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15 changed files with 147841 additions and 147673 deletions

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@ -330,7 +330,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
return false;
}
bool generatePath = !bot->IsFlying() && !bot->isSwimming();
bool generatePath = !bot->IsFlying() && !bot->isSwimming() && !bot->IsInWater();
bool disableMoveSplinePath =
sPlayerbotAIConfig.disableMoveSplinePath >= 2 ||
(sPlayerbotAIConfig.disableMoveSplinePath == 1 && bot->InBattleground());
@ -3308,7 +3308,7 @@ bool MovementAction::GetTravelPlan(TravelPlan& plan, WorldPosition destination)
destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ(),
destination.GetMapId(), botPos.fDist(destination));
return sTravelNodeMap.GetFullPath(plan, botPos, bot->GetZoneId(), destination);
return sTravelNodeMap.GetFullPath(plan, botPos, bot->GetZoneId(), destination, bot);
}
bool MovementAction::ExecuteTravelPlan(TravelPlan& state)

View File

@ -9,23 +9,6 @@
LastMovement::LastMovement() { clear(); }
LastMovement::LastMovement(LastMovement& other)
: taxiNodes(other.taxiNodes),
taxiMaster(other.taxiMaster),
lastFollow(other.lastFollow),
lastAreaTrigger(other.lastAreaTrigger),
lastMoveToX(other.lastMoveToX),
lastMoveToY(other.lastMoveToY),
lastMoveToZ(other.lastMoveToZ),
lastMoveToOri(other.lastMoveToOri),
lastFlee(other.lastFlee)
{
lastMoveShort = other.lastMoveShort;
nextTeleport = other.nextTeleport;
lastPath = other.lastPath;
priority = other.priority;
}
void LastMovement::clear()
{
lastMoveShort = WorldPosition();

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@ -27,20 +27,9 @@ class LastMovement
{
public:
LastMovement();
LastMovement(LastMovement& other);
LastMovement& operator=(LastMovement const& other)
{
taxiNodes = other.taxiNodes;
taxiMaster = other.taxiMaster;
lastFollow = other.lastFollow;
lastAreaTrigger = other.lastAreaTrigger;
lastMoveShort = other.lastMoveShort;
lastPath = other.lastPath;
nextTeleport = other.nextTeleport;
priority = other.priority;
return *this;
};
LastMovement(LastMovement const&) = default;
LastMovement& operator=(LastMovement const&) = default;
void clear();
@ -66,7 +55,6 @@ public:
MovementPriority priority;
TravelPath lastPath;
time_t nextTeleport;
std::future<TravelPath> future;
};
class LastMovementValue : public ManualSetValue<LastMovement&>
@ -75,7 +63,7 @@ public:
LastMovementValue(PlayerbotAI* botAI) : ManualSetValue<LastMovement&>(botAI, data) {}
private:
LastMovement data = LastMovement();
LastMovement data{};
};
class StayTimeValue : public ManualSetValue<time_t>

View File

@ -52,32 +52,23 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
return false;
// Let previously committed movement finish before recomputing.
//
// MoveTo internally caps its stored delay at maxWaitForMove
// (default 5s), but a long path (200+ yd routed around a
// mountain) takes 30+ seconds to walk. After 5s
// IsWaitingForLastMove returns false and MoveFarTo re-enters.
// Without this gate, DoMovePoint would call mm->Clear() and
// reissue MovePoint from the new bot position — and from a new
// position mmap's partial-path endpoint often differs, so the
// bot gets clobbered mid-walk and ends up oscillating around an
// unreachable destination.
//
// If the bot is still actively walking toward its last
// committed point on the same map, just let the current spline
// finish.
// Already-at-dest short-stop. Below targetPosRecalcDistance
// (default 0.1y) the move is effectively done. Stop any spline
// still running and clear the cached path if it points to here
// — otherwise the bot keeps gliding past dest. Mirrors cmangos
// MovementActions.cpp:1095-1106.
{
float const totalDistance = bot->GetExactDist(dest);
if (totalDistance < sPlayerbotAIConfig.targetPosRecalcDistance)
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (bot->isMoving() && lastMove.lastMoveToMapId == bot->GetMapId())
if (!lastMove.lastPath.empty() &&
lastMove.lastPath.getBack().distance(dest) <= totalDistance)
{
float remaining = bot->GetExactDist(lastMove.lastMoveToX, lastMove.lastMoveToY, lastMove.lastMoveToZ);
if (remaining > 10.0f)
{
EmitDebugMove("MoveFar", "spline-plan",
lastMove.lastMoveToX, lastMove.lastMoveToY, lastMove.lastMoveToZ);
return true;
lastMove.clear();
}
bot->StopMoving();
return false;
}
}
@ -119,24 +110,7 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
points.reserve(pts.size());
for (auto const& wp : pts)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
G3D::Vector3 const& last = points.back();
float totalChainDist = 0.f;
for (size_t i = 1; i < points.size(); ++i)
totalChainDist += (points[i] - points[i - 1]).length();
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
uint32 expectedMs = static_cast<uint32>((totalChainDist / speed) * IN_MILLISECONDS);
uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
EmitDebugMove("MoveFar", "reuse",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return true;
return DispatchPathPoints(dest, points, "reuse");
}
}
// Path was cleared or collapsed — fall through to fresh planning.
@ -145,41 +119,33 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
}
}
float disToDest = bot->GetDistance(dest);
float dis = bot->GetExactDist(dest);
float const dis = bot->GetExactDist(dest);
// Decision tree (cmangos ResolveMovePath order — travel nodes first):
// Mirrors cmangos ResolveMovePath: pick travel-node graph for
// long-distance / cross-map moves; mmap probe for short paths.
//
// 1. Active node plan? Ride it.
//
// 2. Long-distance move (>= nodeFirstDis) and travel nodes
// enabled: try the node graph FIRST. The graph holds
// curated waypoints that avoid known bad terrain.
//
// 3. If no node plan returned: run the 40-step chained mmap
// probe and dispatch its waypoint chain.
//
// 4. Empty / non-progressing probe: fall back to single-
// waypoint spline at dest.
bool tryNodes = (dis >= nodeFirstDis && sPlayerbotAIConfig.enableTravelNodes);
// 1. needsLongPath = cross-map OR dis > sightDistance
// 2. If needsLongPath && travel nodes enabled → graph plan
// 3. Else 40-step chained mmap probe
// 4. Regression guard against the new probe — ride cached path
// if it ends at least as close to dest
// 5. Dispatch probe (no reach gate — partial probes still make
// progress and the next tick replans)
// 6. Empty probe → cmangos addPoint(endPosition) fallback:
// single-waypoint MoveTo so PathGenerator resolves it.
// If a node plan is already active, ride it — but only if its
// destination still matches the requested dest. Otherwise the
// old plan (e.g. built toward a quest objective POI) would keep
// driving the bot after the caller switched targets (e.g. to a
// turn-in NPC). cmangos's ResolveMovePath dodges this by being
// stateless; we have a long-lived plan flag, so check explicitly.
if (tryNodes && botAI->rpgInfo.HasActiveTravelPlan())
bool const needsLongPath = (bot->GetMapId() != dest.GetMapId()) ||
(dis > sPlayerbotAIConfig.sightDistance);
// needsLongPath branch — graph routing only. cmangos's getFullPath
// already attempts a 40-step mmap probe internally before falling
// back to A* node routing, so we don't need a second probe here.
// If the graph yields no plan, fall straight to the single-point
// fallback (cmangos addPoint(endPosition)). BG gate per
// MovementActions.cpp:705.
if (needsLongPath)
{
if (botAI->rpgInfo.travelPlan.destination.distance(dest) > 10.0f)
botAI->rpgInfo.ClearTravel();
else
return UpdateTravelPlan();
}
// PRIORITY: try the travel-node graph FIRST when the move is
// long enough to need it.
if (tryNodes)
if (sPlayerbotAIConfig.enableTravelNodes && !bot->InBattleground())
{
StartTravelPlan(dest);
if (botAI->rpgInfo.HasActiveTravelPlan())
@ -190,26 +156,25 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return UpdateTravelPlan();
}
// Graph returned no plan — fall through to mmap probe.
}
else if (botAI->rpgInfo.HasActiveTravelPlan())
{
// Move dropped below node-first threshold — drop any leftover plan.
botAI->rpgInfo.ClearTravel();
}
// 40-step chained mmap probe — fallback when the node graph
// returned no plan (or for short moves below nodeFirstDis).
// Long-path fallback. Cross-map can't be served by a same-map
// straight-line spline — bail rather than splining toward
// unreachable coords.
if (bot->GetMapId() != dest.GetMapId())
return false;
Movement::PointsArray fallback;
fallback.emplace_back(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
fallback.emplace_back(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return DispatchPathPoints(dest, fallback, "spline-long");
}
// Short-path branch — 40-step chained mmap probe.
WorldPosition botPos(bot);
std::vector<WorldPosition> probe = botPos.getPathTo(dest, bot);
// Regression guard (cmangos ResolveMovePath parity): if a cached
// lastPath ends at least as close to dest as the new probe's
// endpoint, prefer the cached path. The 10% reuse block above
// already returned early when cached was within 10% of dest;
// this catches "cached is far (>10%) but still better than the
// probe" — typically when the probe got blocked by geometry and
// ended much farther from dest than where cached had reached.
// Regression guard.
{
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
if (!lastMove.lastPath.empty() && !probe.empty() && probe.size() >= 2)
@ -234,24 +199,7 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
points.reserve(pts.size());
for (auto const& wp : pts)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
G3D::Vector3 const& last = points.back();
float totalChainDist = 0.f;
for (size_t i = 1; i < points.size(); ++i)
totalChainDist += (points[i] - points[i - 1]).length();
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
uint32 expectedMs = static_cast<uint32>((totalChainDist / speed) * IN_MILLISECONDS);
uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
EmitDebugMove("MoveFar", "regress-keep",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return true;
return DispatchPathPoints(dest, points, "regress-keep");
}
}
}
@ -259,110 +207,249 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
}
}
// Walk the chained probe's full waypoint chain via MoveSplinePath.
// Handing the full waypoint vector to the motion master removes
// its discretion to introduce a straight-line shortcut between
// intermediate points.
if (!probe.empty() && probe.size() >= 2)
{
WorldPosition stepDest = probe.back();
float endDistToDest = dest.GetExactDist(stepDest.GetPositionX(),
stepDest.GetPositionY(), stepDest.GetPositionZ());
if (endDistToDest + 5.0f < disToDest)
{
// Convert WorldPosition probe to G3D::Vector3 array.
Movement::PointsArray points;
points.reserve(probe.size());
for (auto const& wp : probe)
points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
// Per-waypoint Z-snap to current ground.
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
if (points.size() >= 2)
{
LOG_INFO("playerbots", "[MoveFar] {} mmap-path | dis={:.0f} | endDist={:.0f} | wp={}",
bot->GetName(), dis, endDistToDest, (uint32)points.size());
EmitDebugMove("MoveFar", "mmap",
points.back().x, points.back().y, points.back().z);
LOG_INFO("playerbots", "[MoveFar] {} mmap-path | dis={:.0f} | wp={}",
bot->GetName(), dis, (uint32)points.size());
// Mount up if outdoors and not in combat.
if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive())
botAI->DoSpecificAction("check mount state", Event(), true);
// Bulk dispatch: hand the full waypoint chain to the
// motion master via MoveSplinePath. Motion master plays
// every point in sequence — no per-tick re-dispatching.
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveSplinePath(&points, FORCED_MOVEMENT_RUN);
return DispatchPathPoints(dest, points, "mmap");
}
}
// Update LastMovement to the chain endpoint so spline-
// active early-exit at the top of MoveFarTo silences
// recompute attempts during the walk.
G3D::Vector3 const& last = points.back();
float totalDist = 0.f;
for (size_t i = 1; i < points.size(); ++i)
totalDist += (points[i] - points[i - 1]).length();
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
uint32 expectedMs = static_cast<uint32>((totalDist / speed) * IN_MILLISECONDS);
uint32 cappedMs = std::min(expectedMs, (uint32)sPlayerbotAIConfig.maxWaitForMove);
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), cappedMs, MovementPriority::MOVEMENT_NORMAL);
// Empty-probe fallback — cmangos addPoint(endPosition) + DispatchMovement.
// Build a 2-point straight-line path (bot → dest) and route it through
// DispatchPathPoints so it gets the same clip / underwater fixup /
// setPath / WaitForReach / teleport / mode-flip treatment as the
// chained-mmap branches. Trade-off vs the old MoveTo path: lose the
// engine's MovePoint(generatePath=true) local PathGenerator resolution.
// For the empty-probe case the long mmap probe already failed, so the
// engine's local resolution would likely fail too.
Movement::PointsArray fallback;
fallback.emplace_back(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
fallback.emplace_back(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
return DispatchPathPoints(dest, fallback, "spline");
}
// Cache full chain for downstream consumers
// (LastLongMoveValue) and the lastPath reuse check.
bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
Movement::PointsArray& points,
char const* label)
{
if (points.size() < 2)
return false;
// Save the planner's path BEFORE clip/fixup mutations, so the
// next-tick reuse/regress branches see the original intent (not
// a clip-truncated tail). Mirrors cmangos MovementActions.cpp:1117 +
// 1147 — both saves happen before ClipPath at :1150 and the
// underwater fixup loop at :1170.
{
LastMovement& lm = AI_VALUE(LastMovement&, "last movement");
std::vector<WorldPosition> wpts;
wpts.reserve(points.size());
for (auto const& pt : points)
wpts.emplace_back(bot->GetMapId(), pt.x, pt.y, pt.z);
lastMove.setPath(TravelPath(wpts));
wpts.emplace_back(dest.GetMapId(), pt.x, pt.y, pt.z);
lm.setPath(TravelPath(wpts));
}
// Push submerged waypoints to the water surface unless dest is itself underwater.
if (Map* map = bot->GetMap())
{
WorldPosition destWp = dest;
if (!destWp.isUnderWater())
{
for (auto& pt : points)
{
WorldPosition wp(dest.GetMapId(), pt.x, pt.y, pt.z);
if (wp.isUnderWater())
{
float surface = map->GetWaterLevel(pt.x, pt.y);
if (surface != INVALID_HEIGHT && surface > pt.z)
pt.z = surface;
}
}
}
}
for (auto& pt : points)
bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
// ClipPath — truncate the path at the first hostile creature within
// its own attack range, so the bot stops walking into pulls instead
// of marching past mobs and aggroing them all at once. Skipped while
// already in combat or dead. Mirrors cmangos TravelNode.cpp:1118-1203
// in simplified form (no transport, no hazard list).
if (botAI->GetState() != BOT_STATE_COMBAT && bot->IsAlive())
{
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
if (!targets.empty())
{
size_t clipAt = points.size();
for (size_t i = 0; i < points.size() && clipAt == points.size(); ++i)
{
for (ObjectGuid const& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
Creature* cre = unit->ToCreature();
if (!cre)
continue;
if (unit->GetLevel() > bot->GetLevel() + 5)
continue;
float range = cre->GetAttackDistance(bot);
float dx = unit->GetPositionX() - points[i].x;
float dy = unit->GetPositionY() - points[i].y;
float dz = unit->GetPositionZ() - points[i].z;
if (dx * dx + dy * dy + dz * dz > range * range)
continue;
// LOS guard — mobs behind walls don't actually
// pull, so clipping there over-truncates. Mirrors
// cmangos TravelNode.cpp:1155.
if (!unit->IsWithinLOSInMap(bot))
continue;
clipAt = i;
break;
}
}
// Truncate after the first hostile waypoint. cmangos's
// analog at TravelNode.cpp:1158 sets endP=path.begin() if
// i=0 (mob right at start) and erases everything after,
// collapsing to a 1-point path. Our caller then sees
// points.size() < 2 and bails out — the bot just stops.
if (clipAt < points.size() && clipAt + 1 < points.size())
points.erase(points.begin() + clipAt + 1, points.end());
}
}
// After clip, points may have collapsed to one element (mob right
// at start). Bail rather than dispatching a degenerate spline.
if (points.size() < 2)
return false;
G3D::Vector3 const& last = points.back();
float totalDist = 0.f;
for (size_t i = 1; i < points.size(); ++i)
totalDist += (points[i] - points[i - 1]).length();
LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
// Item 2 — inactive-bot teleport. When the path is longer than
// reactDistance and there's no real player around to witness, jump
// to the path tail and schedule a cooldown. Skips cosmetic walking
// for unobserved random bots. Player-owned (self) bots are excluded
// so testing/observed sessions always see the real walk.
if (sRandomPlayerbotMgr.IsRandomBot(bot))
{
WorldPosition tail(dest.GetMapId(), last.x, last.y, last.z);
time_t now = time(nullptr);
if (totalDist > sPlayerbotAIConfig.reactDistance &&
lastMove.nextTeleport <= now &&
!botAI->HasPlayerNearby(&tail))
{
float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
lastMove.nextTeleport = now + (time_t)(totalDist / speed);
EmitDebugMove("MoveFar", "teleport",
tail.GetPositionX(), tail.GetPositionY(), tail.GetPositionZ());
WorldPosition botPos(bot);
return bot->TeleportTo(dest.GetMapId(),
tail.GetPositionX(), tail.GetPositionY(),
tail.GetPositionZ(),
botPos.getAngleTo(tail));
}
}
// masterWalking — match the master's walk pace when they're nearby
// and walking. Lets a follower bot trail at walk speed instead of
// sprinting past. No-op for masterless RPG bots. Mirrors cmangos
// MovementActions.cpp:1212-1221. (Flying-mount mode flip deferred —
// requires takeoff/landing infrastructure we haven't ported.)
ForcedMovement moveMode = FORCED_MOVEMENT_RUN;
if (sPlayerbotAIConfig.walkDistance > 0.0f)
{
if (Player* master = botAI->GetMaster())
{
if (bot->IsFriendlyTo(master) && master->IsWalking() &&
bot->GetExactDist2d(master) < sPlayerbotAIConfig.walkDistance)
{
moveMode = FORCED_MOVEMENT_WALK;
}
}
}
// Debug-move beacon — when the `debug move` strategy is active in
// non-combat, summon a visible creature at every waypoint (white
// glow, red glow on the tail). Lets the operator visually verify
// ClipPath truncation, underwater fixup, masterWalking pace, etc.
// Mirrors cmangos MovementActions.cpp:1152-1161.
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
{
for (size_t i = 0; i < points.size(); ++i)
{
G3D::Vector3 const& p = points[i];
if (Creature* wp = bot->SummonCreature(2334, p.x, p.y, p.z, 0,
TEMPSUMMON_TIMED_DESPAWN, 10000))
{
bot->AddAura(246, wp);
if (i + 1 == points.size())
bot->AddAura(1130, wp);
}
}
}
// Pre-dispatch state cleanup. Mirrors cmangos MovementActions.cpp:1186-1194:
// - Clear any looping emote so the bot doesn't run-while-waving
// - Stand up unconditionally (eating/sitting clients ignore moves)
// - Interrupt any non-melee cast so the spline can begin
bot->ClearEmoteState();
if (!bot->IsStandState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
if (bot->IsNonMeleeSpellCast(true))
bot->InterruptNonMeleeSpells(true);
// Item 7 — DispatchMovement two-step. cmangos calls
// mm.MovePoint(last) followed by mm.MovePath(points). In AC,
// MotionMaster::Mutate at MOTION_SLOT_ACTIVE replaces (not queues)
// the previous generator, so both calls in sequence collapse to
// whichever ran last. We skip the redundant MovePoint and dispatch
// the smooth waypoint path directly.
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveSplinePath(&points, moveMode);
EmitDebugMove("MoveFar", label, last.x, last.y, last.z);
// Item 6 — WaitForReach scheduling.
// waitDist = (totalDist > reactDistance) ? totalDist - 10 : totalDist
// duration = 1000 * (waitDist / runSpeed) + reactDelay
// capped at maxWaitForMove. The 10y leaves a small buffer so the
// AI tick can intervene before the path strictly finishes.
float waitDist = totalDist > sPlayerbotAIConfig.reactDistance
? std::max(totalDist - 10.0f, 0.0f) : totalDist;
UnitMoveType const speedType = (moveMode == FORCED_MOVEMENT_WALK) ? MOVE_WALK : MOVE_RUN;
float speed = std::max(bot->GetSpeed(speedType), 0.1f);
float duration = 1000.0f * (waitDist / speed) + sPlayerbotAIConfig.reactDelay;
duration = std::min(duration, (float)sPlayerbotAIConfig.maxWaitForMove);
if (duration < 0.0f)
duration = 0.0f;
lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
bot->GetOrientation(), (uint32)duration,
MovementPriority::MOVEMENT_NORMAL);
return true;
}
}
}
// Probe failed or didn't progress — emit visibility whisper so
// the user can see WHY mmap didn't dispatch.
{
bool const probeProgressed = !probe.empty() && probe.size() >= 2 &&
(dest.GetExactDist(probe.back().GetPositionX(),
probe.back().GetPositionY(), probe.back().GetPositionZ()) + 5.0f < disToDest);
if (!probeProgressed)
{
char const* reason = (probe.empty() || probe.size() < 2) ? "mmap-empty" : "mmap-noprogress";
EmitDebugMove("MoveFar", reason,
dest.GetPositionX(), dest.GetPositionY(),
dest.GetPositionZ());
}
}
// Empty / non-progressing path falls back to dispatching the
// destination as a single waypoint. Spline only when target is
// line-of-sight: dispatching a straight line through walls
// produces visible clipping/glitching. If LOS is blocked we
// refuse and let UnstuckAction (5/10 min) catch the stuck.
bool const inLOS = bot->IsWithinLOS(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
LOG_INFO("playerbots", "[MoveFar] {} spline | dis={:.0f} | probe.empty={} | LOS={}",
bot->GetName(), dis,
probe.empty() ? "y" : "n",
inLOS ? "y" : "n");
if (!inLOS)
{
EmitDebugMove("MoveFar", "spline-blocked",
dest.GetPositionX(), dest.GetPositionY(),
dest.GetPositionZ());
return false; // Refuse to dispatch a straight line through geometry.
}
EmitDebugMove("MoveFar", "spline",
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
// Same exact_waypoint=false rationale as the mmap branch — terrain-
// following spline, not a straight diagonal.
return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
false, false, false, false);
}
void NewRpgBaseAction::StartTravelPlan(WorldPosition dest)
{

View File

@ -76,19 +76,20 @@ protected:
bool RandomChangeStatus(std::vector<NewRpgStatus> candidateStatus);
bool CheckRpgStatusAvailable(NewRpgStatus status);
protected:
/* FOR MOVE FAR */
// Distance at which MoveFarTo considers the travel-node graph as
// a routing option. Below this, the move is short enough that
// mmap handles it directly. Above this, mmap is *still probed
// first* via the 40-step chained pathfinder; the node graph
// only takes over if mmap can't get within spellDistance of
// the destination.
const float nodeFirstDis = 75.0f;
private:
void StartTravelPlan(WorldPosition dest);
bool UpdateTravelPlan();
// Dispatches a chained mmap path. Applies cmangos-parity tweaks:
// underwater fixup (push submerged waypoints to the surface unless
// dest is itself underwater), inactive-bot teleport (jump to the
// tail when no players are nearby and the path is longer than
// reactDistance), and the WaitForReach formula
// (1000 * dist/speed + reactDelay, capped at maxWaitForMove).
// Returns true if dispatched or teleported.
bool DispatchPathPoints(WorldPosition const& dest,
Movement::PointsArray& points,
char const* label);
};
#endif

View File

@ -50,7 +50,7 @@ void NewRpgInfo::ChangeToTravelFlight(uint32 flightMasterEntry, WorldPosition fl
void NewRpgInfo::ChangeToOutdoorPvp(ObjectGuid::LowType capturePointSpawnId)
{
startT = getMSTime();
Reset();
OutdoorPvP pvp;
pvp.capturePointSpawnId = capturePointSpawnId;
data = pvp;

View File

@ -721,6 +721,22 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
map->EnsureGridCreated(Acore::ComputeGridCoord(GetPositionX(), GetPositionY()));
}
PathGenerator path(pathUnit);
path.AddExcludeFlag(NAV_GROUND_STEEP);
auto result = getPathStepFrom(startPos, path);
if (tempCreature)
delete tempCreature;
return result;
}
// Pathfinder-reuse overload — caller owns the PathGenerator and any
// per-call configuration (filters, area costs). Mirrors cmangos
// WorldPosition.cpp:958 which threads one PathFinder through the whole
// 40-step chain instead of constructing a new one per step.
std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos, PathGenerator& path)
{
// Explicit-start overload (PathGenerator.h:67). Without this,
// CalculatePath(destX,destY,destZ) defaults to the unit's
// current position as start — which means every iteration of
@ -729,16 +745,12 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
// never advances. With explicit start, each step extends from
// the previous step's endpoint, giving the 40-attempt walker
// its intended multi-tile reach.
PathGenerator path(pathUnit);
path.CalculatePath(startPos.GetPositionX(), startPos.GetPositionY(), startPos.GetPositionZ(),
GetPositionX(), GetPositionY(), GetPositionZ(), false);
Movement::PointsArray points = path.GetPath();
PathType type = path.GetPathType();
if (tempCreature)
delete tempCreature;
// PathType is a bitmask. Two things to handle:
//
// 1. AC's PathGenerator can return INCOMPLETE | FARFROMPOLY_END
@ -754,11 +766,50 @@ std::vector<WorldPosition> WorldPosition::getPathStepFrom(WorldPosition startPos
// To match cmangos's intent (never silently dispatch a
// geometry-ignoring shortcut), reject any path with the
// NOT_USING_PATH bit set.
if ((type & (PATHFIND_NORMAL | PATHFIND_INCOMPLETE))
&& !(type & PATHFIND_NOT_USING_PATH))
return fromPointsArray(points);
if (!(type & (PATHFIND_NORMAL | PATHFIND_INCOMPLETE)) ||
(type & PATHFIND_NOT_USING_PATH))
return {};
std::vector<WorldPosition> retvec = fromPointsArray(points);
// Underwater path-extension. Mirrors cmangos WorldPosition.cpp:997-1014.
// When PATHFIND_INCOMPLETE ends within 50y of dest and both endpoints
// are underwater with LOS between them, extend by one 5y step (or
// straight to dest if <5y). Lets bots traverse navmesh-poor water
// volumes the same way real swimmers do.
if (type & PATHFIND_INCOMPLETE)
{
WorldPosition end = *this;
WorldPosition lastPoint = retvec.back();
float dist = lastPoint.distance(&end);
if (dist < 50.0f && lastPoint.isUnderWater() && end.isUnderWater())
{
Map* m = end.getMap();
bool inLos = m && m->isInLineOfSight(
lastPoint.GetPositionX(), lastPoint.GetPositionY(), lastPoint.GetPositionZ() + 1.0f,
end.GetPositionX(), end.GetPositionY(), end.GetPositionZ() + 1.0f,
PHASEMASK_NORMAL, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing);
if (inLos)
{
if (dist < 5.0f)
retvec.push_back(end);
else
{
float dx = end.GetPositionX() - lastPoint.GetPositionX();
float dy = end.GetPositionY() - lastPoint.GetPositionY();
float dz = end.GetPositionZ() - lastPoint.GetPositionZ();
float scale = 5.0f / dist;
retvec.emplace_back(end.GetMapId(),
lastPoint.GetPositionX() + dx * scale,
lastPoint.GetPositionY() + dy * scale,
lastPoint.GetPositionZ() + dz * scale);
}
}
}
}
return retvec;
}
bool WorldPosition::cropPathTo(std::vector<WorldPosition>& path, float maxDistance)
@ -794,11 +845,50 @@ std::vector<WorldPosition> WorldPosition::getPathFromPath(std::vector<WorldPosit
std::vector<WorldPosition> subPath, fullPath = startPath;
// Construct ONE PathGenerator and thread it through every step.
// Mirrors cmangos WorldPosition.cpp:1091-1096. Avoids the per-step
// allocation and lets Detour reuse internal scratch.
Unit* pathUnit = bot;
Creature* tempCreature = nullptr;
if (!pathUnit)
{
Map* map = sMapMgr->FindBaseMap(GetMapId());
if (!map)
return fullPath;
tempCreature = new Creature();
if (!tempCreature->Create(map->GenerateLowGuid<HighGuid::Unit>(), map,
PHASEMASK_NORMAL, 1 /*entry*/, 0,
currentPos.GetPositionX(), currentPos.GetPositionY(),
currentPos.GetPositionZ(), 0))
{
delete tempCreature;
return fullPath;
}
pathUnit = tempCreature;
map->EnsureGridCreated(Acore::ComputeGridCoord(currentPos.GetPositionX(), currentPos.GetPositionY()));
map->EnsureGridCreated(Acore::ComputeGridCoord(GetPositionX(), GetPositionY()));
}
PathGenerator path(pathUnit);
path.AddExcludeFlag(NAV_GROUND_STEEP);
// Limit the pathfinding attempts
for (uint32 i = 0; i < maxAttempt; i++)
{
// Drop cached poly state from the previous step. AC's
// BuildPolyPath has a subpath-prefix optimization
// (PathGenerator.cpp:285-389) that keeps ~80% of the prior
// call's poly chain when the new startPoly is anywhere in
// it, then computes a suffix from there. For a chained
// walker this implicitly snaps the start to the previous
// corridor instead of using the explicit startPos we pass
// in, bending the route. Reset wipes the cache so each step
// is a fresh A*.
path.Clear();
// Try to pathfind to this position.
subPath = getPathStepFrom(currentPos, bot);
subPath = getPathStepFrom(currentPos, path);
// If we could not find a path return what we have now.
if (subPath.empty() || currentPos.distance(&subPath.back()) < sPlayerbotAIConfig.targetPosRecalcDistance)
@ -815,6 +905,9 @@ std::vector<WorldPosition> WorldPosition::getPathFromPath(std::vector<WorldPosit
currentPos = subPath.back();
}
if (tempCreature)
delete tempCreature;
return fullPath;
}

View File

@ -20,6 +20,7 @@
class Creature;
class GuidPosition;
class ObjectGuid;
class PathGenerator;
class Quest;
class Player;
class PlayerbotAI;
@ -283,6 +284,7 @@ public:
// Pathfinding
std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, Unit* bot);
std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, PathGenerator& pathfinder);
std::vector<WorldPosition> getPathFromPath(std::vector<WorldPosition> startPath, Unit* bot, uint8 maxAttempt = 40);
std::vector<WorldPosition> getPathFrom(WorldPosition startPos, Unit* bot)

View File

@ -1285,19 +1285,32 @@ TravelNodeRoute TravelNodeMap::FindRouteNearestNodes(WorldPosition startPos, Wor
bool TravelNodeMap::GetFullPath(TravelPlan& plan,
WorldPosition botPos, uint32 botZoneId,
WorldPosition destination)
WorldPosition destination, Unit* bot)
{
plan.Reset();
plan.destination = destination;
// Short distance — direct walk, no nodes needed
if (botPos.fDist(destination) < MAX_PATHFINDING_DISTANCE &&
botPos.GetMapId() == destination.GetMapId())
// mmap probe first — mirrors cmangos getFullPath (TravelNode.cpp:1887-1895).
// 40-step chained probe from bot; if it gets within spellDistance of dest
// we skip the graph entirely (a short walk is always better than a node
// hop). When the probe falls short, fall through to graph routing.
if (botPos.GetMapId() == destination.GetMapId())
{
std::vector<WorldPosition> probe = destination.getPathFromPath({botPos}, bot, 40);
// Guard the degenerate case: getPathFromPath always returns at
// least {botPos}, and isPathTo(probe, spellDistance) succeeds
// when the bot is already within spellDistance of dest.
// Without this guard we'd emit a 1-element plan [botPos as
// PREPATH] and ExecuteTravelPlan would silently no-op every
// tick.
if (probe.size() >= 2 && destination.isPathTo(probe, sPlayerbotAIConfig.spellDistance))
{
plan.steps.addPoint(botPos, PathNodeType::NODE_PREPATH);
plan.steps.addPoint(destination, PathNodeType::NODE_PATH);
for (size_t i = 1; i < probe.size(); ++i)
plan.steps.addPoint(probe[i], PathNodeType::NODE_PATH);
return true;
}
}
std::shared_lock<std::shared_timed_mutex> guard(m_nMapMtx);

View File

@ -725,7 +725,7 @@ public:
std::vector<TravelNode*> const& GetNodesInZone(uint32 zoneId) const;
bool GetFullPath(TravelPlan& plan, WorldPosition botPos,
uint32 botZoneId, WorldPosition destination);
uint32 botZoneId, WorldPosition destination, Unit* bot = nullptr);
// Resolve A* route between two world positions (returns node vector)
std::vector<TravelNode*> ResolveRoute(WorldPosition startPos,

View File

@ -98,6 +98,7 @@ bool PlayerbotAIConfig::Initialize()
tooCloseDistance = sConfigMgr->GetOption<float>("AiPlayerbot.TooCloseDistance", 5.0f);
meleeDistance = sConfigMgr->GetOption<float>("AiPlayerbot.MeleeDistance", 0.75f);
followDistance = sConfigMgr->GetOption<float>("AiPlayerbot.FollowDistance", 1.5f);
walkDistance = sConfigMgr->GetOption<float>("AiPlayerbot.WalkDistance", 5.0f);
whisperDistance = sConfigMgr->GetOption<float>("AiPlayerbot.WhisperDistance", 6000.0f);
contactDistance = sConfigMgr->GetOption<float>("AiPlayerbot.ContactDistance", 0.45f);
aoeRadius = sConfigMgr->GetOption<float>("AiPlayerbot.AoeRadius", 10.0f);

View File

@ -89,7 +89,7 @@ public:
bool dynamicReactDelay;
float sightDistance, spellDistance, reactDistance, grindDistance, lootDistance, shootDistance, fleeDistance,
tooCloseDistance, meleeDistance, followDistance, whisperDistance, contactDistance, aoeRadius, rpgDistance,
targetPosRecalcDistance, farDistance, healDistance, aggroDistance;
targetPosRecalcDistance, farDistance, healDistance, aggroDistance, walkDistance;
uint32 criticalHealth, lowHealth, mediumHealth, almostFullHealth;
uint32 lowMana, mediumMana, highMana;
bool autoSaveMana;