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No commits in common. "91b217c962829295728091ec5c3e79c619fe56e5" and "83e9ad3a970a0c1ee2f46522aded519023dea0be" have entirely different histories.

2 changed files with 9 additions and 44 deletions

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@ -3405,34 +3405,15 @@ bool MovementAction::ExecuteTravelPlan(TravelPlan& state)
case PathNodeType::NODE_PATH: case PathNodeType::NODE_PATH:
case PathNodeType::NODE_NODE: case PathNodeType::NODE_NODE:
{ {
// Batch consecutive walk points into one spline. Capped at // Batch consecutive walk points into one spline. Capped small 20 points per tick.
// 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 uint32 MAX_SPLINE_POINTS = 20;
static constexpr float MAX_BATCH_LENGTH = 70.0f;
state.walkPoints.clear(); state.walkPoints.clear();
float accumulated = 0.f;
while (state.stepIdx < state.steps.size() && state.walkPoints.size() < MAX_SPLINE_POINTS) while (state.stepIdx < state.steps.size() && state.walkPoints.size() < MAX_SPLINE_POINTS)
{ {
const PathNodePoint& wp = state.steps[state.stepIdx]; const PathNodePoint& wp = state.steps[state.stepIdx];
if (wp.type != PathNodeType::NODE_PATH && wp.type != PathNodeType::NODE_NODE) if (wp.type != PathNodeType::NODE_PATH && wp.type != PathNodeType::NODE_NODE)
break; break;
G3D::Vector3 next(wp.point.GetPositionX(), wp.point.GetPositionY(), wp.point.GetPositionZ()); state.walkPoints.push_back(G3D::Vector3(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++; state.stepIdx++;
} }

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