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@ -1472,13 +1472,12 @@ TravelNodeRoute TravelNodeMap::GetNodeRoute(TravelNode* start, TravelNode* goal,
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);
// Cost: max(2, (10 - deathCount) * MINUTE) — matches
// reference exactly, including the uint32 underflow at
// deathCount > 10 (which makes hearthstone prohibitive
// for very-dead bots — apparently intentional).
hsStub->costFromStart = std::max<uint32>(2,
(10 - AI_VALUE(uint32, "death count")) * MINUTE);
hsStub->heuristic = hsStub->dataNode->fDist(goal) / botSpeed;
hsStub->totalCost = hsStub->costFromStart + hsStub->heuristic;
@ -1548,18 +1547,8 @@ TravelNodeRoute TravelNodeMap::GetNodeRoute(TravelNode* start, TravelNode* goal,
// PortalNode stubs injected above.
std::make_heap(open.begin(), open.end(), heapComp);
constexpr uint32 MAX_A_STAR_EXPLORED = 500;
uint32 nodesExplored = 0;
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();
open.pop_back();
@ -1713,36 +1702,17 @@ TravelPath TravelNodeMap::GetFullPath(WorldPosition botPos, [[maybe_unused]] uin
{
TravelPath path;
// 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.
// Probe-first short-circuit (matches reference exactly): if a 40-step
// mmap probe from bot to destination reaches within spellDistance of
// dest, use the probe directly and skip graph routing. Otherwise
// fall through to the graph A* below — the failed probe waypoints
// would ideally feed into getRoute as startPath (reference does
// this; we don't yet — TODO).
if (botPos.GetMapId() == destination.GetMapId())
{
std::vector<WorldPosition> probe = destination.getPathFromPath({botPos}, bot, 40);
if (probe.size() >= 2)
{
float const totalDist = botPos.distance(destination);
float const probeEndToDest = destination.distance(probe.back());
float const probeProgress = totalDist - probeEndToDest;
bool const closeEnough = probeEndToDest < 30.0f;
bool const meaningfulProgress = probeProgress > 30.0f;
if (closeEnough || meaningfulProgress)
{
path.addPoint(botPos, PathNodeType::NODE_PREPATH);
for (size_t i = 1; i < probe.size(); ++i)
path.addPoint(probe[i], PathNodeType::NODE_PATH);
return path;
}
}
if (destination.isPathTo(probe, sPlayerbotAIConfig.spellDistance))
return TravelPath(probe);
}
std::shared_lock<std::shared_timed_mutex> guard(m_nMapMtx);
@ -1795,19 +1765,17 @@ TravelPath TravelNodeMap::GetFullPath(WorldPosition botPos, [[maybe_unused]] uin
continue;
WorldPosition endNodePos = *e->getPosition();
// 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.
// Validate endNode -> destination is pathable within 1y (matches
// reference exactly). Off-mesh destinations that fail this check
// need a fix at the data layer (node placement, quest dest coords),
// not a loosened threshold here.
std::vector<WorldPosition> endProbe;
bool endPathOk = false;
if (endNodePos.GetMapId() == destination.GetMapId())
{
Unit* pathBot = (bot && bot->GetMapId() == destination.GetMapId()) ? bot : nullptr;
endProbe = endNodePos.getPathTo(destination, pathBot);
endPathOk = destination.isPathTo(endProbe, INTERACTION_DISTANCE);
endPathOk = destination.isPathTo(endProbe, 1.0f);
}
else
{