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2 changed files with 141 additions and 22 deletions

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@ -3142,6 +3142,29 @@ bool MovementAction::LaunchWalkSpline(TravelPlan& state)
return true; return true;
} }
// Sparse-segment clip (cmangos parity): truncate the chain at the
// first segment longer than ~11.18y. Spline interpolation between
// sparse waypoints can cut corners through visual obstacles (trees,
// walls) the navmesh routed around. Bot re-plans from a closer
// position next tick where the resolved poly chain is denser.
{
constexpr float SPARSE_SEG_SQ = 125.0f; // sqrt(125) ≈ 11.18y
for (size_t i = 1; i < state.walkPoints.size(); ++i)
{
G3D::Vector3 d = state.walkPoints[i] - state.walkPoints[i - 1];
if (d.squaredLength() > SPARSE_SEG_SQ)
{
state.walkPoints.resize(i);
break;
}
}
if (state.walkPoints.size() < 2)
{
state.walkPoints.clear();
return true;
}
}
// Re-clamp cached waypoints to current valid Z. Rows in // Re-clamp cached waypoints to current valid Z. Rows in
// playerbots_travelnode_path store absolute coords baked at // playerbots_travelnode_path store absolute coords baked at
// offline generation; if the live navmesh has shifted since // offline generation; if the live navmesh has shifted since

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@ -1,5 +1,6 @@
#include "NewRpgBaseAction.h" #include "NewRpgBaseAction.h"
#include <limits>
#include <sstream> #include <sstream>
#include "BroadcastHelper.h" #include "BroadcastHelper.h"
@ -220,6 +221,21 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
stepDest.GetPositionY(), stepDest.GetPositionZ()); stepDest.GetPositionY(), stepDest.GetPositionZ());
if (endDistToDest + 5.0f < disToDest) if (endDistToDest + 5.0f < disToDest)
{ {
// Z gap check: if the probe's last waypoint is well below
// the requested destination Z, the chain walked the ground
// polygon graph toward an elevated target it can't reach
// (quest giver on top of Aldrassil etc.). Refuse to dispatch
// — bot waits instead of tunneling into the visual model.
// 10y tolerates normal terrain variation (ramp ends, hill
// tops) while still catching clearly unreachable elevations.
if (std::fabs(stepDest.GetPositionZ() - dest.GetPositionZ()) > 10.0f)
{
EmitDebugMove("MoveFar", "z-mismatch",
dest.GetPositionX(), dest.GetPositionY(),
dest.GetPositionZ());
return false;
}
Movement::PointsArray points; Movement::PointsArray points;
points.reserve(probe.size()); points.reserve(probe.size());
for (auto const& wp : probe) for (auto const& wp : probe)
@ -278,6 +294,57 @@ bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
if (points.size() < 2) if (points.size() < 2)
return false; return false;
// Prefix trim (cmangos parity: makeShortCut on every dispatch).
// Drop leading waypoints behind the bot's current position so the
// spline begins from where the bot actually is, not from a stale
// planner-start. Picks the waypoint closest to the bot in 3D and
// erases everything before it.
{
float const bx = bot->GetPositionX();
float const by = bot->GetPositionY();
float const bz = bot->GetPositionZ();
float minSq = std::numeric_limits<float>::max();
size_t closest = 0;
for (size_t i = 0; i < points.size(); ++i)
{
float dx = points[i].x - bx;
float dy = points[i].y - by;
float dz = points[i].z - bz;
float sq = dx * dx + dy * dy + dz * dz;
if (sq < minSq)
{
minSq = sq;
closest = i;
}
}
if (closest > 0)
points.erase(points.begin(), points.begin() + closest);
if (points.size() < 2)
return false;
}
// Sparse-segment clip (cmangos parity): if any consecutive segment
// is longer than ~11.18y, truncate the path at that point. Short,
// dense waypoints reduce spline interpolation across visual
// obstacles between sparse points; bot re-plans from a closer
// position next tick.
{
constexpr float SPARSE_SEG_SQ = 125.0f; // sqrt(125) ≈ 11.18y
for (size_t i = 1; i < points.size(); ++i)
{
float dx = points[i].x - points[i - 1].x;
float dy = points[i].y - points[i - 1].y;
float dz = points[i].z - points[i - 1].z;
if (dx * dx + dy * dy + dz * dz > SPARSE_SEG_SQ)
{
points.resize(i);
break;
}
}
if (points.size() < 2)
return false;
}
// LOS gate: reject paths whose segments pass through visual // LOS gate: reject paths whose segments pass through visual
// geometry. mmap is blind to M2 models (trees, decorative props) // geometry. mmap is blind to M2 models (trees, decorative props)
// and will route through them; vmap LOS catches the cases that // and will route through them; vmap LOS catches the cases that
@ -473,32 +540,61 @@ bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
if (!object) if (!object)
return false; return false;
float x = object->GetPositionX(); Map* map = bot->GetMap();
float y = object->GetPositionY(); if (!map)
float z = object->GetPositionZ(); return false;
float angle = 0.f;
if (!object->ToUnit() || !object->ToUnit()->isMoving()) // 8-angle deterministic iteration around the target. For each angle,
angle = object->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target // validate the candidate against the navmesh with a strict ground-only
else // filter (NAV_GROUND, exclude STEEP/WATER/MAGMA/SLIME). Reject if no
angle = object->GetOrientation() + // valid poly within 5y XY+Z or if the snap drifts the Z by >10y.
(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement) // First angle that passes both LOS and navmesh-snap wins.
dtNavMeshQuery const* navMeshQuery =
map->GetMapCollisionData().GetMMapData().GetNavMeshQuery();
float const baseAngle = object->GetAngle(bot);
// Bias toward the full radius so the bot stops next to the object, for (float step = 0.0f; step < 2.0f * static_cast<float>(M_PI);
// not on top of it. Uniform rnd would put dest anywhere in [0, distance]. step += static_cast<float>(M_PI) / 4.0f)
float rnd = 0.85f + 0.15f * rand_norm();
x += cos(angle) * distance * rnd;
y += sin(angle) * distance * rnd;
if (!object->GetMap()->CheckCollisionAndGetValidCoords(object, object->GetPositionX(), object->GetPositionY(),
object->GetPositionZ(), x, y, z))
{ {
x = object->GetPositionX(); float const angle = baseAngle + step;
y = object->GetPositionY(); float x = object->GetPositionX() + std::cos(angle) * distance;
z = object->GetPositionZ(); float y = object->GetPositionY() + std::sin(angle) * distance;
float z = object->GetPositionZ();
// LOS check at eye height.
if (!bot->IsWithinLOS(x, y, z + bot->GetCollisionHeight()))
continue;
// Strict navmesh-snap validation (cmangos ClosestCorrectPoint port).
if (navMeshQuery)
{
dtQueryFilter filter;
filter.setIncludeFlags(NAV_GROUND);
filter.setExcludeFlags(NAV_GROUND_STEEP | NAV_WATER | NAV_MAGMA | NAV_SLIME);
float const point[VERTEX_SIZE] = { y, z, x };
float const extents[VERTEX_SIZE] = { 5.0f, 5.0f, 5.0f };
float closest[VERTEX_SIZE] = { 0.0f, 0.0f, 0.0f };
dtPolyRef polyRef = INVALID_POLYREF;
if (!dtStatusSucceed(navMeshQuery->findNearestPoly(
point, extents, &filter, &polyRef, closest)) ||
polyRef == INVALID_POLYREF)
continue;
float const snappedZ = closest[1];
if (std::fabs(snappedZ - z) > 10.0f)
continue;
x = closest[2];
y = closest[0];
z = snappedZ;
} }
// Route through MoveFarTo so every approach gets the full probe
// + travel-node fallback (and a precise debug label).
return MoveFarTo(WorldPosition(object->GetMapId(), x, y, z)); return MoveFarTo(WorldPosition(object->GetMapId(), x, y, z));
}
return false;
} }
bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority, WorldObject* center) bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority, WorldObject* center)