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2 changed files with 35 additions and 21 deletions

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@ -3221,26 +3221,34 @@ bool MovementAction::RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints)
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.
// Per-segment mmap query against the live navmesh. The
// travel-node graph stores offline-baked waypoints; if the
// straight line A->B crosses geometry the live navmesh has
// (mountain, ledge, model edit since offline gen), this
// returns either an mmap-routed path around it (NORMAL/
// INCOMPLETE) or empty (NOT_USING_PATH was rejected as
// "would walk through walls").
std::vector<WorldPosition> segPath = bPos.getPathStepFrom(aPos, bot);
// Trust the raw waypoint pair when mmap can't validate it —
// navmesh gaps/tile-edge artifacts on short segments shouldn't
// kill an active plan. Travelnode waypoints are authoritative.
bool const trustRaw = segPath.empty() ||
TravelPath::IsPathCheating(segPath, aPos.distance(bPos));
if (trustRaw)
if (segPath.empty())
{
if (i == 0)
refined.emplace_back(a);
refined.emplace_back(b);
continue;
// Live mmap refuses A->B. Caller should abort the plan
// and let MoveFarTo's own probe re-derive a route.
return false;
}
// Include the first segment's start; skip subsequent starts
// to avoid duplicating the prior segment's tail.
// Reject "pathfinder cheating" — same checks the offline gen
// applies to BuildPath. Catches cached segments where the
// live navmesh still produces a near-vertical hop or a
// 2-point straight line through geometry.
if (TravelPath::IsPathCheating(segPath, aPos.distance(bPos)))
{
return false;
}
// First segment: include its start point so the spline
// begins from the original A. Later segments: skip the first
// point — it duplicates the previous 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(),

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@ -163,12 +163,13 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
// waypoint spline at dest.
bool tryNodes = (dis >= nodeFirstDis && sPlayerbotAIConfig.enableTravelNodes);
// Ride an active plan to completion as long as its destination
// still matches. Remaining distance can drop below nodeFirstDis
// mid-route (e.g. crossing a zone border near the target); killing
// the plan here would replace remaining waypoints with raw mmap
// and often produce a u-turn. Clear only on dest change.
if (botAI->rpgInfo.HasActiveTravelPlan())
// If a node plan is already active, ride it — but only if its
// destination still matches the requested dest. Otherwise the
// old plan (e.g. built toward a quest objective POI) would keep
// driving the bot after the caller switched targets (e.g. to a
// turn-in NPC). cmangos's ResolveMovePath dodges this by being
// stateless; we have a long-lived plan flag, so check explicitly.
if (tryNodes && botAI->rpgInfo.HasActiveTravelPlan())
{
if (botAI->rpgInfo.travelPlan.destination.distance(dest) > 10.0f)
botAI->rpgInfo.ClearTravel();
@ -191,6 +192,11 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
}
// 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 — fallback when the node graph
// returned no plan (or for short moves below nodeFirstDis).