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@ -3221,34 +3221,26 @@ bool MovementAction::RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints)
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WorldPosition aPos(mapId, a.x, a.y, a.z);
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WorldPosition bPos(mapId, b.x, b.y, b.z);
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// Per-segment mmap query against the live navmesh. The
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// travel-node graph stores offline-baked waypoints; if the
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// straight line A->B crosses geometry the live navmesh has
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// (mountain, ledge, model edit since offline gen), this
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// returns either an mmap-routed path around it (NORMAL/
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// INCOMPLETE) or empty (NOT_USING_PATH was rejected as
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// "would walk through walls").
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// Per-segment mmap query: routes around geometry the offline
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// graph didn't account for, or returns empty if unreachable.
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std::vector<WorldPosition> segPath = bPos.getPathStepFrom(aPos, bot);
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if (segPath.empty())
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// Trust the raw waypoint pair when mmap can't validate it —
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// navmesh gaps/tile-edge artifacts on short segments shouldn't
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// kill an active plan. Travelnode waypoints are authoritative.
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bool const trustRaw = segPath.empty() ||
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TravelPath::IsPathCheating(segPath, aPos.distance(bPos));
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if (trustRaw)
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{
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// Live mmap refuses A->B. Caller should abort the plan
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// and let MoveFarTo's own probe re-derive a route.
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return false;
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if (i == 0)
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refined.emplace_back(a);
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refined.emplace_back(b);
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continue;
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}
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// Reject "pathfinder cheating" — same checks the offline gen
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// applies to BuildPath. Catches cached segments where the
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// live navmesh still produces a near-vertical hop or a
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// 2-point straight line through geometry.
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if (TravelPath::IsPathCheating(segPath, aPos.distance(bPos)))
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{
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return false;
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}
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// First segment: include its start point so the spline
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// begins from the original A. Later segments: skip the first
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// point — it duplicates the previous segment's tail.
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// Include the first segment's start; skip subsequent starts
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// to avoid duplicating the prior segment's tail.
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size_t startK = (i == 0) ? 0 : 1;
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for (size_t k = startK; k < segPath.size(); ++k)
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refined.emplace_back(segPath[k].GetPositionX(),
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@ -163,13 +163,12 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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// waypoint spline at dest.
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bool tryNodes = (dis >= nodeFirstDis && sPlayerbotAIConfig.enableTravelNodes);
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// If a node plan is already active, ride it — but only if its
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// destination still matches the requested dest. Otherwise the
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// old plan (e.g. built toward a quest objective POI) would keep
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// driving the bot after the caller switched targets (e.g. to a
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// turn-in NPC). cmangos's ResolveMovePath dodges this by being
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// stateless; we have a long-lived plan flag, so check explicitly.
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if (tryNodes && botAI->rpgInfo.HasActiveTravelPlan())
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// Ride an active plan to completion as long as its destination
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// still matches. Remaining distance can drop below nodeFirstDis
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// mid-route (e.g. crossing a zone border near the target); killing
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// the plan here would replace remaining waypoints with raw mmap
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// and often produce a u-turn. Clear only on dest change.
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if (botAI->rpgInfo.HasActiveTravelPlan())
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{
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if (botAI->rpgInfo.travelPlan.destination.distance(dest) > 10.0f)
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botAI->rpgInfo.ClearTravel();
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@ -192,11 +191,6 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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}
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// Graph returned no plan — fall through to mmap probe.
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}
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else if (botAI->rpgInfo.HasActiveTravelPlan())
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{
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// Move dropped below node-first threshold — drop any leftover plan.
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botAI->rpgInfo.ClearTravel();
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}
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// 40-step chained mmap probe — fallback when the node graph
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// returned no plan (or for short moves below nodeFirstDis).
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