance = bot->GetExactDist(dest);
float const totalDistance = botPos.distance(dest);
if (totalDistance < sPlayerbotAIConfig.targetPosRecalcDistance)
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (!lastMove.lastPath.empty() &&
lastMove.lastPath.getBack().distance(dest) <= totalDistance)
{
lastMove.clear();
}
bot->StopMoving();
EmitDebugMove("MoveFar", "arrived",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
@ -82,174 +85,95 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
}
}
// 10% lastPath reuse — if the cached path's endpoint is still
// close (within 10%) to the new dest, trim the cached path to
// the bot's current position via makeShortCut and re-dispatch.
// Per-tick re-dispatch of the (trimmed) last path keeps the bot
// on-route after interrupts (knockback, combat, manual move)
// without needing a full replan.
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (!lastMove.lastPath.empty())
{
WorldPosition lastBack = lastMove.lastPath.getBack();
if (lastBack.GetMapId() == dest.GetMapId())
{
float totalDist = bot->GetExactDist(dest);
float maxDistChange = totalDist * 0.10f;
float distFromBotToBack = bot->GetExactDist(&lastBack);
if (lastBack.distance(dest) < maxDistChange && distFromBotToBack > 10.0f)
{
WorldPosition botPos(bot);
lastMove.lastPath.makeShortCut(botPos, sPlayerbotAIConfig.reactDistance, bot);
// Per-tick re-resolve: rebuild the TravelPath from the bot's current
// position every tick (10% reuse short-circuits via the cached
// lastPath). Recovers naturally from knockback, off-route drift,
// destination changes, and blocked waypoints.
TravelPath path = ResolveMovePath(botPos, dest, lastMove);
lastMove.setPath(path);
// makeShortCut may clear the path if the bot drifted
// too far off (>reactDistance from any waypoint). In
// that case fall through to fresh planning.
if (lastMove.lastPath.empty())
if (path.empty())
{
EmitDebugMove("MoveFar", "reuse-trim-failed",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
}
if (!lastMove.lastPath.empty())
{
std::vector<WorldPosition> const& pts = lastMove.lastPath.getPointPath();
if (pts.size() >= 2)
{
Movement::PointsArray points;
points.reserve(pts.size());
for (auto const& wp : pts)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
return DispatchPathPoints(dest, points, "reuse");
}
}
// Path was cleared or collapsed — fall through to fresh planning.
}
}
}
}
float disToDest = bot->GetDistance(dest);
float dis = bot->GetExactDist(dest);
// Try the travel-node graph for cross-map or moves longer than the
// bot's sight distance; otherwise the chained mmap probe handles it.
// BGs skip the graph.
bool tryNodes = sPlayerbotAIConfig.enableTravelNodes &&
!bot->InBattleground() &&
((bot->GetMapId() != dest.GetMapId()) ||
(dis > sPlayerbotAIConfig.sightDistance));
// Per-tick re-resolve (cmangos pattern). Rebuild the travel plan
// from the bot's CURRENT position every tick rather than caching
// a multi-step plan and advancing through it. Recovers naturally
// from knockback, off-route drift, mid-execution destination
// changes, and blocked waypoints. Cost: per-tick GetFullPath call;
// the lastPath cache (10% reuse block above) handles the common
// case where the cached path still ends near the same destination
// and avoids re-derivation.
if (tryNodes)
{
if (botAI->rpgInfo.HasActiveTravelPlan() &&
botAI->rpgInfo.travelPlan.destination.distance(dest) > 10.0f)
botAI->rpgInfo.ClearTravel();
StartTravelPlan(dest);
if (botAI->rpgInfo.HasActiveTravelPlan())
{
// No `travelplan` label here — per-tick re-resolve calls
// StartTravelPlan every tick, which would whisper-spam.
// The executor emits per-step labels (TravelPlan:walk-start,
// TravelPlan:flight, TravelPlan:transport-*) on actual dispatch.
return UpdateTravelPlan();
}
// Graph returned no plan — fall through to mmap probe.
}
else if (botAI->rpgInfo.HasActiveTravelPlan())
{
// Move dropped below node-first threshold — drop any leftover plan.
botAI->rpgInfo.ClearTravel();
}
// 40-step chained mmap probe — primary for short moves and
// fallback when the node graph returned no plan.
WorldPosition botPos(bot);
std::vector<WorldPosition> probe = botPos.getPathTo(dest, bot);
// Regression guard: prefer cached lastPath if it still ends closer
// to dest than the new probe — catches probes blocked by geometry.
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (!lastMove.lastPath.empty() && !probe.empty() && probe.size() >= 2)
{
WorldPosition lastBack = lastMove.lastPath.getBack();
if (lastBack.GetMapId() == dest.GetMapId())
{
float cachedToDest = lastBack.distance(dest);
float probeToDest = dest.GetExactDist(probe.back().GetPositionX(),
probe.back().GetPositionY(),
probe.back().GetPositionZ());
if (cachedToDest <= probeToDest)
{
WorldPosition botPosNow(bot);
lastMove.lastPath.makeShortCut(botPosNow, sPlayerbotAIConfig.reactDistance, bot);
if (!lastMove.lastPath.empty())
{
std::vector<WorldPosition> const& pts = lastMove.lastPath.getPointPath();
if (pts.size() >= 2)
{
Movement::PointsArray points;
points.reserve(pts.size());
for (auto const& wp : pts)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
return DispatchPathPoints(dest, points, "regress-keep");
}
}
}
}
}
}
// Walk the chained probe's full waypoint chain via DispatchPathPoints.
if (!probe.empty() && probe.size() >= 2)
{
float endDistToDest = dest.GetExactDist(probe.back().GetPositionX(),
probe.back().GetPositionY(), probe.back().GetPositionZ());
if (endDistToDest + 5.0f < disToDest)
{
Movement::PointsArray points;
points.reserve(probe.size());
for (auto const& wp : probe)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
if (points.size() >= 2)
{
// Mount up if outdoors and not in combat.
if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive())
botAI->DoSpecificAction("check mount state", Event(), true);
return DispatchPathPoints(dest, points, "mmap");
}
}
}
// Probe failed or didn't progress. Attempt straight-line MoveTo to
// the destination — engine PathFinder handles per-poly filtering and
// the bot's STEEP/water filter is honored via CreateFilter. If even
// that fails, the engine falls back to a direct spline.
if (bot->GetMapId() != dest.GetMapId())
{
EmitDebugMove("MoveFar", "cross-map",
EmitDebugMove("MoveFar", "no-path",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return false;
}
char const* reason = (probe.empty() || probe.size() < 2) ? "mmap-empty" : "mmap-noprogress";
EmitDebugMove("MoveFar", reason,
dest.GetPositionX(), dest.GetPositionY(),
dest.GetPositionZ());
return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(),
dest.GetPositionZ(), false, false, false, false);
// Trim leading waypoints behind the bot, bridge with mmap probe if
// the new head requires it. May empty the path (collapsed) — let
// the next tick rebuild from a fresh start.
path.makeShortCut(botPos, sPlayerbotAIConfig.reactDistance, bot);
if (path.empty())
return true;
// Special head segment (portal / area-trigger / transport / flight)?
// UpcommingSpecialMovement cuts the path so the head is the special;
// HandleSpecialMovement dispatches the matching action.
bool const onTransport = bot->GetTransport() != nullptr;
if (path.UpcommingSpecialMovement(botPos,
sPlayerbotAIConfig.reactDistance,
onTransport))
{
if (HandleSpecialMovement(path))
return true;
// Special handler declined (e.g. AREA_TRIGGER with entry → caller
// dispatches the walk into the trigger volume). Fall through.
}
// Transport guard: bot is on a transport but no special movement
// applies this tick — don't dispatch a walk spline (would fight the
// transport's own movement).
if (onTransport)
return false;
// ClipPath — truncate at first hostile creature in range / non-walkable
// hop / drifted past reactDistance / > 125 sqDist jump.
path.ClipPath(botAI, bot, false);
if (path.empty())
return false;
// Telemetry: show the path's actual tail coords vs bot + dest so we
// can see whether the resolved path is heading toward the right
// place. dest-distance == 0 means tail IS the dest (good); large
// dest-distance means graph picked a far-off endNode.
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
{
WorldPosition tail = path.getBack();
float const tailToDest = tail.distance(dest);
float const botToTail = bot->GetExactDist(tail.GetPositionX(),
tail.GetPositionY(),
tail.GetPositionZ());
std::ostringstream tlog;
tlog << "[PATH] tail=(" << std::fixed << std::setprecision(1)
<< tail.GetPositionX() << "," << tail.GetPositionY() << "," << tail.GetPositionZ()
<< ") botToTail=" << botToTail << "y tailToDest=" << tailToDest << "y";
botAI->TellMasterNoFacing(tlog);
}
// Walk dispatch.
std::vector<WorldPosition> const& pts = path.getPointPath();
Movement::PointsArray points;
points.reserve(pts.size());
for (auto const& wp : pts)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
if (points.size() < 2)
{
// Single-point fallback path (cmangos pattern: ResolveMovePath
// emits a single dest point if nothing else worked). Hand it
// to the engine's MovePoint via MoveTo.
EmitDebugMove("MoveFar", "single-point",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return MoveTo(dest.GetMapId(), dest.GetPositionX(),
dest.GetPositionY(), dest.GetPositionZ(),
false, false, false, false);
}
if (!bot->IsMounted() && !bot->IsInCombat() &&
bot->IsOutdoors() && bot->IsAlive())
botAI->DoSpecificAction("check mount state", Event(), true);
return DispatchPathPoints(dest, points, "walk");
}
bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
@ -259,84 +183,14 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
if (points.size() < 2)
return false;
// Prefix trim (cmangos parity: makeShortCut on every dispatch).
// Drop leading waypoints behind the bot's current position so the
// spline begins from where the bot actually is, not from a stale
// planner-start. Picks the waypoint closest to the bot in 3D and
// erases everything before it.
{
float const bx = bot->GetPositionX();
float const by = bot->GetPositionY();
float const bz = bot->GetPositionZ();
float minSq = std::numeric_limits<float>::max();
size_t closest = 0;
for (size_t i = 0; i < points.size(); ++i)
{
float dx = points[i].x - bx;
float dy = points[i].y - by;
float dz = points[i].z - bz;
float sq = dx * dx + dy * dy + dz * dz;
if (sq < minSq)
{
minSq = sq;
closest = i;
}
}
if (closest > 0)
points.erase(points.begin(), points.begin() + closest);
if (points.size() < 2)
return false;
}
// Save planner output for next-tick reuse.
{
LastMovement& lm = AI_VALUE(LastMovement&, "last movement");
std::vector<WorldPosition> wpts;
wpts.reserve(points.size());
for (auto const& pt : points)
wpts.emplace_back(dest.GetMapId(), pt.x, pt.y, pt.z);
lm.setPath(TravelPath(wpts));
}
// MoveFarTo runs makeShortCut + setPath upstream now, so no need
// for the local prefix-trim or lastMove.setPath here.
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
// ClipPath — truncate path at first hostile creature within its
// own attack range. Skipped while in combat or dead.
if (botAI->GetState() != BOT_STATE_COMBAT && bot->IsAlive())
{
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
if (!targets.empty())
{
size_t clipAt = points.size();
for (size_t i = 0; i < points.size() && clipAt == points.size(); ++i)
{
for (ObjectGuid const& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
Creature* cre = unit->ToCreature();
if (!cre)
continue;
if (unit->GetLevel() > bot->GetLevel() + 5)
continue;
float range = cre->GetAttackDistance(bot);
float dx = unit->GetPositionX() - points[i].x;
float dy = unit->GetPositionY() - points[i].y;
float dz = unit->GetPositionZ() - points[i].z;
if (dx * dx + dy * dy + dz * dz > range * range)
continue;
if (!unit->IsWithinLOSInMap(bot))
continue;
clipAt = i;
break;
}
}
if (clipAt < points.size() && clipAt + 1 < points.size())
points.erase(points.begin() + clipAt + 1, points.end());
}
}
// ClipPath now runs at MoveFarTo level on the TravelPath before the
// points array is built. No per-dispatch clip here.
if (points.size() < 2)
return false;
@ -413,24 +267,6 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
return true;
}
void NewRpgBaseAction::StartTravelPlan(WorldPosition dest)
{
TravelPlan& plan = botAI->rpgInfo.travelPlan;
GetTravelPlan(plan, dest);
}
bool NewRpgBaseAction::UpdateTravelPlan()
{
TravelPlan& plan = botAI->rpgInfo.travelPlan;
bool result = ExecuteTravelPlan(plan);
if (!plan.IsActive())
botAI->rpgInfo.ClearTravel();
return result;
}
bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
{
WorldObject* object = botAI->GetWorldObject(guid);
@ -508,7 +344,7 @@ bool NewRpgBaseAction::TakeFlight(std::vector<uint32> const& taxiNodes, Creature
LOG_DEBUG("playerbots", "[New RPG] Bot {} taking flight ({} nodes, {} to {})",
bot->GetName(), taxiNodes.size(), taxiNodes.front(), taxiNodes.back());
EmitDebugMove("TravelPlan:flight", "taxi", flightMaster->GetPositionX(), flightMaster->GetPositionY(),
EmitDebugMove("Flight:taxi", "taxi", flightMaster->GetPositionX(), flightMaster->GetPositionY(),
flightMaster->GetPositionZ());
return true;
}

View File

@ -83,9 +83,6 @@ protected:
bool CheckRpgStatusAvailable(NewRpgStatus status);
private:
void StartTravelPlan(WorldPosition dest);
bool UpdateTravelPlan();
// Centralized dispatch helper. Applies underwater fixup, ClipPath
// (truncate at first hostile in attack range with LOS, level+5 cap),
// inactive-bot teleport (with self-bot carve-out), masterWalking

View File

@ -77,7 +77,6 @@ void NewRpgInfo::Reset()
{
data = Idle{};
startT = getMSTime();
ClearTravel();
}
NewRpgStatus NewRpgInfo::GetStatus()

View File

@ -78,11 +78,6 @@ struct NewRpgInfo
uint32 startT{0}; // start timestamp of the current status
// Travel Node System
TravelPlan travelPlan;
bool HasActiveTravelPlan() const { return travelPlan.IsActive(); }
void ClearTravel() { travelPlan.Reset(); }
using RpgData = std::variant<
Idle,
GoGrind,

View File

@ -229,6 +229,28 @@ public:
float getAngleBetween(WorldPosition dir1, WorldPosition dir2) { return abs(getAngleTo(dir1) - getAngleTo(dir2)); }
// Project this point onto the segment [p1, p2]. Returns t such that
// p1 + t*(p2-p1) is the projection. t=0 means at p1, t=1 means at p2,
// 0<t<1 means strictly between. Used to decide whether the bot has
// already passed a path waypoint and should skip to the next one.
float projectOnSegment(WorldPosition const& p1, WorldPosition const& p2) const
{
if (p1.GetMapId() != p2.GetMapId() || p1.GetMapId() != GetMapId())
return 0.0f;
float dx = p2.GetPositionX() - p1.GetPositionX();
float dy = p2.GetPositionY() - p1.GetPositionY();
float dz = p2.GetPositionZ() - p1.GetPositionZ();
float lenSq = dx * dx + dy * dy + dz * dz;
if (lenSq == 0.0f)
return 0.0f;
return ((GetPositionX() - p1.GetPositionX()) * dx +
(GetPositionY() - p1.GetPositionY()) * dy +
(GetPositionZ() - p1.GetPositionZ()) * dz) / lenSq;
}
WorldPosition lastInRange(std::vector<WorldPosition> list, float minDist = -1.f, float maxDist = -1.f);
WorldPosition firstOutRange(std::vector<WorldPosition> list, float minDist = -1.f, float maxDist = -1.f);

View File

@ -17,6 +17,7 @@
#include "Playerbots.h"
#include "RaceMgr.h"
#include "ServerFacade.h"
#include "Transport.h"
#include "TransportMgr.h"
// TravelNodePath(float distance = 0.1f, float extraCost = 0, TravelNodePathType pathType = TravelNodePathType::walk,
@ -706,6 +707,328 @@ bool TravelPath::IsPathCheating(std::vector<WorldPosition> const& path, float en
return false;
}
bool TravelPath::cutTo(PathNodePoint point, bool including)
{
auto it = std::find(fullPath.begin(), fullPath.end(), point);
if (it == fullPath.end())
return false;
auto cutIt = including ? std::next(it) : it;
fullPath.erase(fullPath.begin(), cutIt);
return true;
}
namespace
{
// Inlined zone-test: cylinder (radius>0) or rotated AABB.
bool IsPointInAreaTrigger(AreaTrigger const* at, uint32 mapId,
float x, float y, float z, float delta)
{
if (mapId != at->map)
return false;
if (at->radius > 0)
{
float dx = x - at->x;
float dy = y - at->y;
float dz = z - at->z;
float distSq = dx * dx + dy * dy + dz * dz;
float r = at->radius + delta;
return distSq <= r * r;
}
// Box: rotate the test point back to AT-local axes, then check
// axis-aligned half-extents (length=X, width=Y, height=Z).
double rot = 2.0 * M_PI - at->orientation;
double sv = std::sin(rot);
double cv = std::cos(rot);
float lx = x - at->x;
float ly = y - at->y;
float rx = float(at->x + lx * cv - ly * sv) - at->x;
float ry = float(at->y + ly * cv + lx * sv) - at->y;
float rz = z - at->z;
return std::fabs(rx) <= at->length / 2 + delta &&
std::fabs(ry) <= at->width / 2 + delta &&
std::fabs(rz) <= at->height / 2 + delta;
}
}
bool TravelPath::shouldMoveToNextPoint(WorldPosition startPos,
std::vector<PathNodePoint>::iterator beg,
std::vector<PathNodePoint>::iterator ed,
std::vector<PathNodePoint>::iterator p,
float& moveDist, float maxDist)
{
if (p == ed)
return false;
auto nextP = std::next(p);
if (nextP == ed)
return false;
// Stop at adjacent area-trigger pair sharing entry — second is the
// teleport-out point we want to land on, not skip past.
if (p->type == PathNodeType::NODE_AREA_TRIGGER &&
nextP->type == PathNodeType::NODE_AREA_TRIGGER &&
p->entry == nextP->entry)
return false;
// Same idea for static-portal pair.
if (p->type == PathNodeType::NODE_STATIC_PORTAL &&
nextP->type == PathNodeType::NODE_STATIC_PORTAL &&
p->entry == nextP->entry)
return false;
// Approaching a transport boarding node — stop before it.
if (nextP->type == PathNodeType::NODE_TRANSPORT && nextP->entry)
return false;
// Mid-transport: traverse to the disembark side.
if (p->type == PathNodeType::NODE_TRANSPORT && p->entry)
{
// Off-transport detour around a transport segment (rare): skip.
if (nextP->type != PathNodeType::NODE_TRANSPORT && p != beg &&
std::prev(p)->type != PathNodeType::NODE_TRANSPORT)
return true;
return false;
}
// Stop within a flightpath run.
if (p->type == PathNodeType::NODE_FLIGHTPATH &&
nextP->type == PathNodeType::NODE_FLIGHTPATH)
return false;
float nextMove = p->point.distance(nextP->point);
if (p->point.GetMapId() != startPos.GetMapId() ||
((moveDist + nextMove > maxDist ||
startPos.distance(nextP->point) > maxDist) && moveDist > 0))
return false;
moveDist += nextMove;
return true;
}
std::vector<PathNodePoint>::iterator
TravelPath::getNextPoint(WorldPosition startPos, float maxDist, bool onTransport)
{
float minDist = FLT_MAX;
auto startP = fullPath.begin();
if (!onTransport)
{
// Closest walkable point on the path (same map as the bot).
for (auto p = fullPath.begin(); p != fullPath.end(); ++p)
{
if (p->point.GetMapId() != startPos.GetMapId())
continue;
if (!p->isWalkable())
continue;
float curDist = p->point.distance(startPos);
if (curDist <= minDist)
{
minDist = curDist;
startP = p;
}
}
}
if (startP == fullPath.end())
return startP;
float moveDist = startP->point.distance(startPos);
for (auto p = startP; p != fullPath.end(); ++p)
{
if (shouldMoveToNextPoint(startPos, fullPath.begin(), fullPath.end(),
p, moveDist, maxDist))
continue;
startP = p;
break;
}
if (startP == fullPath.end() || !startP->isWalkable())
return startP;
auto nextP = std::next(startP);
if (nextP == fullPath.end())
return startP;
// If startPos is between startP and nextP, skip ahead to nextP.
float project = startPos.projectOnSegment(startP->point, nextP->point);
if (project > 0.0f && project < 1.0f)
return nextP;
return startP;
}
bool TravelPath::UpcommingSpecialMovement(WorldPosition startPos,
float maxDist, bool onTransport)
{
if (fullPath.empty())
return false;
auto startP = getNextPoint(startPos, maxDist, onTransport);
if (startP == fullPath.end())
return false;
auto prevP = startP, nextP = startP;
if (startP != fullPath.begin())
prevP = std::prev(prevP);
if (std::next(nextP) != fullPath.end())
nextP = std::next(nextP);
// Area trigger: zone-gated. With entry, must be inside the trigger
// zone; without entry, fire as soon as we reach it.
if (startP->type == PathNodeType::NODE_AREA_TRIGGER)
{
if (startP->entry)
{
AreaTrigger const* at = sObjectMgr->GetAreaTrigger(startP->entry);
if (!at)
return false;
if (!IsPointInAreaTrigger(at, startPos.GetMapId(),
startPos.GetPositionX(),
startPos.GetPositionY(),
startPos.GetPositionZ(), 0.5f))
return false;
}
cutTo(*startP, false);
return true;
}
// Static portal (game-object spellcaster): interact when in range.
if (startP->type == PathNodeType::NODE_STATIC_PORTAL &&
startPos.distance(startP->point) < INTERACTION_DISTANCE)
{
cutTo(*startP, false);
return true;
}
// Teleport spell (hearthstone et al.): fire on the next-step marker.
if (nextP->type == PathNodeType::NODE_TELEPORT)
{
cutTo(*nextP, false);
return true;
}
// Flight path: interact with flight master when in range.
if (startP->type == PathNodeType::NODE_FLIGHTPATH &&
startPos.distance(startP->point) < INTERACTION_DISTANCE)
{
cutTo(*startP, false);
return true;
}
// Transport boarding/disembark. We don't expose a teleport-vs-walk
// toggle yet, so always take the walk-on-board path: cut to dock if
// off-transport, traverse to disembark if on-transport.
if (startP->type == PathNodeType::NODE_TRANSPORT)
{
uint32 entry = nextP->entry;
if (!onTransport)
{
// prevP = dock, startP = where transport will stop.
cutTo(*prevP, false);
return true;
}
// On transport: walk to disembark.
for (auto p = startP; p != fullPath.end(); ++p)
{
if (p->type != PathNodeType::NODE_TRANSPORT ||
(p->entry && p->entry != entry))
{
cutTo(*p, false);
return true;
}
prevP = p;
}
}
return false;
}
void TravelPath::ClipPath(PlayerbotAI* ai, Unit* mover, bool ignoreEnemyTargets)
{
auto startP = getNextPoint(WorldPosition(mover), 0.0f, false);
cutTo(*startP, false);
if (startP == fullPath.end())
return;
GuidVector targets;
Player* bot = ai ? ai->GetBot() : nullptr;
if (bot && ai->GetState() != BOT_STATE_COMBAT && !bot->isDead() && !ignoreEnemyTargets)
{
AiObjectContext* context = ai->GetAiObjectContext();
targets = AI_VALUE(GuidVector, "possible targets");
}
auto endP = fullPath.end();
auto prevP = fullPath.begin();
float const reactSq = sPlayerbotAIConfig.reactDistance * sPlayerbotAIConfig.reactDistance;
for (auto p = fullPath.begin(); p != fullPath.end(); ++p)
{
// Hostile-target check: stop before walking into a mob that
// would aggro. Level-capped (mover->level + 5) so over-level
// mobs we'd avoid anyway are ignored.
for (ObjectGuid const& targetGuid : targets)
{
if (!targetGuid.IsCreature())
continue;
Unit* unit = ai->GetUnit(targetGuid);
if (!unit || unit->isDead())
continue;
if (unit->GetLevel() > mover->GetLevel() + 5)
continue;
Creature* cre = unit->ToCreature();
if (!cre)
continue;
float const range = cre->GetAttackDistance(mover);
if (WorldPosition(unit).sqDistance(p->point) > range * range)
continue;
if (!unit->IsHostileTo(mover) || !unit->IsWithinLOSInMap(mover))
continue;
endP = p;
break;
}
if (endP != fullPath.end())
break;
// Reject paths that drift past reactDistance from the start —
// a sign the path looped or wandered.
if (p->point.sqDistance(fullPath.begin()->point) > reactSq)
endP = p;
// Non-walkable hop in the middle (portal/transport/etc.) terminates.
else if (!p->isWalkable())
endP = p;
// Gap between adjacent points > ~11y (sqDist 125) — likely bad data.
else if (p->point.sqDistance(prevP->point) > 125.0f)
endP = prevP;
if (endP != fullPath.end())
break;
prevP = p;
}
if (endP == fullPath.end())
return;
fullPath.erase(std::next(endP), fullPath.end());
}
bool TravelPath::makeShortCut(WorldPosition startPos, float maxDist, Unit* bot)
{
if (GetPath().empty())
@ -898,6 +1221,14 @@ TravelPath TravelNodeRoute::BuildPath(std::vector<WorldPosition> pathToStart, st
// Full taxi waypoint route; same reasoning as transport.
travelPath.addPath(nodePath->GetPath(), PathNodeType::NODE_FLIGHTPATH, nodePath->getPathObject());
}
else if (nodePath->getPathType() == TravelNodePathType::teleportSpell)
{
// Hearthstone or spell-cast teleport edge: emit a paired
// NODE_TELEPORT (entry = exit) so HandleSpecialMovement can
// dispatch the cast when the head reaches the entry point.
travelPath.addPoint(*prevNode->getPosition(), PathNodeType::NODE_TELEPORT, nodePath->getPathObject());
travelPath.addPoint(*node->getPosition(), PathNodeType::NODE_TELEPORT, nodePath->getPathObject());
}
else
{
std::vector<WorldPosition> path = nodePath->GetPath();
@ -1086,32 +1417,136 @@ TravelNodeRoute TravelNodeMap::GetNodeRoute(TravelNode* start, TravelNode* goal,
std::vector<TravelNodeStub*> open, closed;
std::vector<TravelNode*> portNodes; // synthetic teleport/portal edges
if (bot)
{
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI)
{
AiObjectContext* context = botAI->GetAiObjectContext();
if (botAI->HasCheat(BotCheatMask::gold))
startStub->currentGold = 10000000;
else
{
AiObjectContext* context = botAI->GetAiObjectContext();
// Group-gold accounting (reference parity): A* must
// budget against the MIN travel-money across all safe
// group members — a taxi/transport edge the leader
// can afford but a member can't would split the group.
startStub->currentGold = AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::travel);
bool const isLeader = botAI->GetGroupLeader() == bot;
for (ObjectGuid guid : AI_VALUE(GuidVector, "group members"))
{
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player)
continue;
if (!isLeader && player != bot)
continue;
if (!botAI->IsSafe(player))
{
startStub->currentGold = 0;
continue;
}
if (!GET_PLAYERBOT_AI(player))
continue;
startStub->currentGold = std::min(
startStub->currentGold,
PAI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::travel));
}
}
// Hearthstone (item 6948 / spell 8690): inject a synthetic
// teleport edge from start to the node nearest the bot's
// home bind, so A* can pick hearthing over walking.
if (bot->IsAlive() && bot->HasItemCount(6948, 1))
{
WorldPosition homePos = AI_VALUE(WorldPosition, "home bind");
std::vector<WorldPosition> dummy;
TravelNode* homeNode = sTravelNodeMap.getNode(homePos, dummy, nullptr, 50.0f);
if (homeNode && homeNode != start)
{
PortalNode* portNode = new PortalNode(start);
portNode->SetPortal(start, homeNode, 8690);
TravelNodeStub* hsStub = &m_stubs.insert(std::make_pair(
static_cast<TravelNode*>(portNode), TravelNodeStub(portNode))).first->second;
// Cost: max(2 seconds, (10 - deathCount) * MINUTE).
// Fresh bot → 10 minutes (walks if anything's closer);
// recently-died bot → drops toward 2 seconds (hearth wins).
// Clamp deathCount to 10 to avoid uint32 underflow that
// the reference implementation has at deathCount > 10.
uint32 const dc = std::min<uint32>(10, AI_VALUE(uint32, "death count"));
hsStub->costFromStart = std::max<uint32>(2, (10 - dc) * MINUTE);
hsStub->heuristic = hsStub->dataNode->fDist(goal) / botSpeed;
hsStub->totalCost = hsStub->costFromStart + hsStub->heuristic;
open.push_back(hsStub);
hsStub->open = true;
portNodes.push_back(portNode);
}
}
// Mage teleport spells: 3561 Stormwind, 3562 Ironforge, 3563 Undercity,
// 3565 Darnassus, 3566 Thunder Bluff, 3567 Orgrimmar, 18960 Moonglade.
// Inject one synthetic teleport edge per known + ready spell.
static const uint32 teleSpells[] = {3561, 3562, 3563, 3565, 3566, 3567, 18960};
for (uint32 spellId : teleSpells)
{
if (!bot->IsAlive() || bot->IsInCombat())
break;
if (!bot->HasSpell(spellId))
continue;
if (bot->HasSpellCooldown(spellId))
continue;
SpellTargetPosition const* stp =
sSpellMgr->GetSpellTargetPosition(spellId, EFFECT_0);
if (!stp)
continue;
WorldPosition telePos(stp->target_mapId, stp->target_X,
stp->target_Y, stp->target_Z, 0.0f);
std::vector<WorldPosition> dummy;
TravelNode* destNode = sTravelNodeMap.getNode(telePos, dummy, nullptr, 10.0f);
if (!destNode || destNode == start)
continue;
PortalNode* portNode = new PortalNode(start);
portNode->SetPortal(start, destNode, spellId);
TravelNodeStub* tsStub = &m_stubs.insert(std::make_pair(
static_cast<TravelNode*>(portNode), TravelNodeStub(portNode))).first->second;
tsStub->costFromStart = MINUTE; // cheaper than ~1-min walk
tsStub->heuristic = tsStub->dataNode->fDist(goal) / botSpeed;
tsStub->totalCost = tsStub->costFromStart + tsStub->heuristic;
open.push_back(tsStub);
tsStub->open = true;
portNodes.push_back(portNode);
}
}
else
startStub->currentGold = bot->GetMoney();
}
if (!start->hasRouteTo(goal))
if (open.empty() && !start->hasRouteTo(goal))
{
for (auto* p : portNodes)
delete p;
return TravelNodeRoute();
}
// Min-heap: smallest f at front
auto heapComp = [](TravelNodeStub* i, TravelNodeStub* j) { return i->totalCost > j->totalCost; };
open.push_back(startStub);
std::push_heap(open.begin(), open.end(), heapComp);
startStub->open = true;
// Heapify all of open in one pass — covers both startStub and any
// PortalNode stubs injected above.
std::make_heap(open.begin(), open.end(), heapComp);
constexpr uint32 MAX_A_STAR_EXPLORED = 500;
uint32 nodesExplored = 0;
@ -1119,7 +1554,11 @@ TravelNodeRoute TravelNodeMap::GetNodeRoute(TravelNode* start, TravelNode* goal,
while (!open.empty())
{
if (++nodesExplored > MAX_A_STAR_EXPLORED)
{
for (auto* p : portNodes)
delete p;
return TravelNodeRoute();
}
std::pop_heap(open.begin(), open.end(), heapComp);
currentNode = open.back();
@ -1144,7 +1583,11 @@ TravelNodeRoute TravelNodeMap::GetNodeRoute(TravelNode* start, TravelNode* goal,
reverse(path.begin(), path.end());
return TravelNodeRoute(path);
// Successful route: hand off ownership of any synthetic
// PortalNodes injected at the head. Caller (GetFullPath)
// is expected to call cleanTempNodes() when done with the
// route — see the call site for the lifecycle.
return TravelNodeRoute(path, portNodes);
}
for (auto const& link : *currentNode->dataNode->getLinks()) // for each successor n' of n
@ -1183,6 +1626,9 @@ TravelNodeRoute TravelNodeMap::GetNodeRoute(TravelNode* start, TravelNode* goal,
}
}
// A* exhausted open without reaching goal. Clean up synthetic nodes.
for (auto* p : portNodes)
delete p;
return TravelNodeRoute();
}
@ -1262,36 +1708,21 @@ TravelNodeRoute TravelNodeMap::FindRouteNearestNodes(WorldPosition startPos, Wor
return TravelNodeRoute();
}
bool TravelNodeMap::GetFullPath(TravelPlan& plan,
WorldPosition botPos, uint32 botZoneId,
TravelPath TravelNodeMap::GetFullPath(WorldPosition botPos, [[maybe_unused]] 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
}
TravelPath path;
plan.Reset();
plan.destination = destination;
// mmap-probe first: if a 40-step probe makes meaningful progress,
// prefer it over the graph. Loosened from "reaches within spellDistance"
// because the strict gate falls through to graph routing whenever the
// probe stops a few yards short of the destination (e.g., bot can't
// reach the exact GO position, or destination is inside an area the
// probe can't fully enter). Graph paths come from DB-cached walk
// edges baked at offline generation time and can route through
// terrain that current mmaps treat as unwalkable.
//
// Accept the probe if EITHER:
// (a) it reaches within 30y of destination, OR
// (b) it makes >50% progress and got at least 30y total
// AC-side workaround that reference doesn't have: if a 40-step mmap
// probe from bot to destination either reaches close to dest OR
// makes any meaningful forward progress (>30y absolute), prefer
// that direct path over the graph. The graph's K=5 endNode pick +
// strict 1y endPath validation rejects destinations that are
// slightly off-mesh (cave shelves, alcoves), so without this the
// bot falls to a single-point MoveTo fallback and wiggles in place.
// Loosened from "50% AND >30y" to just ">30y" so a partial probe
// toward the cave entrance gets accepted; the next tick's
// re-resolve from the new bot position can extend further.
if (botPos.GetMapId() == destination.GetMapId())
{
std::vector<WorldPosition> probe = destination.getPathFromPath({botPos}, bot, 40);
@ -1302,120 +1733,183 @@ bool TravelNodeMap::GetFullPath(TravelPlan& plan,
float const probeProgress = totalDist - probeEndToDest;
bool const closeEnough = probeEndToDest < 30.0f;
bool const meaningfulProgress = probeProgress > totalDist * 0.5f && probeProgress > 30.0f;
bool const meaningfulProgress = probeProgress > 30.0f;
if (closeEnough || meaningfulProgress)
{
plan.steps.addPoint(botPos, PathNodeType::NODE_PREPATH);
path.addPoint(botPos, PathNodeType::NODE_PREPATH);
for (size_t i = 1; i < probe.size(); ++i)
plan.steps.addPoint(probe[i], PathNodeType::NODE_PATH);
return true;
path.addPoint(probe[i], PathNodeType::NODE_PATH);
return path;
}
}
}
std::shared_lock<std::shared_timed_mutex> guard(m_nMapMtx);
// 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.
// Mirror reference: if the bot is mid-transport, the first valid
// route wins immediately (no per-candidate validation against the
// ground — the transport handles position).
uint32 transportEntry = 0;
if (bot && bot->GetTransport())
transportEntry = bot->GetTransport()->GetEntry();
// K-nearest start + end node candidates (K=5). Map-wide scan to
// mirror reference `getNodes(pos, -1)` — restricting to bot's zone
// misses nodes that sit just across a zone boundary (e.g. a cave
// whose interior node is in a different zone than its entrance).
constexpr uint32 K = 5;
auto pickKNearest = [&](WorldPosition pos, uint32 zoneId) -> std::vector<TravelNode*>
auto pickKNearest = [&](WorldPosition pos) -> 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
std::vector<TravelNode*> candidates;
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());
uint32 const n = std::min<uint32>(K, (uint32)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);
std::vector<TravelNode*> startCandidates = pickKNearest(botPos, botZoneId);
std::vector<TravelNode*> endCandidates = pickKNearest(destination, destZone);
std::vector<TravelNode*> startCandidates = pickKNearest(botPos);
std::vector<TravelNode*> endCandidates = pickKNearest(destination);
if (startCandidates.empty() || endCandidates.empty())
return false;
return path; // empty
// Iterate combinations with per-candidate path validation. Skip
// nodes that failed a prior pass (bad*Nodes), reject endNodes whose
// mmap-path to dest can't reach within 1y, and reject startNodes
// whose mmap-path from bot can't reach within maxStartDistance
// (20y for transport, 1y otherwise — matches reference).
std::vector<TravelNode*> badStartNodes, badEndNodes;
TravelNode* startNode = nullptr;
TravelNode* endNode = nullptr;
TravelNodeRoute route;
for (TravelNode* s : startCandidates)
{
for (TravelNode* e : endCandidates)
{
if (!s || !e || s == e)
if (std::find(badEndNodes.begin(), badEndNodes.end(), e) != badEndNodes.end())
continue;
if (!s->hasRouteTo(e))
if (!e)
continue;
TravelNodeRoute r = GetNodeRoute(s, e, nullptr);
if (r.isEmpty())
continue;
startNode = s;
endNode = e;
route = r;
break;
}
if (!route.isEmpty())
break;
}
WorldPosition endNodePos = *e->getPosition();
if (route.isEmpty() || !startNode || !endNode)
return false;
WorldPosition startNodePos = *startNode->getPosition();
WorldPosition endNodePos = *endNode->getPosition();
// 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.
// 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;
// Validate endNode -> destination is pathable. Reference uses 1y
// strict tolerance, but that rejects valid cave-interior nodes
// when the destination (quest GO, mob, item) is slightly off the
// navmesh (small shelf, alcove). Use INTERACTION_DISTANCE so any
// endNode whose mmap can reach close enough for the bot to
// interact with the destination is accepted.
std::vector<WorldPosition> endProbe;
bool endPathOk = false;
if (endNodePos.GetMapId() == destination.GetMapId())
{
Unit* pathBot = (bot && bot->GetMapId() == destination.GetMapId()) ? bot : nullptr;
std::vector<WorldPosition> probe = endNodePos.getPathTo(destination, pathBot);
if (probe.size() >= 2)
pathToEnd = probe;
endProbe = endNodePos.getPathTo(destination, pathBot);
endPathOk = destination.isPathTo(endProbe, INTERACTION_DISTANCE);
}
else
{
// Cross-map endNode is its own teleport destination.
endProbe = {endNodePos, destination};
endPathOk = true;
}
if (pathToEnd.empty())
pathToEnd = {destination};
plan.steps = route.BuildPath(pathToStart, pathToEnd, nullptr);
if (!endPathOk)
{
badEndNodes.push_back(e);
continue;
}
return !plan.steps.empty();
for (TravelNode* s : startCandidates)
{
if (std::find(badStartNodes.begin(), badStartNodes.end(), s) != badStartNodes.end())
continue;
if (!s || s == e)
continue;
if (!s->hasRouteTo(e))
continue;
WorldPosition startNodePos = *s->getPosition();
// A* on the graph.
TravelNodeRoute route = GetNodeRoute(s, e, dynamic_cast<Player*>(bot));
if (route.isEmpty())
continue;
// On a transport: skip ground validation, accept the route.
if (transportEntry)
{
path = route.BuildPath({botPos}, endProbe, bot);
route.cleanTempNodes();
return path;
}
// Validate bot -> startNode is pathable within maxStartDistance.
float const maxStartDistance = s->isTransport() ? 20.0f : 1.0f;
std::vector<WorldPosition> pathToStart;
bool startPathOk = false;
if (bot && botPos.GetMapId() == startNodePos.GetMapId())
{
pathToStart = botPos.getPathTo(startNodePos, bot);
startPathOk = startNodePos.isPathTo(pathToStart, maxStartDistance);
}
if (!startPathOk)
{
badStartNodes.push_back(s);
route.cleanTempNodes();
continue;
}
// Both ends validated — build and return.
path = route.BuildPath(pathToStart, endProbe, bot);
route.cleanTempNodes();
return path;
}
}
// No graph route found. Last-resort hearthstone fallback (reference
// also does this): if bot has hearthstone item and is alive, treat
// the bot's current position as a one-off node and try routing from
// it to each endCandidate via the hearthstone PortalNode edge.
if (Player* player = dynamic_cast<Player*>(bot))
{
if (player->IsAlive() && player->HasItemCount(6948, 1))
{
TravelNode* botNode = new TravelNode(botPos, "Bot Pos", false);
botNode->setPoint(botPos);
for (TravelNode* e : endCandidates)
{
if (!e || std::find(badEndNodes.begin(), badEndNodes.end(), e) != badEndNodes.end())
continue;
TravelNodeRoute route = GetNodeRoute(botNode, e, player);
if (route.isEmpty())
continue;
// Build the end-side path again for this candidate.
WorldPosition endNodePos = *e->getPosition();
std::vector<WorldPosition> endProbe;
if (endNodePos.GetMapId() == destination.GetMapId())
{
Unit* pathBot = (bot && bot->GetMapId() == destination.GetMapId()) ? bot : nullptr;
endProbe = endNodePos.getPathTo(destination, pathBot);
}
else
endProbe = {endNodePos, destination};
route.addTempNodes({botNode}); // transfer ownership of botNode
path = route.BuildPath({botPos}, endProbe, bot);
route.cleanTempNodes();
return path;
}
delete botNode;
}
}
return path; // empty
}
bool TravelNodeMap::cropUselessNode(TravelNode* startNode)

View File

@ -68,7 +68,9 @@
//
// GetFullPath finds nearest nodes (zone-indexed), runs A* to get a node route, then
// BuildPath assembles a flat TravelPath with typed waypoints (walk, portal, transport, flight).
// ExecuteTravelPlan iterates the path by stepIdx, dispatching on each point's PathNodeType.
// MoveFarTo re-resolves a fresh TravelPath each tick; UpcommingSpecialMovement cuts
// to the head segment when special; HandleSpecialMovement dispatches the matching
// action (portal interact, area-trigger marker, transport board, flight taxi).
// Cross-map travel is handled naturally by portal/transport edges in the A* graph.
//
// If setup cannot resolve (no node, no route, no flight), the bot teleports directly to the destination
@ -93,9 +95,10 @@ enum class TravelNodePathType : uint8
areaTrigger = 2,
transport = 3,
flightPath = 4,
// value 5 (teleportSpell) reserved — no generator emits it and no
// consumer handles it. Re-add when a teleport-spell edge generator
// / executor handler returns.
// Teleport-spell edges (hearthstone, mage portals). Generated at A*
// search start via PortalNode injection; consumed by
// HandleSpecialMovement's NODE_TELEPORT case.
teleportSpell = 5,
staticPortal = 6
};
@ -407,6 +410,26 @@ protected:
// uint32 transportId = 0;
};
// Synthetic A* node injected at search start to represent a teleport-spell
// (hearthstone, mage portal, etc.) as an alternative travel edge. Owned
// by GetNodeRoute caller; deleted after the route is built.
class PortalNode : public TravelNode
{
public:
PortalNode(TravelNode* baseNode) : TravelNode(baseNode) {}
void SetPortal(TravelNode* baseNode, TravelNode* endNode, uint32 portalSpell)
{
nodeName = baseNode->getName();
point = *baseNode->getPosition();
paths.clear();
links.clear();
TravelNodePath path(0.1f, 0.1f, (uint8)TravelNodePathType::teleportSpell,
portalSpell, true);
setPathTo(endNode, path);
}
};
// Route step type
enum class PathNodeType : uint8
{
@ -416,8 +439,10 @@ enum class PathNodeType : uint8
NODE_AREA_TRIGGER = 3,
NODE_TRANSPORT = 4,
NODE_FLIGHTPATH = 5,
// value 6 (NODE_TELEPORT) reserved — no consumer; re-add when a
// teleport-spell handler / generator returns.
// Teleport-spell endpoint (hearthstone, mage portal). Emitted by
// TravelNodeRoute::BuildPath when traversing a teleportSpell-type
// edge; consumed by HandleSpecialMovement.
NODE_TELEPORT = 6,
NODE_STATIC_PORTAL = 7
};
@ -492,6 +517,26 @@ public:
bool makeShortCut(WorldPosition startPos, float maxDist, Unit* bot = nullptr);
// Trim the path up to (and optionally including) the given point.
// Returns true if the point was found. Used by upcoming special-
// movement detection to advance the path past a portal/transport/
// area-trigger node once the bot reaches it.
bool cutTo(PathNodePoint point, bool including);
// Returns true if the next reachable segment is a special-handling
// node (portal / area-trigger / transport / flightpath / teleport)
// and the bot is close enough / positioned right to handle it now.
// Trims the path up to that segment as a side effect. Caller then
// dispatches the matching special-movement handler on the new head.
bool UpcommingSpecialMovement(WorldPosition startPos, float maxDist, bool onTransport);
// Truncate the path at the first waypoint that would put the bot in
// range of a hostile creature (within attack range, in LOS, level-cap
// sane), at a non-walkable hop, after drifting beyond reactDistance
// from the start, or across a > 125-sqDist jump. Set ignoreEnemyTargets
// to suppress the hostile-target check (used by combat repositioning).
void ClipPath(PlayerbotAI* ai, Unit* mover, bool ignoreEnemyTargets = false);
// Reject paths the navmesh accepts but a player can't walk:
// 2-point shortcut over 5y, or > 10y vertical drop with slope steeper than 2:1.
static bool IsPathCheating(std::vector<WorldPosition> const& path,
@ -500,6 +545,24 @@ public:
std::ostringstream const print();
private:
// Returns the next-best-point iterator within maxDist from startPos:
// skips waypoints behind the bot, advances while shouldMoveToNextPoint
// allows, projects onto current segment to decide if the bot has
// already passed it.
std::vector<PathNodePoint>::iterator getNextPoint(WorldPosition startPos,
float maxDist,
bool onTransport);
// Heuristic for getNextPoint: decides whether the iterator should
// step forward to nextP. Stops at special nodes (area triggers,
// portals, transports, flight paths), at map boundaries, and when
// accumulated distance exceeds maxDist.
bool shouldMoveToNextPoint(WorldPosition startPos,
std::vector<PathNodePoint>::iterator beg,
std::vector<PathNodePoint>::iterator ed,
std::vector<PathNodePoint>::iterator p,
float& moveDist, float maxDist);
std::vector<PathNodePoint> fullPath;
};
@ -512,6 +575,13 @@ public:
{
nodes = nodes1;
}
TravelNodeRoute(std::vector<TravelNode*> nodes1,
std::vector<TravelNode*> const& tempNodes_)
{
nodes = nodes1;
if (!tempNodes_.empty())
addTempNodes(tempNodes_);
}
bool isEmpty() { return nodes.empty(); }
@ -523,6 +593,19 @@ public:
std::vector<TravelNode*> getNodes() { return nodes; }
// Take ownership of synthetic A* nodes (PortalNode etc.). Must call
// cleanTempNodes() to delete them when the route is no longer needed.
void addTempNodes(std::vector<TravelNode*> const& tempNodes_)
{
tempNodes.insert(tempNodes.end(), tempNodes_.begin(), tempNodes_.end());
}
void cleanTempNodes()
{
for (auto* n : tempNodes)
delete n;
tempNodes.clear();
}
TravelPath BuildPath(
std::vector<WorldPosition> pathToStart = {},
std::vector<WorldPosition> pathToEnd = {},
@ -536,6 +619,7 @@ private:
return std::find(nodes.begin(), nodes.end(), node);
}
std::vector<TravelNode*> nodes;
std::vector<TravelNode*> tempNodes; // owned synthetic nodes (PortalNode etc.)
};
// A node container to aid A* calculations with nodes.
@ -554,34 +638,6 @@ public:
uint32 currentGold = 0;
};
struct TravelPlan
{
WorldPosition destination;
// Flat waypoint path built upfront by GetFullPath:
TravelPath steps;
uint32 stepIdx{0};
// Spline scratch (used by executor):
std::vector<G3D::Vector3> walkPoints;
uint32 expectedDuration{0}; // used to derive the lastMove delay
// Taxi scratch:
std::vector<uint32> route;
bool IsActive() const { return !steps.empty(); }
void Reset()
{
destination = WorldPosition();
steps.clear();
stepIdx = 0;
walkPoints.clear();
expectedDuration = 0;
route.clear();
}
};
// The container of all nodes.
class TravelNodeMap
{
@ -711,8 +767,11 @@ public:
// empty static vector for unknown zones.
std::vector<TravelNode*> const& GetNodesInZone(uint32 zoneId) const;
bool GetFullPath(TravelPlan& plan, WorldPosition botPos,
uint32 botZoneId, WorldPosition destination, Unit* bot = nullptr);
// Resolve a full TravelPath from botPos to destination. Returns an
// empty TravelPath if no graph route + mmap stitch is reachable;
// the caller is then expected to fall back to a single-point path.
TravelPath GetFullPath(WorldPosition botPos, uint32 botZoneId,
WorldPosition destination, Unit* bot = nullptr);
// Resolve A* route between two world positions (returns node vector)
std::vector<TravelNode*> ResolveRoute(WorldPosition startPos,