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@ -1472,13 +1472,12 @@ TravelNodeRoute TravelNodeMap::GetNodeRoute(TravelNode* start, TravelNode* goal,
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TravelNodeStub* hsStub = &m_stubs.insert(std::make_pair(
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static_cast<TravelNode*>(portNode), TravelNodeStub(portNode))).first->second;
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// Cost: max(2 seconds, (10 - deathCount) * MINUTE).
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// Fresh bot → 10 minutes (walks if anything's closer);
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// recently-died bot → drops toward 2 seconds (hearth wins).
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// Clamp deathCount to 10 to avoid uint32 underflow that
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// the reference implementation has at deathCount > 10.
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uint32 const dc = std::min<uint32>(10, AI_VALUE(uint32, "death count"));
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hsStub->costFromStart = std::max<uint32>(2, (10 - dc) * MINUTE);
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// Cost: max(2, (10 - deathCount) * MINUTE) — matches
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// reference exactly, including the uint32 underflow at
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// deathCount > 10 (which makes hearthstone prohibitive
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// for very-dead bots — apparently intentional).
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hsStub->costFromStart = std::max<uint32>(2,
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(10 - AI_VALUE(uint32, "death count")) * MINUTE);
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hsStub->heuristic = hsStub->dataNode->fDist(goal) / botSpeed;
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hsStub->totalCost = hsStub->costFromStart + hsStub->heuristic;
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@ -1548,18 +1547,8 @@ TravelNodeRoute TravelNodeMap::GetNodeRoute(TravelNode* start, TravelNode* goal,
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// PortalNode stubs injected above.
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std::make_heap(open.begin(), open.end(), heapComp);
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constexpr uint32 MAX_A_STAR_EXPLORED = 500;
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uint32 nodesExplored = 0;
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while (!open.empty())
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{
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if (++nodesExplored > MAX_A_STAR_EXPLORED)
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{
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for (auto* p : portNodes)
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delete p;
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return TravelNodeRoute();
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}
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std::pop_heap(open.begin(), open.end(), heapComp);
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currentNode = open.back();
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open.pop_back();
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@ -1713,36 +1702,17 @@ TravelPath TravelNodeMap::GetFullPath(WorldPosition botPos, [[maybe_unused]] uin
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{
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TravelPath path;
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// AC-side workaround that reference doesn't have: if a 40-step mmap
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// probe from bot to destination either reaches close to dest OR
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// makes any meaningful forward progress (>30y absolute), prefer
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// that direct path over the graph. The graph's K=5 endNode pick +
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// strict 1y endPath validation rejects destinations that are
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// slightly off-mesh (cave shelves, alcoves), so without this the
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// bot falls to a single-point MoveTo fallback and wiggles in place.
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// Loosened from "50% AND >30y" to just ">30y" so a partial probe
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// toward the cave entrance gets accepted; the next tick's
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// re-resolve from the new bot position can extend further.
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// Probe-first short-circuit (matches reference exactly): if a 40-step
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// mmap probe from bot to destination reaches within spellDistance of
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// dest, use the probe directly and skip graph routing. Otherwise
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// fall through to the graph A* below — the failed probe waypoints
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// would ideally feed into getRoute as startPath (reference does
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// this; we don't yet — TODO).
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if (botPos.GetMapId() == destination.GetMapId())
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{
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std::vector<WorldPosition> probe = destination.getPathFromPath({botPos}, bot, 40);
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if (probe.size() >= 2)
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{
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float const totalDist = botPos.distance(destination);
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float const probeEndToDest = destination.distance(probe.back());
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float const probeProgress = totalDist - probeEndToDest;
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bool const closeEnough = probeEndToDest < 30.0f;
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bool const meaningfulProgress = probeProgress > 30.0f;
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if (closeEnough || meaningfulProgress)
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{
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path.addPoint(botPos, PathNodeType::NODE_PREPATH);
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for (size_t i = 1; i < probe.size(); ++i)
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path.addPoint(probe[i], PathNodeType::NODE_PATH);
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return path;
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}
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}
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if (destination.isPathTo(probe, sPlayerbotAIConfig.spellDistance))
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return TravelPath(probe);
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}
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std::shared_lock<std::shared_timed_mutex> guard(m_nMapMtx);
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@ -1795,19 +1765,17 @@ TravelPath TravelNodeMap::GetFullPath(WorldPosition botPos, [[maybe_unused]] uin
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continue;
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WorldPosition endNodePos = *e->getPosition();
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// Validate endNode -> destination is pathable. Reference uses 1y
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// strict tolerance, but that rejects valid cave-interior nodes
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// when the destination (quest GO, mob, item) is slightly off the
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// navmesh (small shelf, alcove). Use INTERACTION_DISTANCE so any
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// endNode whose mmap can reach close enough for the bot to
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// interact with the destination is accepted.
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// Validate endNode -> destination is pathable within 1y (matches
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// reference exactly). Off-mesh destinations that fail this check
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// need a fix at the data layer (node placement, quest dest coords),
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// not a loosened threshold here.
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std::vector<WorldPosition> endProbe;
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bool endPathOk = false;
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if (endNodePos.GetMapId() == destination.GetMapId())
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{
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Unit* pathBot = (bot && bot->GetMapId() == destination.GetMapId()) ? bot : nullptr;
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endProbe = endNodePos.getPathTo(destination, pathBot);
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endPathOk = destination.isPathTo(endProbe, INTERACTION_DISTANCE);
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endPathOk = destination.isPathTo(endProbe, 1.0f);
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}
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else
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{
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