Compare commits

...

5 Commits

2 changed files with 44 additions and 9 deletions

View File

@ -3405,15 +3405,34 @@ bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
case PathNodeType::NODE_PATH:
case PathNodeType::NODE_NODE:
{
// Batch consecutive walk points into one spline. Capped small 20 points per tick.
// Batch consecutive walk points into one spline. Capped at
// 20 points OR ~70y of accumulated distance — whichever
// comes first. The distance cap gives the planner regular
// re-evaluation points without committing the whole
// remaining route up front; stepIdx advances exactly in
// step with what's actually dispatched, so the next tick
// picks up from the truncation point.
static constexpr uint32 MAX_SPLINE_POINTS = 20;
static constexpr float MAX_BATCH_LENGTH = 70.0f;
state.walkPoints.clear();
float accumulated = 0.f;
while (state.stepIdx < state.steps.size() && state.walkPoints.size() < MAX_SPLINE_POINTS)
{
const PathNodePoint& wp = state.steps[state.stepIdx];
if (wp.type != PathNodeType::NODE_PATH && wp.type != PathNodeType::NODE_NODE)
break;
state.walkPoints.push_back(G3D::Vector3(wp.point.GetPositionX(), wp.point.GetPositionY(), wp.point.GetPositionZ()));
G3D::Vector3 next(wp.point.GetPositionX(), wp.point.GetPositionY(), wp.point.GetPositionZ());
if (!state.walkPoints.empty())
{
accumulated += (next - state.walkPoints.back()).length();
if (accumulated >= MAX_BATCH_LENGTH)
{
state.walkPoints.push_back(next);
state.stepIdx++;
break;
}
}
state.walkPoints.push_back(next);
state.stepIdx++;
}

View File

@ -236,13 +236,29 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
if (points.size() >= 2)
{
// Cap the chain at 20 waypoints. Beyond that, the
// chained probe's accuracy degrades (more chained
// PathGenerator calls = more stitching artifacts) and
// the spline interpolation between distant waypoints
// is more likely to drift through air.
if (points.size() > 20)
points.resize(20);
// Cap dispatched path length at ~70y. MoveFarTo's
// early-exit (top of function) lets the active spline
// run until bot is within 10y of its endpoint, then
// replans from the new position. Capping per-dispatch
// distance gives the planner regular re-evaluation
// points without the per-tick replan cost of fully
// unbounded chunks.
{
constexpr float maxDispatchLength = 70.0f;
float accumulated = 0.f;
size_t cutoff = points.size();
for (size_t i = 1; i < points.size(); ++i)
{
accumulated += (points[i] - points[i - 1]).length();
if (accumulated >= maxDispatchLength)
{
cutoff = i + 1;
break;
}
}
if (cutoff < points.size())
points.resize(cutoff);
}
LOG_INFO("playerbots", "[MoveFar] {} mmap-path | dis={:.0f} | endDist={:.0f} | wp={} | mmapFails={} nodeFails={} | flags={}{}{}",
bot->GetName(), dis, endDistToDest, (uint32)points.size(),