mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 15:39:25 +02:00
2645 lines
85 KiB
C++
2645 lines
85 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "TravelNode.h"
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#include <array>
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#include <iomanip>
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#include <queue>
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#include <regex>
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#include <unordered_set>
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#include "BudgetValues.h"
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#include "MapMgr.h"
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#include "PathGenerator.h"
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#include "Playerbots.h"
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#include "RaceMgr.h"
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#include "ServerFacade.h"
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#include "TransportMgr.h"
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// TravelNodePath(float distance = 0.1f, float extraCost = 0, TravelNodePathType pathType = TravelNodePathType::walk,
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// uint32 pathObject = 0, bool calculated = false, std::vector<uint8> maxLevelCreature = { 0,0,0 }, float swimDistance =
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// 0)
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std::string const TravelNodePath::print()
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{
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std::ostringstream out;
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out << std::fixed << std::setprecision(1);
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out << distance << "f,";
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out << extraCost << "f,";
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out << std::to_string(uint8(pathType)) << ",";
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out << pathObject << ",";
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out << (calculated ? "true" : "false") << ",";
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out << std::to_string(maxLevelCreature[0]) << "," << std::to_string(maxLevelCreature[1]) << ","
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<< std::to_string(maxLevelCreature[2]) << ",";
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out << swimDistance << "f";
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return out.str().c_str();
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}
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// Gets the extra information needed to properly calculate the cost.
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void TravelNodePath::calculateCost(bool distanceOnly)
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{
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std::unordered_map<FactionTemplateEntry const*, bool> aReact, hReact;
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bool aFriend, hFriend;
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if (calculated)
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return;
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distance = 0.1f;
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maxLevelCreature = {0, 0, 0};
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swimDistance = 0;
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WorldPosition lastPoint = WorldPosition();
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for (auto& point : path)
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{
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if (!distanceOnly)
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{
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for (CreatureData const* cData : point.getCreaturesNear(50)) // Agro radius + 5
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{
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CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(cData->id1);
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if (cInfo)
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{
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FactionTemplateEntry const* factionEntry = sFactionTemplateStore.LookupEntry(cInfo->faction);
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if (aReact.find(factionEntry) == aReact.end())
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aReact.insert(std::make_pair(
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factionEntry, Unit::GetFactionReactionTo(
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factionEntry, sFactionTemplateStore.LookupEntry(1)) > REP_NEUTRAL));
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aFriend = aReact.find(factionEntry)->second;
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if (hReact.find(factionEntry) == hReact.end())
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hReact.insert(std::make_pair(
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factionEntry, Unit::GetFactionReactionTo(
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factionEntry, sFactionTemplateStore.LookupEntry(2)) > REP_NEUTRAL));
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hFriend = hReact.find(factionEntry)->second;
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if (maxLevelCreature[0] < cInfo->maxlevel && !aFriend && !hFriend)
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maxLevelCreature[0] = cInfo->maxlevel;
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if (maxLevelCreature[1] < cInfo->maxlevel && aFriend && !hFriend)
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maxLevelCreature[1] = cInfo->maxlevel;
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if (maxLevelCreature[2] < cInfo->maxlevel && !aFriend && hFriend)
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maxLevelCreature[2] = cInfo->maxlevel;
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}
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}
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}
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if (lastPoint && point.GetMapId() == lastPoint.GetMapId())
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{
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if (!distanceOnly && (point.isInWater() || lastPoint.isInWater()))
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swimDistance += point.distance(lastPoint);
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distance += point.distance(lastPoint);
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}
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lastPoint = point;
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}
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if (!distanceOnly)
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calculated = true;
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}
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// The cost to travel this path.
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float TravelNodePath::getCost(Player* bot, uint32 cGold)
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{
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float modifier = 1.0f; // Global modifier
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float timeCost = 0.1f;
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float runDistance = distance - swimDistance;
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float speed = 8.0f; // default run speed
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float swimSpeed = 4.0f; // default swim speed.
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if (bot)
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{
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if (getPathType() == TravelNodePathType::flightPath && pathObject)
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{
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if (!bot->IsAlive())
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return -1.0f;
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TaxiPathEntry const* taxiPath = sTaxiPathStore.LookupEntry(pathObject);
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if (!taxiPath)
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return -1.0f;
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if (!bot->isTaxiCheater() && taxiPath->price > cGold)
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return -1.0f;
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if (!bot->isTaxiCheater() && !bot->m_taxi.IsTaximaskNodeKnown(taxiPath->to))
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return -1.0f;
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TaxiNodesEntry const* startTaxiNode = sTaxiNodesStore.LookupEntry(taxiPath->from);
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TaxiNodesEntry const* endTaxiNode = sTaxiNodesStore.LookupEntry(taxiPath->to);
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if (!startTaxiNode || !endTaxiNode ||
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!startTaxiNode->MountCreatureID[bot->GetTeamId() == TEAM_ALLIANCE ? 1 : 0] ||
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!endTaxiNode->MountCreatureID[bot->GetTeamId() == TEAM_ALLIANCE ? 1 : 0])
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return -1.0f;
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}
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speed = bot->GetSpeed(MOVE_RUN);
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swimSpeed = bot->GetSpeed(MOVE_SWIM);
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if (bot->HasSpell(1066))
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swimSpeed *= 1.5;
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uint32 level = bot->GetLevel();
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bool isAlliance = Unit::GetFactionReactionTo(bot->GetFactionTemplateEntry(),
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sFactionTemplateStore.LookupEntry(1)) > REP_NEUTRAL;
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int factionAnnoyance = 0;
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if (maxLevelCreature.size() > 0)
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{
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int mobAnnoyance = (maxLevelCreature[0] - level) - 10; // Mobs 10 levels below do not bother us.
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if (isAlliance)
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factionAnnoyance = (maxLevelCreature[2] - level) - 10; // Opposite faction below 30 do not bother us.
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else if (!isAlliance)
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factionAnnoyance = (maxLevelCreature[1] - level) - 10;
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if (mobAnnoyance > 0)
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modifier += 0.1 * mobAnnoyance; // For each level the whole path takes 10% longer.
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if (factionAnnoyance > 0)
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modifier += 0.3 * factionAnnoyance; // For each level the whole path takes 10% longer.
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}
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if (getPathType() == TravelNodePathType::flyingMount)
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{
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if (!bot->IsAlive() || bot->GetLevel() < 70 || !bot->CanFly())
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return -1.0f;
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float flySpeed = bot->GetSpeed(MOVE_FLIGHT);
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if (flySpeed < 1.0f)
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flySpeed = 20.0f; // 280% base flying speed fallback
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return (distance / flySpeed) * modifier;
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}
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}
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else if (getPathType() == TravelNodePathType::flightPath || getPathType() == TravelNodePathType::flyingMount)
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return -1.0f;
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if (getPathType() != TravelNodePathType::walk)
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timeCost = extraCost * modifier;
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else
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timeCost = (runDistance / speed + swimDistance / swimSpeed) * modifier;
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return timeCost;
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}
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uint32 TravelNodePath::getPrice()
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{
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if (getPathType() != TravelNodePathType::flightPath)
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return 0;
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if (!pathObject)
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return 0;
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TaxiPathEntry const* taxiPath = sTaxiPathStore.LookupEntry(pathObject);
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if (!taxiPath)
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return 0;
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return taxiPath->price;
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}
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// Creates or appends the path from one node to another. Returns if the path.
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TravelNodePath* TravelNode::BuildPath(TravelNode* endNode, Unit* bot, bool postProcess)
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{
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if (GetMapId() != endNode->GetMapId())
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return nullptr;
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TravelNodePath* returnNodePath;
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if (!hasPathTo(endNode)) // Create path if it doesn't exists
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returnNodePath = setPathTo(endNode, TravelNodePath(), false);
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else
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returnNodePath = getPathTo(endNode); // Get the exsisting path.
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if (returnNodePath->getComplete()) // Path is already complete. Return it.
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return returnNodePath;
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std::vector<WorldPosition> path = returnNodePath->GetPath();
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if (path.empty())
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path = {*getPosition()}; // Start the path from the current Node.
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WorldPosition* endPos = endNode->getPosition(); // Build the path to the end Node.
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path = endPos->getPathFromPath(path, bot); // Pathfind from the existing path to the end Node.
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bool canPath = endPos->isPathTo(path); // Check if we reached our destination.
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// Reject long final segments. Catches both BuildShortcut 2-point
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// teleports (start → end straight line) and chained-probe stalls
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// where mmap "teleported" to the destination as the final waypoint
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// after the chain dead-ended. Bot would air-walk that jump.
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if (canPath && path.size() >= 2 && path[path.size() - 2].distance(&path.back()) > 75.0f)
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canPath = false;
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// Reject too-short or too-steep results — geometry shortcut that
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// mmap returns but a player can't actually walk.
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if (canPath && TravelPath::IsPathCheating(path, getPosition()->distance(endNode->getPosition())))
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canPath = false;
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if (!canPath && endNode->hasLinkTo(this)) // Unable to find a path? See if the reverse is possible.
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{
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TravelNodePath backNodePath = *endNode->getPathTo(this);
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if (backNodePath.getPathType() == TravelNodePathType::walk)
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{
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std::vector<WorldPosition> bPath = backNodePath.GetPath();
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if (!backNodePath.getComplete()) // Build it if it's not already complete.
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{
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if (bPath.empty())
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bPath = {*endNode->getPosition()}; // Start the path from the end Node.
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WorldPosition* thisPos = getPosition(); // Build the path to this Node.
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bPath = thisPos->getPathFromPath(bPath, bot); // Pathfind from the existing path to the this Node.
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canPath = thisPos->isPathTo(bPath); // Check if we reached our destination.
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}
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else
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canPath = true;
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if (canPath)
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{
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std::reverse(bPath.begin(), bPath.end());
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path = bPath;
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}
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}
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}
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// Transports are (probably?) not solid at this moment. We need to walk over them so we need extra code for this.
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// Some portals are 'too' solid so we can't properly walk in them. Again we need to bypass this.
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if (!isTransport() && !isPortal() && (endNode->isPortal() || endNode->isTransport()))
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{
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if (endNode->isTransport() && path.back().isInWater()) // Do not swim to boats.
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canPath = false;
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else if (!canPath && endPos->isPathTo(path, 20.0f)) // Cheat a little for transports and portals.
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{
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path.push_back(*endPos);
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canPath = true;
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if (!endNode->hasPathTo(this) || !endNode->getPathTo(this)->getComplete())
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{
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std::vector<WorldPosition> reversePath = path;
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std::reverse(reversePath.begin(), reversePath.end());
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TravelNodePath* backNodePath = endNode->setPathTo(this, TravelNodePath(), false);
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backNodePath->setComplete(canPath);
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endNode->setLinkTo(this, true);
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backNodePath->setPath(reversePath);
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backNodePath->calculateCost(!postProcess);
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}
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}
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}
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if (isTransport() && path.size() > 1)
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{
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WorldPosition secondPos =
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*std::next(path.begin()); // This is to prevent bots from jumping in the water from a transport. Need to
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// remove this when transports are properly handled.
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if (secondPos.getMap() && secondPos.isInWater())
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canPath = false;
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}
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returnNodePath->setComplete(canPath);
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if (canPath && !hasLinkTo(endNode))
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setLinkTo(endNode, true);
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returnNodePath->setPath(path);
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if (!returnNodePath->getCalculated())
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{
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returnNodePath->calculateCost(!postProcess);
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}
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if (canPath && endNode->hasPathTo(this) && !endNode->hasLinkTo(this))
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{
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TravelNodePath* backNodePath = endNode->getPathTo(this);
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std::vector<WorldPosition> reversePath = path;
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reverse(reversePath.begin(), reversePath.end());
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backNodePath->setPath(reversePath);
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endNode->setLinkTo(this, true);
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if (!backNodePath->getCalculated())
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{
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backNodePath->calculateCost(!postProcess);
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}
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}
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return returnNodePath;
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}
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// Generic routine to remove references to nodes.
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void TravelNode::removeLinkTo(TravelNode* node, bool removePaths)
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{
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if (node) // Unlink this specific node
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{
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if (removePaths)
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paths.erase(node);
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links.erase(node);
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routes.erase(node);
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}
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else
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{
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// Remove all references to this node.
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for (auto& node : TravelNodeMap::instance().getNodes())
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{
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if (node->hasPathTo(this))
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node->removeLinkTo(this, removePaths);
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}
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links.clear();
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paths.clear();
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routes.clear();
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}
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}
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std::vector<TravelNode*> TravelNode::getNodeMap(bool importantOnly, std::vector<TravelNode*> ignoreNodes)
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{
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std::vector<TravelNode*> openList;
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std::vector<TravelNode*> closeList;
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openList.push_back(this);
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uint32 i = 0;
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while (i < openList.size())
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{
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TravelNode* currentNode = openList[i];
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i++;
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if (!importantOnly || currentNode->isImportant())
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closeList.push_back(currentNode);
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for (auto& nextPath : *currentNode->getLinks())
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{
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TravelNode* nextNode = nextPath.first;
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if (std::find(openList.begin(), openList.end(), nextNode) == openList.end())
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{
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if (ignoreNodes.empty() ||
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std::find(ignoreNodes.begin(), ignoreNodes.end(), nextNode) == ignoreNodes.end())
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openList.push_back(nextNode);
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}
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}
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}
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return closeList;
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}
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bool TravelNode::isUselessLink(TravelNode* farNode)
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{
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if (getPathTo(farNode)->getPathType() != TravelNodePathType::walk)
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return false;
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float farLength;
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if (hasLinkTo(farNode))
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farLength = getPathTo(farNode)->getDistance();
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else
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farLength = getDistance(farNode);
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for (auto& link : *getLinks())
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{
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TravelNode* nearNode = link.first;
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float nearLength = link.second->getDistance();
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if (farNode == nearNode)
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continue;
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if (farNode->hasLinkTo(this) && !nearNode->hasLinkTo(this))
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continue;
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if (nearNode->hasLinkTo(farNode))
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{
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// Is it quicker to go past second node to reach first node instead of going directly?
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if (nearLength + nearNode->linkDistanceTo(farNode) < farLength * 1.1)
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return true;
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}
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else
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{
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TravelNodeRoute route = TravelNodeMap::instance().GetNodeRoute(nearNode, farNode, nullptr);
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if (route.isEmpty())
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continue;
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if (route.hasNode(this))
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continue;
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// Is it quicker to go past second (and multiple) nodes to reach the first node instead of going directly?
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if (nearLength + route.getTotalDistance() < farLength * 1.1)
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return true;
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}
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}
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return false;
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}
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void TravelNode::cropUselessLink(TravelNode* farNode)
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{
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if (isUselessLink(farNode))
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removeLinkTo(farNode);
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}
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bool TravelNode::cropUselessLinks()
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{
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bool hasRemoved = false;
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for (auto& firstLink : *getPaths())
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{
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TravelNode* farNode = firstLink.first;
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if (this->hasLinkTo(farNode) && this->isUselessLink(farNode))
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{
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this->removeLinkTo(farNode);
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hasRemoved = true;
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if (sPlayerbotAIConfig.hasLog("crop.csv"))
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{
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std::ostringstream out;
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out << getName() << ",";
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out << farNode->getName() << ",";
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WorldPosition().printWKT({*getPosition(), *farNode->getPosition()}, out, 1);
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out << std::fixed;
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sPlayerbotAIConfig.log("crop.csv", out.str().c_str());
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}
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}
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if (farNode->hasLinkTo(this) && farNode->isUselessLink(this))
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{
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farNode->removeLinkTo(this);
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hasRemoved = true;
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if (sPlayerbotAIConfig.hasLog("crop.csv"))
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{
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std::ostringstream out;
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out << getName() << ",";
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out << farNode->getName() << ",";
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WorldPosition().printWKT({*getPosition(), *farNode->getPosition()}, out, 1);
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out << std::fixed;
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sPlayerbotAIConfig.log("crop.csv", out.str().c_str());
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}
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}
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}
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return hasRemoved;
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/*
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//std::vector<std::pair<TravelNode*, TravelNode*>> toRemove;
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for (auto& firstLink : getLinks())
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{
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TravelNode* firstNode = firstLink.first;
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float firstLength = firstLink.second.getDistance();
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for (auto& secondLink : getLinks())
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{
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TravelNode* secondNode = secondLink.first;
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float secondLength = secondLink.second.getDistance();
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if (firstNode == secondNode)
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continue;
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if (std::find(toRemove.begin(), toRemove.end(), [firstNode, secondNode](std::pair<TravelNode*, TravelNode*>
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pair) {return pair.first == firstNode || pair.first == secondNode;}) != toRemove.end()) continue;
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if (firstNode->hasLinkTo(secondNode))
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{
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//Is it quicker to go past first node to reach second node instead of going directly?
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if (firstLength + firstNode->linkLengthTo(secondNode) < secondLength * 1.1)
|
|
{
|
|
if (secondNode->hasLinkTo(this) && !firstNode->hasLinkTo(this))
|
|
continue;
|
|
|
|
toRemove.push_back(make_pair(this, secondNode));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TravelNodeRoute route = TravelNodeMap::instance().GetNodeRoute(firstNode, secondNode, nullptr);
|
|
|
|
if (route.isEmpty())
|
|
continue;
|
|
|
|
if (route.hasNode(this))
|
|
continue;
|
|
|
|
//Is it quicker to go past first (and multiple) nodes to reach the second node instead of going
|
|
directly? if (firstLength + route.getLength() < secondLength * 1.1)
|
|
{
|
|
if (secondNode->hasLinkTo(this) && !firstNode->hasLinkTo(this))
|
|
continue;
|
|
|
|
toRemove.push_back(make_pair(this, secondNode));
|
|
}
|
|
}
|
|
}
|
|
|
|
//Reverse cleanup. This is needed when we add a node in an existing map.
|
|
if (firstNode->hasLinkTo(this))
|
|
{
|
|
firstLength = firstNode->getPathTo(this)->getDistance();
|
|
|
|
for (auto& secondLink : firstNode->getLinks())
|
|
{
|
|
TravelNode* secondNode = secondLink.first;
|
|
float secondLength = secondLink.second.getDistance();
|
|
|
|
if (this == secondNode)
|
|
continue;
|
|
|
|
if (std::find(toRemove.begin(), toRemove.end(), [firstNode, secondNode](std::pair<TravelNode*,
|
|
TravelNode*> pair) {return pair.first == firstNode || pair.first == secondNode; }) != toRemove.end()) continue;
|
|
|
|
if (firstNode->hasLinkTo(secondNode))
|
|
{
|
|
//Is it quicker to go past first node to reach second node instead of going directly?
|
|
if (firstLength + firstNode->linkLengthTo(secondNode) < secondLength * 1.1)
|
|
{
|
|
if (secondNode->hasLinkTo(this) && !firstNode->hasLinkTo(this))
|
|
continue;
|
|
|
|
toRemove.push_back(make_pair(this, secondNode));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TravelNodeRoute route = TravelNodeMap::instance().GetNodeRoute(firstNode, secondNode, nullptr);
|
|
|
|
if (route.isEmpty())
|
|
continue;
|
|
|
|
if (route.hasNode(this))
|
|
continue;
|
|
|
|
//Is it quicker to go past first (and multiple) nodes to reach the second node instead of going
|
|
directly? if (firstLength + route.getLength() < secondLength * 1.1)
|
|
{
|
|
if (secondNode->hasLinkTo(this) && !firstNode->hasLinkTo(this))
|
|
continue;
|
|
|
|
toRemove.push_back(make_pair(this, secondNode));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
for (auto& nodePair : toRemove)
|
|
nodePair.first->unlinkNode(nodePair.second, false);
|
|
*/
|
|
}
|
|
|
|
bool TravelNode::isEqual(TravelNode* compareNode)
|
|
{
|
|
if (!hasLinkTo(compareNode))
|
|
return false;
|
|
|
|
if (!compareNode->hasLinkTo(this))
|
|
return false;
|
|
|
|
for (auto& node : TravelNodeMap::instance().getNodes())
|
|
{
|
|
if (node == this || node == compareNode)
|
|
continue;
|
|
|
|
if (node->hasLinkTo(this) != node->hasLinkTo(compareNode))
|
|
return false;
|
|
|
|
if (hasLinkTo(node) != compareNode->hasLinkTo(node))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void TravelNode::print([[maybe_unused]] bool printFailed)
|
|
{
|
|
// WorldPosition* startPosition = getPosition(); //not used, line marked for removal.
|
|
|
|
uint32 mapSize = getNodeMap(true).size();
|
|
|
|
std::ostringstream out;
|
|
std::string name = getName();
|
|
name.erase(std::remove(name.begin(), name.end(), '\"'), name.end());
|
|
out << name.c_str() << ",";
|
|
out << std::fixed << std::setprecision(2);
|
|
point.printWKT(out);
|
|
out << getZ() << ",";
|
|
out << getO() << ",";
|
|
out << (isImportant() ? 1 : 0) << ",";
|
|
out << mapSize;
|
|
|
|
sPlayerbotAIConfig.log("travelNodes.csv", out.str().c_str());
|
|
|
|
std::vector<WorldPosition> ppath;
|
|
|
|
for (auto& endNode : TravelNodeMap::instance().getNodes())
|
|
{
|
|
if (endNode == this)
|
|
continue;
|
|
|
|
if (!hasPathTo(endNode))
|
|
continue;
|
|
|
|
TravelNodePath* path = getPathTo(endNode);
|
|
|
|
if (!hasLinkTo(endNode) && urand(0, 20) && !printFailed)
|
|
continue;
|
|
|
|
ppath = path->GetPath();
|
|
|
|
if (ppath.size() < 2 && hasLinkTo(endNode))
|
|
{
|
|
ppath.push_back(point);
|
|
ppath.push_back(*endNode->getPosition());
|
|
}
|
|
|
|
if (ppath.size() > 1)
|
|
{
|
|
std::ostringstream out;
|
|
|
|
uint32 pathType = static_cast<uint32>(path->getPathType());
|
|
if (!hasLinkTo(endNode))
|
|
pathType = 0;
|
|
else if (!path->getComplete())
|
|
pathType = 0;
|
|
|
|
out << pathType << ",";
|
|
out << std::fixed << std::setprecision(2);
|
|
point.printWKT(ppath, out, 1);
|
|
out << path->getPathObject() << ",";
|
|
out << path->getDistance() << ",";
|
|
out << path->getCost() << ",";
|
|
out << (path->getComplete() ? 0 : 1) << ",";
|
|
out << std::to_string(path->getMaxLevelCreature()[0]) << ",";
|
|
out << std::to_string(path->getMaxLevelCreature()[1]) << ",";
|
|
out << std::to_string(path->getMaxLevelCreature()[2]);
|
|
|
|
sPlayerbotAIConfig.log("travelPaths.csv", out.str().c_str());
|
|
}
|
|
}
|
|
}
|
|
|
|
// Attempts to move ahead of the path.
|
|
bool TravelPath::IsPathCheating(std::vector<WorldPosition> const& path, float endpointDistance)
|
|
{
|
|
if (path.empty())
|
|
return false;
|
|
|
|
// Guard 1: 2-point path for >5y is navmesh "gave up" — straight
|
|
// line through whatever's between A and B.
|
|
if (path.size() == 2 && endpointDistance > 5.0f)
|
|
return true;
|
|
|
|
// Guard 2: steep slope at start or end suggests the pathfinder
|
|
// hopped through a near-vertical step. >10y drop with >2:1 slope
|
|
// is too steep to walk.
|
|
if (path.size() > 2)
|
|
{
|
|
WorldPosition const& a = path.front();
|
|
WorldPosition const& b = path[1];
|
|
float vDist = std::fabs(a.GetPositionZ() - b.GetPositionZ());
|
|
float hDist = a.GetExactDist2d(b.GetPositionX(), b.GetPositionY());
|
|
if (vDist > 10.0f && (hDist == 0.0f || vDist / hDist > 2.0f))
|
|
return true;
|
|
|
|
WorldPosition const& c = path.back();
|
|
WorldPosition const& d = path[path.size() - 2];
|
|
float vDist2 = std::fabs(c.GetPositionZ() - d.GetPositionZ());
|
|
float hDist2 = c.GetExactDist2d(d.GetPositionX(), d.GetPositionY());
|
|
if (vDist2 > 10.0f && (hDist2 == 0.0f || vDist2 / hDist2 > 2.0f))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool TravelPath::makeShortCut(WorldPosition startPos, float maxDist, Unit* bot)
|
|
{
|
|
if (GetPath().empty())
|
|
return false;
|
|
|
|
float maxDistSq = maxDist * maxDist;
|
|
float minDist = -1;
|
|
float totalDist = fullPath.begin()->point.sqDistance(startPos);
|
|
std::vector<PathNodePoint> newPath;
|
|
WorldPosition firstNode;
|
|
|
|
for (auto& p : fullPath) // cycle over the full path
|
|
{
|
|
// Walkability filter: portals/transports/taxis aren't valid
|
|
// anchor points — picking one as the new start of the trimmed
|
|
// path would leave the bot anchored on a hop.
|
|
if (p.point.GetMapId() == startPos.GetMapId() && p.isWalkable())
|
|
{
|
|
float curDist = p.point.sqDistance(startPos);
|
|
|
|
if (&p != &fullPath.front())
|
|
totalDist += p.point.sqDistance(std::prev(&p)->point);
|
|
|
|
if (curDist <
|
|
sPlayerbotAIConfig.tooCloseDistance *
|
|
sPlayerbotAIConfig.tooCloseDistance) // We are on the path. This is a good starting point
|
|
{
|
|
minDist = curDist;
|
|
totalDist = curDist;
|
|
newPath.clear();
|
|
}
|
|
|
|
if (p.type != PathNodeType::NODE_PREPATH) // Only look at the part after the first node and in the same map.
|
|
{
|
|
if (!firstNode)
|
|
firstNode = p.point;
|
|
|
|
if (minDist == -1 || curDist < minDist ||
|
|
(curDist < maxDistSq && curDist < totalDist / 2)) // Start building from the last closest point or
|
|
// a point that is close but far on the path.
|
|
{
|
|
minDist = curDist;
|
|
totalDist = curDist;
|
|
newPath.clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
newPath.push_back(p);
|
|
}
|
|
|
|
if (newPath.empty() || minDist > maxDistSq || newPath.front().point.GetMapId() != startPos.GetMapId())
|
|
{
|
|
clear();
|
|
return false;
|
|
}
|
|
|
|
WorldPosition beginPos = newPath.begin()->point;
|
|
|
|
// The old path seems to be the best — either the closest walkable
|
|
// point IS the original front, or it's within tooCloseDistance.
|
|
if (newPath.front() == fullPath.front() ||
|
|
beginPos.distance(firstNode) < sPlayerbotAIConfig.tooCloseDistance)
|
|
return false;
|
|
|
|
// We are (nearly) on the new path. Just follow the rest.
|
|
if (beginPos.distance(startPos) < sPlayerbotAIConfig.tooCloseDistance)
|
|
{
|
|
fullPath = newPath;
|
|
return true;
|
|
}
|
|
|
|
// Pass the bot into getPathTo so PathGenerator picks up its
|
|
// collision/swim/fly state. nullptr defaults to a generic mover
|
|
// which can produce paths the bot can't actually walk.
|
|
std::vector<WorldPosition> toPath = startPos.getPathTo(beginPos, bot);
|
|
|
|
// We can not reach the new begin position. Follow the complete path.
|
|
if (!beginPos.isPathTo(toPath))
|
|
return false;
|
|
|
|
// Move to the new path and continue.
|
|
fullPath.clear();
|
|
addPath(toPath);
|
|
addPath(newPath);
|
|
|
|
return true;
|
|
}
|
|
|
|
std::ostringstream const TravelPath::print()
|
|
{
|
|
std::ostringstream out;
|
|
|
|
out << sPlayerbotAIConfig.GetTimestampStr();
|
|
out << "+00,"
|
|
<< "1,";
|
|
out << std::fixed;
|
|
|
|
WorldPosition().printWKT(getPointPath(), out, 1);
|
|
|
|
return out;
|
|
}
|
|
|
|
float TravelNodeRoute::getTotalDistance()
|
|
{
|
|
if (nodes.size() < 2)
|
|
return 0;
|
|
|
|
float totalLength = 0;
|
|
for (uint32 i = 0; i < nodes.size() - 1; i++)
|
|
totalLength += nodes[i]->linkDistanceTo(nodes[i + 1]);
|
|
|
|
return totalLength;
|
|
}
|
|
|
|
TravelPath TravelNodeRoute::BuildPath(std::vector<WorldPosition> pathToStart, std::vector<WorldPosition> pathToEnd,
|
|
[[maybe_unused]] Unit* bot)
|
|
{
|
|
TravelPath travelPath;
|
|
|
|
if (!pathToStart.empty()) // From start position to start of path.
|
|
travelPath.addPath(pathToStart, PathNodeType::NODE_PREPATH);
|
|
|
|
TravelNode* prevNode = nullptr;
|
|
for (auto& node : nodes)
|
|
{
|
|
if (prevNode)
|
|
{
|
|
TravelNodePath* nodePath = nullptr;
|
|
if (prevNode->hasPathTo(node)) // Get the path to the next node if it exists.
|
|
nodePath = prevNode->getPathTo(node);
|
|
|
|
if (!nodePath || !nodePath->getComplete()) // Build the path to the next node if it doesn't exist.
|
|
{
|
|
// Only attempt runtime path building when we have a bot entity.
|
|
if (bot)
|
|
{
|
|
if (!prevNode->isTransport())
|
|
nodePath = prevNode->BuildPath(node, bot);
|
|
else
|
|
{
|
|
node->BuildPath(prevNode, bot);
|
|
nodePath = prevNode->getPathTo(node);
|
|
}
|
|
}
|
|
}
|
|
|
|
TravelNodePath returnNodePath;
|
|
|
|
if (!nodePath || !nodePath->getComplete())
|
|
{
|
|
if (bot)
|
|
{
|
|
returnNodePath =
|
|
*node->BuildPath(prevNode, bot);
|
|
std::vector<WorldPosition> path = returnNodePath.GetPath();
|
|
std::reverse(path.begin(), path.end());
|
|
returnNodePath.setPath(path);
|
|
nodePath = &returnNodePath;
|
|
}
|
|
}
|
|
|
|
if (!nodePath || !nodePath->getComplete()) // If we can not build a path just try to move to the node.
|
|
{
|
|
travelPath.addPoint(*prevNode->getPosition(), PathNodeType::NODE_NODE);
|
|
prevNode = node;
|
|
continue;
|
|
}
|
|
|
|
if (nodePath->getPathType() == TravelNodePathType::portal ||
|
|
nodePath->getPathType() == TravelNodePathType::staticPortal) // Teleport to next node.
|
|
{
|
|
travelPath.addPoint(*prevNode->getPosition(), PathNodeType::NODE_PORTAL, nodePath->getPathObject()); // Entry point
|
|
travelPath.addPoint(*node->getPosition(), PathNodeType::NODE_PORTAL, nodePath->getPathObject()); // Exit point
|
|
}
|
|
else if (nodePath->getPathType() == TravelNodePathType::transport) // Move onto transport
|
|
{
|
|
travelPath.addPoint(*prevNode->getPosition(), PathNodeType::NODE_TRANSPORT,
|
|
nodePath->getPathObject()); // Departure point
|
|
travelPath.addPoint(*node->getPosition(), PathNodeType::NODE_TRANSPORT, nodePath->getPathObject()); // Arrival point
|
|
}
|
|
else if (nodePath->getPathType() == TravelNodePathType::flightPath) // Use the flightpath
|
|
{
|
|
travelPath.addPoint(*prevNode->getPosition(), PathNodeType::NODE_FLIGHTPATH,
|
|
nodePath->getPathObject()); // Departure point
|
|
travelPath.addPoint(*node->getPosition(), PathNodeType::NODE_FLIGHTPATH, nodePath->getPathObject()); // Arrival point
|
|
}
|
|
else if (nodePath->getPathType() == TravelNodePathType::teleportSpell)
|
|
{
|
|
travelPath.addPoint(*prevNode->getPosition(), PathNodeType::NODE_TELEPORT, nodePath->getPathObject());
|
|
travelPath.addPoint(*node->getPosition(), PathNodeType::NODE_TELEPORT, nodePath->getPathObject());
|
|
}
|
|
else if (nodePath->getPathType() == TravelNodePathType::flyingMount)
|
|
{
|
|
travelPath.addPoint(*prevNode->getPosition(), PathNodeType::NODE_FLYING_MOUNT, 0);
|
|
travelPath.addPoint(*node->getPosition(), PathNodeType::NODE_FLYING_MOUNT, 0);
|
|
}
|
|
else
|
|
{
|
|
std::vector<WorldPosition> path = nodePath->GetPath();
|
|
|
|
if (path.size() > 1 &&
|
|
node != nodes.back()) // Remove the last point since that will also be the start of the next path.
|
|
path.pop_back();
|
|
|
|
if (path.size() > 1 && prevNode->isPortal() &&
|
|
nodePath->getPathType() != TravelNodePathType::portal &&
|
|
nodePath->getPathType() != TravelNodePathType::staticPortal) // Do not move to the area trigger if we
|
|
// don't plan to take the portal.
|
|
path.erase(path.begin());
|
|
|
|
if (path.size() > 1 && prevNode->isTransport() &&
|
|
nodePath->getPathType() !=
|
|
TravelNodePathType::transport) // Do not move to the transport if we aren't going to take it.
|
|
path.erase(path.begin());
|
|
|
|
travelPath.addPath(path, PathNodeType::NODE_PATH);
|
|
}
|
|
}
|
|
prevNode = node;
|
|
}
|
|
|
|
if (!pathToEnd.empty())
|
|
travelPath.addPath(pathToEnd, PathNodeType::NODE_PATH);
|
|
|
|
return travelPath;
|
|
}
|
|
|
|
std::ostringstream const TravelNodeRoute::print()
|
|
{
|
|
std::ostringstream out;
|
|
|
|
out << sPlayerbotAIConfig.GetTimestampStr();
|
|
out << "+00"
|
|
<< ",0,"
|
|
<< "\"LINESTRING(";
|
|
|
|
for (auto& node : nodes)
|
|
{
|
|
out << std::fixed << node->getPosition()->getDisplayX() << " " << node->getPosition()->getDisplayY() << ",";
|
|
}
|
|
|
|
out << ")\"";
|
|
|
|
return out;
|
|
}
|
|
|
|
TravelNode* TravelNodeMap::addNode(WorldPosition pos, std::string const preferedName, bool isImportant,
|
|
bool checkDuplicate, [[maybe_unused]] bool transport,
|
|
[[maybe_unused]] uint32 transportId)
|
|
{
|
|
TravelNode* newNode;
|
|
|
|
if (checkDuplicate)
|
|
{
|
|
newNode = getNode(pos, nullptr, 5.0f);
|
|
if (newNode)
|
|
return newNode;
|
|
}
|
|
|
|
std::string finalName = preferedName;
|
|
|
|
if (!isImportant)
|
|
{
|
|
std::regex last_num("[[:digit:]]+$");
|
|
finalName = std::regex_replace(finalName, last_num, "");
|
|
uint32 nameCount = 1;
|
|
|
|
for (auto& node : getNodes())
|
|
{
|
|
if (node->getName().find(preferedName + std::to_string(nameCount)) != std::string::npos)
|
|
nameCount++;
|
|
}
|
|
|
|
if (nameCount)
|
|
finalName += std::to_string(nameCount);
|
|
}
|
|
|
|
newNode = new TravelNode(pos, finalName, isImportant);
|
|
|
|
nodes.push_back(newNode);
|
|
|
|
return newNode;
|
|
}
|
|
|
|
void TravelNodeMap::removeNode(TravelNode* node)
|
|
{
|
|
node->removeLinkTo(nullptr, true);
|
|
|
|
for (auto& tnode : nodes)
|
|
{
|
|
if (tnode == node)
|
|
{
|
|
delete tnode;
|
|
tnode = nullptr;
|
|
}
|
|
}
|
|
|
|
nodes.erase(std::remove(nodes.begin(), nodes.end(), nullptr), nodes.end());
|
|
}
|
|
|
|
void TravelNodeMap::fullLinkNode(TravelNode* startNode, Unit* bot)
|
|
{
|
|
WorldPosition* startPosition = startNode->getPosition();
|
|
std::vector<TravelNode*> linkNodes = getNodes(*startPosition);
|
|
|
|
for (auto& endNode : linkNodes)
|
|
{
|
|
if (endNode == startNode)
|
|
continue;
|
|
|
|
if (startNode->hasLinkTo(endNode))
|
|
continue;
|
|
|
|
startNode->BuildPath(endNode, bot);
|
|
endNode->BuildPath(startNode, bot);
|
|
}
|
|
|
|
startNode->setLinked(true);
|
|
}
|
|
|
|
std::vector<TravelNode*> TravelNodeMap::getNodes(WorldPosition pos, float range)
|
|
{
|
|
std::vector<TravelNode*> retVec;
|
|
|
|
for (auto& node : nodes)
|
|
{
|
|
if (node->GetMapId() == pos.GetMapId())
|
|
if (range == -1 || node->getDistance(pos) <= range)
|
|
retVec.push_back(node);
|
|
}
|
|
|
|
std::sort(retVec.begin(), retVec.end(),
|
|
[pos](TravelNode* i, TravelNode* j)
|
|
{ return i->getPosition()->distance(pos) < j->getPosition()->distance(pos); });
|
|
|
|
return retVec;
|
|
}
|
|
|
|
TravelNode* TravelNodeMap::getNode(WorldPosition pos, [[maybe_unused]] std::vector<WorldPosition>& ppath, Unit* bot,
|
|
float range)
|
|
{
|
|
//float x = pos.getX(); //not used, line marked for removal.
|
|
//float y = pos.getY(); //not used, line marked for removal.
|
|
//float z = pos.getZ(); //not used, line marked for removal.
|
|
|
|
if (bot && !bot->GetMap())
|
|
return nullptr;
|
|
|
|
uint32 c = 0;
|
|
|
|
std::vector<TravelNode*> nodes = TravelNodeMap::instance().getNodes(pos, range);
|
|
for (auto& node : nodes)
|
|
{
|
|
if (!bot || pos.canPathTo(*node->getPosition(), bot))
|
|
return node;
|
|
|
|
c++;
|
|
|
|
if (c > 5) // Max 5 attempts
|
|
break;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
TravelNodeRoute TravelNodeMap::GetNodeRoute(TravelNode* start, TravelNode* goal,
|
|
Player* bot)
|
|
{
|
|
float botSpeed = bot ? bot->GetSpeed(MOVE_RUN) : 7.0f;
|
|
|
|
if (start == goal)
|
|
return TravelNodeRoute();
|
|
|
|
// Basic A* algorithm
|
|
std::unordered_map<TravelNode*, TravelNodeStub> m_stubs;
|
|
|
|
TravelNodeStub* startStub = &m_stubs.insert(std::make_pair(start, TravelNodeStub(start))).first->second;
|
|
|
|
TravelNodeStub* currentNode = nullptr;
|
|
TravelNodeStub* childNode = nullptr;
|
|
float f = 0.f;
|
|
float g = 0.f;
|
|
float h = 0.f;
|
|
|
|
std::vector<TravelNodeStub*> open, closed;
|
|
|
|
if (bot)
|
|
{
|
|
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
|
|
if (botAI)
|
|
{
|
|
if (botAI->HasCheat(BotCheatMask::gold))
|
|
startStub->currentGold = 10000000;
|
|
else
|
|
{
|
|
AiObjectContext* context = botAI->GetAiObjectContext();
|
|
startStub->currentGold = AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::travel);
|
|
}
|
|
}
|
|
else
|
|
startStub->currentGold = bot->GetMoney();
|
|
}
|
|
|
|
if (!start->hasRouteTo(goal))
|
|
return TravelNodeRoute();
|
|
|
|
// Min-heap: smallest f at front
|
|
auto heapComp = [](TravelNodeStub* i, TravelNodeStub* j) { return i->totalCost > j->totalCost; };
|
|
|
|
open.push_back(startStub);
|
|
std::push_heap(open.begin(), open.end(), heapComp);
|
|
startStub->open = true;
|
|
|
|
constexpr uint32 MAX_A_STAR_EXPLORED = 500;
|
|
uint32 nodesExplored = 0;
|
|
|
|
while (!open.empty())
|
|
{
|
|
if (++nodesExplored > MAX_A_STAR_EXPLORED)
|
|
return TravelNodeRoute();
|
|
|
|
std::pop_heap(open.begin(), open.end(), heapComp);
|
|
currentNode = open.back();
|
|
open.pop_back();
|
|
currentNode->open = false;
|
|
|
|
currentNode->closed = true;
|
|
closed.push_back(currentNode);
|
|
|
|
if (currentNode->dataNode == goal)
|
|
{
|
|
TravelNodeStub* parent = currentNode->parent;
|
|
|
|
std::vector<TravelNode*> path;
|
|
path.push_back(currentNode->dataNode);
|
|
|
|
while (parent != nullptr)
|
|
{
|
|
path.push_back(parent->dataNode);
|
|
parent = parent->parent;
|
|
}
|
|
|
|
reverse(path.begin(), path.end());
|
|
|
|
return TravelNodeRoute(path);
|
|
}
|
|
|
|
for (auto const& link : *currentNode->dataNode->getLinks()) // for each successor n' of n
|
|
{
|
|
TravelNode* linkNode = link.first;
|
|
float linkCost = link.second->getCost(bot, currentNode->currentGold);
|
|
|
|
if (linkCost <= 0)
|
|
continue;
|
|
|
|
childNode = &m_stubs.insert(std::make_pair(linkNode, TravelNodeStub(linkNode))).first->second;
|
|
g = currentNode->costFromStart + linkCost; // stance from start + distance between the two nodes
|
|
if ((childNode->open || childNode->closed) &&
|
|
childNode->costFromStart <= g) // n' is already in opend or closed with a lower cost g(n')
|
|
continue; // consider next successor
|
|
|
|
h = childNode->dataNode->fDist(goal) / botSpeed;
|
|
f = g + h; // compute f(n')
|
|
childNode->totalCost = f;
|
|
childNode->costFromStart = g;
|
|
childNode->heuristic = h;
|
|
childNode->parent = currentNode;
|
|
|
|
if (bot && !bot->isTaxiCheater())
|
|
childNode->currentGold = currentNode->currentGold - link.second->getPrice();
|
|
|
|
if (childNode->closed)
|
|
childNode->closed = false;
|
|
|
|
if (!childNode->open)
|
|
{
|
|
open.push_back(childNode);
|
|
std::push_heap(open.begin(), open.end(), heapComp);
|
|
childNode->open = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return TravelNodeRoute();
|
|
}
|
|
|
|
TravelNodeRoute TravelNodeMap::FindRouteNearestNodes(WorldPosition startPos, WorldPosition endPos,
|
|
std::vector<WorldPosition>& startPath, Player* bot)
|
|
{
|
|
if (nodes.empty() || !bot)
|
|
return TravelNodeRoute();
|
|
|
|
constexpr uint32 K = 3;
|
|
if (nodes.size() < K)
|
|
return TravelNodeRoute();
|
|
|
|
// Single copy of the node list, find closest K for start and end
|
|
std::vector<TravelNode*> nodesCopy = this->nodes;
|
|
|
|
// nth_element is O(n) — partitions so the first K are the closest (unordered)
|
|
std::nth_element(nodesCopy.begin(), nodesCopy.begin() + K, nodesCopy.end(),
|
|
[startPos](TravelNode* i, TravelNode* j) { return i->fDist(startPos) < j->fDist(startPos); });
|
|
// Sort just the K closest
|
|
std::sort(nodesCopy.begin(), nodesCopy.begin() + K,
|
|
[startPos](TravelNode* i, TravelNode* j) { return i->fDist(startPos) < j->fDist(startPos); });
|
|
|
|
// Save the K closest start nodes before reusing the vector for end nodes
|
|
std::array<TravelNode*, K> startNodes;
|
|
std::copy_n(nodesCopy.begin(), K, startNodes.begin());
|
|
|
|
std::nth_element(nodesCopy.begin(), nodesCopy.begin() + K, nodesCopy.end(),
|
|
[endPos](TravelNode* i, TravelNode* j) { return i->fDist(endPos) < j->fDist(endPos); });
|
|
std::sort(nodesCopy.begin(), nodesCopy.begin() + K,
|
|
[endPos](TravelNode* i, TravelNode* j) { return i->fDist(endPos) < j->fDist(endPos); });
|
|
|
|
std::array<TravelNode*, K> endNodes;
|
|
std::copy_n(nodesCopy.begin(), K, endNodes.begin());
|
|
|
|
// Cycle over the combinations of these K nodes.
|
|
uint32 startI = 0, endI = 0;
|
|
while (startI < K && endI < K)
|
|
{
|
|
TravelNode* startNode = startNodes[startI];
|
|
TravelNode* endNode = endNodes[endI];
|
|
|
|
WorldPosition startNodePosition = *startNode->getPosition();
|
|
|
|
TravelNodeRoute route = GetNodeRoute(startNode, endNode, bot);
|
|
|
|
if (!route.isEmpty())
|
|
{
|
|
// Check if the bot can actually walk to this start node using mmap pathfinding.
|
|
if (startNodePosition.GetMapId() == bot->GetMapId())
|
|
{
|
|
PathGenerator path(bot);
|
|
path.CalculatePath(startNodePosition.GetPositionX(), startNodePosition.GetPositionY(), startNodePosition.GetPositionZ());
|
|
PathType type = path.GetPathType();
|
|
bool reachable = !(type & ~(PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY));
|
|
|
|
if (reachable)
|
|
{
|
|
startPath = {startPos, startNodePosition};
|
|
return route;
|
|
}
|
|
}
|
|
startI++;
|
|
}
|
|
|
|
// Prefer a different end-node.
|
|
endI++;
|
|
|
|
// Cycle to a different start-node if needed.
|
|
if (endI > startI + 1)
|
|
{
|
|
startI++;
|
|
endI = 0;
|
|
}
|
|
}
|
|
|
|
return TravelNodeRoute();
|
|
}
|
|
|
|
bool TravelNodeMap::GetFullPath(TravelPlan& plan,
|
|
WorldPosition botPos, uint32 botZoneId,
|
|
WorldPosition destination, Unit* bot)
|
|
{
|
|
plan.Reset();
|
|
plan.destination = destination;
|
|
|
|
// mmap-probe first: if a 40-step probe reaches dest, skip the
|
|
// graph entirely — a direct walk beats a node hop.
|
|
if (botPos.GetMapId() == destination.GetMapId())
|
|
{
|
|
std::vector<WorldPosition> probe = destination.getPathFromPath({botPos}, bot, 40);
|
|
if (probe.size() >= 2 && destination.isPathTo(probe, sPlayerbotAIConfig.spellDistance))
|
|
{
|
|
plan.steps.addPoint(botPos, PathNodeType::NODE_PREPATH);
|
|
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);
|
|
|
|
// Find nearest nodes (zone-indexed, fast)
|
|
TravelNode* startNode = GetNearestNodeInZone(botPos, botZoneId);
|
|
if (!startNode)
|
|
startNode = GetNearestNodeOnMap(botPos);
|
|
|
|
uint32 destZone = sMapMgr->GetZoneId(PHASEMASK_NORMAL, destination);
|
|
TravelNode* endNode = GetNearestNodeInZone(destination, destZone);
|
|
if (!endNode)
|
|
endNode = GetNearestNodeOnMap(destination);
|
|
|
|
if (!startNode || !endNode || startNode == endNode)
|
|
return false;
|
|
|
|
if (!startNode->hasRouteTo(endNode))
|
|
return false;
|
|
|
|
TravelNodeRoute route = GetNodeRoute(startNode, endNode, nullptr);
|
|
if (route.isEmpty())
|
|
return false;
|
|
|
|
std::vector<WorldPosition> pathToStart = {botPos};
|
|
std::vector<WorldPosition> pathToEnd = {destination};
|
|
plan.steps = route.BuildPath(pathToStart, pathToEnd, nullptr);
|
|
|
|
return !plan.steps.empty();
|
|
}
|
|
|
|
bool TravelNodeMap::cropUselessNode(TravelNode* startNode)
|
|
{
|
|
if (!startNode->isLinked() || startNode->isImportant())
|
|
return false;
|
|
|
|
std::vector<TravelNode*> ignore = {startNode};
|
|
|
|
for (auto& node : getNodes(*startNode->getPosition(), 5000.f))
|
|
{
|
|
if (startNode == node)
|
|
continue;
|
|
|
|
if (node->getNodeMap(true).size() > node->getNodeMap(true, ignore).size())
|
|
return false;
|
|
}
|
|
|
|
removeNode(startNode);
|
|
|
|
return true;
|
|
}
|
|
|
|
TravelNode* TravelNodeMap::addZoneLinkNode(TravelNode* startNode)
|
|
{
|
|
for (auto& path : *startNode->getPaths())
|
|
{
|
|
//TravelNode* endNode = path.first; //not used, line marked for removal.
|
|
|
|
std::string zoneName = startNode->getPosition()->getAreaName(true, true);
|
|
for (auto& pos : path.second.GetPath())
|
|
{
|
|
std::string const newZoneName = pos.getAreaName(true, true);
|
|
if (zoneName != newZoneName)
|
|
{
|
|
if (!getNode(pos, nullptr, 100.0f))
|
|
{
|
|
std::string const nodeName = zoneName + " to " + newZoneName;
|
|
return TravelNodeMap::instance().addNode(pos, nodeName, false, true);
|
|
}
|
|
|
|
zoneName = newZoneName;
|
|
}
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
TravelNode* TravelNodeMap::addRandomExtNode(TravelNode* startNode)
|
|
{
|
|
std::unordered_map<TravelNode*, TravelNodePath> paths = *startNode->getPaths();
|
|
|
|
if (paths.empty())
|
|
return nullptr;
|
|
|
|
for (uint32 i = 0; i < 20; i++)
|
|
{
|
|
auto random_it = std::next(std::begin(paths), urand(0, paths.size() - 1));
|
|
|
|
TravelNode* endNode = random_it->first;
|
|
std::vector<WorldPosition> path = random_it->second.GetPath();
|
|
|
|
if (path.empty())
|
|
continue;
|
|
|
|
// Prefer to skip complete links
|
|
if (endNode->hasLinkTo(startNode) && startNode->hasLinkTo(endNode) && !urand(0, 20))
|
|
continue;
|
|
|
|
// Prefer to skip no links
|
|
if (!startNode->hasLinkTo(endNode) && !urand(0, 20))
|
|
continue;
|
|
|
|
WorldPosition point = path[urand(0, path.size() - 1)];
|
|
|
|
if (!getNode(point, nullptr, 100.0f))
|
|
return TravelNodeMap::instance().addNode(point, startNode->getName(), false, true);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void TravelNodeMap::generateNpcNodes()
|
|
{
|
|
std::unordered_map<uint32, std::pair<CreatureTemplate const*, WorldPosition>> bossMap;
|
|
|
|
for (auto& creatureData : WorldPosition().getCreaturesNear())
|
|
{
|
|
WorldPosition guidP(creatureData->mapid, creatureData->posX, creatureData->posY, creatureData->posZ,
|
|
creatureData->orientation);
|
|
|
|
CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(creatureData->id1);
|
|
if (!cInfo)
|
|
continue;
|
|
|
|
uint32 flagMask = UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_FLIGHTMASTER | UNIT_NPC_FLAG_SPIRITHEALER |
|
|
UNIT_NPC_FLAG_SPIRITGUIDE;
|
|
|
|
if (cInfo->npcflag & flagMask)
|
|
{
|
|
std::string nodeName = guidP.getAreaName(false);
|
|
|
|
if (cInfo->npcflag & UNIT_NPC_FLAG_INNKEEPER)
|
|
nodeName += " innkeeper";
|
|
else if (cInfo->npcflag & UNIT_NPC_FLAG_FLIGHTMASTER)
|
|
nodeName += " flightMaster";
|
|
else if (cInfo->npcflag & UNIT_NPC_FLAG_SPIRITHEALER)
|
|
nodeName += " spirithealer";
|
|
else if (cInfo->npcflag & UNIT_NPC_FLAG_SPIRITGUIDE)
|
|
nodeName += " spiritguide";
|
|
|
|
/*TravelNode* node = */ TravelNodeMap::instance().addNode(guidP, nodeName, true, true); //node not used, fragment marked for removal.
|
|
}
|
|
else if (cInfo->rank == 3)
|
|
{
|
|
std::string const nodeName = cInfo->Name;
|
|
|
|
TravelNodeMap::instance().addNode(guidP, nodeName, true, true);
|
|
}
|
|
else if (cInfo->rank == 1 && !guidP.isOverworld())
|
|
{
|
|
if (bossMap.find(cInfo->Entry) == bossMap.end())
|
|
bossMap[cInfo->Entry] = std::make_pair(cInfo, guidP);
|
|
else if (bossMap[cInfo->Entry].second)
|
|
bossMap[cInfo->Entry] = std::make_pair(nullptr, GuidPosition());
|
|
}
|
|
}
|
|
|
|
for (auto boss : bossMap)
|
|
{
|
|
WorldPosition guidP = boss.second.second;
|
|
if (!guidP)
|
|
continue;
|
|
|
|
CreatureTemplate const* cInfo = boss.second.first;
|
|
if (!cInfo)
|
|
continue;
|
|
|
|
std::string const nodeName = cInfo->Name;
|
|
|
|
TravelNodeMap::instance().addNode(guidP, nodeName, true, true);
|
|
}
|
|
}
|
|
|
|
void TravelNodeMap::generateStartNodes()
|
|
{
|
|
std::map<uint8, std::string> startNames;
|
|
startNames[RACE_HUMAN] = "Human";
|
|
startNames[RACE_ORC] = "Orc and Troll";
|
|
startNames[RACE_DWARF] = "Dwarf and Gnome";
|
|
startNames[RACE_NIGHTELF] = "Night Elf";
|
|
startNames[RACE_UNDEAD_PLAYER] = "Undead";
|
|
startNames[RACE_TAUREN] = "Tauren";
|
|
startNames[RACE_GNOME] = "Dwarf and Gnome";
|
|
startNames[RACE_TROLL] = "Orc and Troll";
|
|
|
|
for (uint32 i = 0; i < sRaceMgr->GetMaxRaces(); i++)
|
|
{
|
|
for (uint32 j = 0; j < MAX_CLASSES; j++)
|
|
{
|
|
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(i, j);
|
|
|
|
if (!info)
|
|
continue;
|
|
|
|
WorldPosition pos(info->mapId, info->positionX, info->positionY, info->positionZ, info->orientation);
|
|
|
|
std::string const nodeName = startNames[i] + " start";
|
|
|
|
TravelNodeMap::instance().addNode(pos, nodeName, true, true);
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void TravelNodeMap::generateAreaTriggerNodes()
|
|
{
|
|
// Entrance nodes
|
|
|
|
for (auto const& itr : sObjectMgr->GetAllAreaTriggerTeleports())
|
|
{
|
|
AreaTriggerTeleport const& atEntry = itr.second;
|
|
|
|
AreaTrigger const* at = sObjectMgr->GetAreaTrigger(itr.first);
|
|
if (!at)
|
|
continue;
|
|
|
|
WorldPosition inPos = WorldPosition(at->map, at->x, at->y, at->z, at->orientation);
|
|
WorldPosition outPos = WorldPosition(atEntry.target_mapId, atEntry.target_X, atEntry.target_Y, atEntry.target_Z,
|
|
atEntry.target_Orientation);
|
|
|
|
std::string nodeName;
|
|
|
|
if (!outPos.isOverworld())
|
|
nodeName = outPos.getAreaName(false) + " entrance";
|
|
else if (!inPos.isOverworld())
|
|
nodeName = inPos.getAreaName(false) + " exit";
|
|
else
|
|
nodeName = inPos.getAreaName(false) + " portal";
|
|
|
|
TravelNodeMap::instance().addNode(inPos, nodeName, true, true);
|
|
}
|
|
|
|
// Exit nodes
|
|
|
|
for (auto const& itr : sObjectMgr->GetAllAreaTriggerTeleports())
|
|
{
|
|
AreaTriggerTeleport const& atEntry = itr.second;
|
|
|
|
AreaTrigger const* at = sObjectMgr->GetAreaTrigger(itr.first);
|
|
if (!at)
|
|
continue;
|
|
|
|
WorldPosition inPos = WorldPosition(at->map, at->x, at->y, at->z, at->orientation);
|
|
WorldPosition outPos = WorldPosition(atEntry.target_mapId, atEntry.target_X, atEntry.target_Y, atEntry.target_Z,
|
|
atEntry.target_Orientation);
|
|
|
|
std::string nodeName;
|
|
|
|
if (!outPos.isOverworld())
|
|
nodeName = outPos.getAreaName(false) + " entrance";
|
|
else if (!inPos.isOverworld())
|
|
nodeName = inPos.getAreaName(false) + " exit";
|
|
else
|
|
nodeName = inPos.getAreaName(false) + " portal";
|
|
|
|
//TravelNode* entryNode = TravelNodeMap::instance().getNode(outPos, nullptr, 20.0f); // Entry side, portal exit. //not used, line marked for removal.
|
|
|
|
TravelNode* outNode = TravelNodeMap::instance().addNode(outPos, nodeName, true, true); // Exit size, portal exit.
|
|
|
|
TravelNode* inNode = TravelNodeMap::instance().getNode(inPos, nullptr, 5.0f); // Entry side, portal center.
|
|
|
|
// Portal link from area trigger to area trigger destination.
|
|
if (outNode && inNode)
|
|
{
|
|
TravelNodePath travelPath(0.1f, 3.0f, (uint8)TravelNodePathType::portal, itr.first, true);
|
|
travelPath.setPath({*inNode->getPosition(), *outNode->getPosition()});
|
|
inNode->setPathTo(outNode, travelPath);
|
|
}
|
|
}
|
|
}
|
|
|
|
void TravelNodeMap::generateTransportNodes()
|
|
{
|
|
for (auto const& itr : *sObjectMgr->GetGameObjectTemplates())
|
|
{
|
|
GameObjectTemplate const* data = &itr.second;
|
|
if (!data || (data->type != GAMEOBJECT_TYPE_TRANSPORT && data->type != GAMEOBJECT_TYPE_MO_TRANSPORT))
|
|
continue;
|
|
|
|
uint32 pathId = data->moTransport.taxiPathId;
|
|
float moveSpeed = data->moTransport.moveSpeed;
|
|
if (pathId >= sTaxiPathNodesByPath.size())
|
|
continue;
|
|
|
|
TaxiPathNodeList const& path = sTaxiPathNodesByPath[pathId];
|
|
|
|
// Keep only transports with taxi paths (boats/zeppelins).
|
|
if (path.empty())
|
|
continue;
|
|
|
|
std::vector<WorldPosition> ppath;
|
|
TravelNode* prevNode = nullptr;
|
|
|
|
// Loop over the path and connect stop locations.
|
|
for (auto& p : path)
|
|
{
|
|
WorldPosition pos = WorldPosition(p->mapid, p->x, p->y, p->z, 0);
|
|
|
|
if (prevNode)
|
|
ppath.push_back(pos);
|
|
|
|
if (p->delay > 0)
|
|
{
|
|
TravelNode* node = TravelNodeMap::instance().addNode(pos, data->name, true, true, true, itr.first);
|
|
|
|
if (!prevNode)
|
|
{
|
|
ppath.push_back(pos);
|
|
}
|
|
else
|
|
{
|
|
TravelNodePath travelPath(0.1f, 0.0, (uint8)TravelNodePathType::transport, itr.first, true);
|
|
travelPath.setPathAndCost(ppath, moveSpeed);
|
|
node->setPathTo(prevNode, travelPath);
|
|
ppath.clear();
|
|
ppath.push_back(pos);
|
|
}
|
|
|
|
prevNode = node;
|
|
}
|
|
}
|
|
|
|
if (!prevNode)
|
|
continue;
|
|
|
|
// Continue from start until first stop and connect to end.
|
|
for (auto& p : path)
|
|
{
|
|
WorldPosition pos = WorldPosition(p->mapid, p->x, p->y, p->z, 0);
|
|
ppath.push_back(pos);
|
|
|
|
if (p->delay > 0)
|
|
{
|
|
TravelNode* node = TravelNodeMap::instance().getNode(pos, nullptr, 5.0f);
|
|
|
|
if (node != prevNode)
|
|
{
|
|
TravelNodePath travelPath(0.1f, 0.0, (uint8)TravelNodePathType::transport, itr.first, true);
|
|
travelPath.setPathAndCost(ppath, moveSpeed);
|
|
|
|
node->setPathTo(prevNode, travelPath);
|
|
}
|
|
}
|
|
}
|
|
ppath.clear();
|
|
}
|
|
}
|
|
|
|
void TravelNodeMap::generateZoneMeanNodes()
|
|
{
|
|
// Zone means
|
|
for (auto& loc : TravelMgr::instance().exploreLocs)
|
|
{
|
|
std::vector<WorldPosition*> points;
|
|
|
|
for (auto p : loc.second->getPoints(true))
|
|
if (!p->isUnderWater())
|
|
points.push_back(p);
|
|
|
|
if (points.empty())
|
|
points = loc.second->getPoints(true);
|
|
|
|
WorldPosition pos = WorldPosition(points, WP_MEAN_CENTROID);
|
|
|
|
/*TravelNode* node = */TravelNodeMap::instance().addNode(pos, pos.getAreaName(), true, true, false); //node not used, but addNode as side effect, fragment marked for removal.
|
|
}
|
|
}
|
|
|
|
void TravelNodeMap::generateNodes()
|
|
{
|
|
LOG_INFO("playerbots", "-Generating Start nodes");
|
|
generateStartNodes();
|
|
LOG_INFO("playerbots", "-Generating npc nodes");
|
|
generateNpcNodes();
|
|
LOG_INFO("playerbots", "-Generating area trigger nodes");
|
|
generateAreaTriggerNodes();
|
|
LOG_INFO("playerbots", "-Generating transport nodes");
|
|
generateTransportNodes();
|
|
LOG_INFO("playerbots", "-Generating zone mean nodes");
|
|
generateZoneMeanNodes();
|
|
}
|
|
|
|
void TravelNodeMap::generateWalkPaths()
|
|
{
|
|
// Pathfinder
|
|
std::vector<WorldPosition> ppath;
|
|
|
|
std::map<uint32, bool> nodeMaps;
|
|
|
|
for (auto& startNode : TravelNodeMap::instance().getNodes())
|
|
{
|
|
nodeMaps[startNode->GetMapId()] = true;
|
|
}
|
|
|
|
for (auto& map : nodeMaps)
|
|
{
|
|
for (auto& startNode : TravelNodeMap::instance().getNodes(WorldPosition(map.first, 1, 1)))
|
|
{
|
|
if (startNode->isLinked())
|
|
continue;
|
|
|
|
for (auto& endNode : TravelNodeMap::instance().getNodes(*startNode->getPosition(), 2000.0f))
|
|
{
|
|
if (startNode == endNode)
|
|
continue;
|
|
|
|
if (startNode->hasCompletePathTo(endNode))
|
|
continue;
|
|
|
|
if (startNode->GetMapId() != endNode->GetMapId())
|
|
continue;
|
|
|
|
startNode->BuildPath(endNode, nullptr, false);
|
|
}
|
|
|
|
startNode->setLinked(true);
|
|
}
|
|
}
|
|
|
|
LOG_INFO("playerbots", ">> Generated paths for {} nodes.", TravelNodeMap::instance().getNodes().size());
|
|
}
|
|
|
|
void TravelNodeMap::generateTaxiPaths()
|
|
{
|
|
for (uint32 i = 0; i < sTaxiPathStore.GetNumRows(); ++i)
|
|
{
|
|
TaxiPathEntry const* taxiPath = sTaxiPathStore.LookupEntry(i);
|
|
|
|
if (!taxiPath)
|
|
continue;
|
|
|
|
TaxiNodesEntry const* startTaxiNode = sTaxiNodesStore.LookupEntry(taxiPath->from);
|
|
|
|
if (!startTaxiNode)
|
|
continue;
|
|
|
|
TaxiNodesEntry const* endTaxiNode = sTaxiNodesStore.LookupEntry(taxiPath->to);
|
|
|
|
if (!endTaxiNode)
|
|
continue;
|
|
|
|
TaxiPathNodeList const& nodes = sTaxiPathNodesByPath[taxiPath->ID];
|
|
|
|
if (nodes.empty())
|
|
continue;
|
|
|
|
WorldPosition startPos(startTaxiNode->map_id, startTaxiNode->x, startTaxiNode->y, startTaxiNode->z);
|
|
WorldPosition endPos(endTaxiNode->map_id, endTaxiNode->x, endTaxiNode->y, endTaxiNode->z);
|
|
|
|
TravelNode* startNode = TravelNodeMap::instance().getNode(startPos, nullptr, 15.0f);
|
|
TravelNode* endNode = TravelNodeMap::instance().getNode(endPos, nullptr, 15.0f);
|
|
|
|
if (!startNode || !endNode)
|
|
continue;
|
|
|
|
std::vector<WorldPosition> ppath;
|
|
|
|
for (auto& n : nodes)
|
|
ppath.push_back(WorldPosition(n->mapid, n->x, n->y, n->z, 0.0));
|
|
|
|
float totalTime = startPos.getPathLength(ppath) / (450 * 8.0f);
|
|
|
|
TravelNodePath travelPath(0.1f, totalTime, (uint8)TravelNodePathType::flightPath, i, true);
|
|
travelPath.setPath(ppath);
|
|
|
|
startNode->setPathTo(endNode, travelPath);
|
|
}
|
|
}
|
|
|
|
void TravelNodeMap::removeLowNodes()
|
|
{
|
|
std::vector<TravelNode*> goodNodes;
|
|
std::vector<TravelNode*> remNodes;
|
|
for (auto& node : TravelNodeMap::instance().getNodes())
|
|
{
|
|
if (!node->getPosition()->isOverworld())
|
|
continue;
|
|
|
|
if (std::find(goodNodes.begin(), goodNodes.end(), node) != goodNodes.end())
|
|
continue;
|
|
|
|
if (std::find(remNodes.begin(), remNodes.end(), node) != remNodes.end())
|
|
continue;
|
|
|
|
std::vector<TravelNode*> nodes = node->getNodeMap(true);
|
|
|
|
if (nodes.size() < 5)
|
|
remNodes.insert(remNodes.end(), nodes.begin(), nodes.end());
|
|
else
|
|
goodNodes.insert(goodNodes.end(), nodes.begin(), nodes.end());
|
|
}
|
|
|
|
for (auto& node : remNodes)
|
|
TravelNodeMap::instance().removeNode(node);
|
|
}
|
|
|
|
void TravelNodeMap::removeUselessPaths()
|
|
{
|
|
// Clean up node links
|
|
for (auto& startNode : TravelNodeMap::instance().getNodes())
|
|
{
|
|
for (auto& path : *startNode->getPaths())
|
|
if (path.second.getComplete() && startNode->hasLinkTo(path.first))
|
|
ASSERT(true);
|
|
}
|
|
uint32 it = 0;
|
|
while (true)
|
|
{
|
|
uint32 rem = 0;
|
|
// Clean up node links
|
|
for (auto& startNode : TravelNodeMap::instance().getNodes())
|
|
{
|
|
if (startNode->cropUselessLinks())
|
|
rem++;
|
|
}
|
|
|
|
if (!rem)
|
|
break;
|
|
|
|
hasToSave = true;
|
|
it++;
|
|
|
|
LOG_INFO("playerbots", "Iteration {}, removed {}", it, rem);
|
|
}
|
|
}
|
|
|
|
void TravelNodeMap::calculatePathCosts()
|
|
{
|
|
for (auto& startNode : TravelNodeMap::instance().getNodes())
|
|
{
|
|
for (auto& path : *startNode->getLinks())
|
|
{
|
|
TravelNodePath* nodePath = path.second;
|
|
|
|
if (path.second->getPathType() != TravelNodePathType::walk)
|
|
continue;
|
|
|
|
if (nodePath->getCalculated())
|
|
continue;
|
|
|
|
nodePath->calculateCost();
|
|
}
|
|
}
|
|
|
|
LOG_INFO("playerbots", ">> Calculated pathcost for {} nodes.", TravelNodeMap::instance().getNodes().size());
|
|
}
|
|
|
|
void TravelNodeMap::generatePaths(bool fullGen)
|
|
{
|
|
LOG_INFO("playerbots", "-Calculating walkable paths");
|
|
generateWalkPaths();
|
|
|
|
if (fullGen)
|
|
{
|
|
LOG_INFO("playerbots", "-Removing useless nodes");
|
|
removeLowNodes();
|
|
|
|
LOG_INFO("playerbots", "-Removing useless paths");
|
|
removeUselessPaths();
|
|
}
|
|
|
|
LOG_INFO("playerbots", "-Calculating path costs");
|
|
calculatePathCosts();
|
|
LOG_INFO("playerbots", "-Generating taxi paths");
|
|
generateTaxiPaths();
|
|
}
|
|
|
|
void TravelNodeMap::generateAll()
|
|
{
|
|
generatePaths(false);
|
|
hasToSave = true;
|
|
saveNodeStore();
|
|
|
|
BuildZoneIndex();
|
|
PrecomputeReachability();
|
|
}
|
|
|
|
void TravelNodeMap::Init()
|
|
{
|
|
InitTaxiGraph();
|
|
|
|
if (!sPlayerbotAIConfig.enableTravelNodes)
|
|
return;
|
|
|
|
LoadNodeStore();
|
|
calcMapOffset();
|
|
|
|
if (hasToGen || hasToFullGen)
|
|
{
|
|
if (hasToFullGen)
|
|
generateNodes();
|
|
|
|
generatePaths(hasToFullGen);
|
|
hasToGen = false;
|
|
hasToFullGen = false;
|
|
saveNodeStore();
|
|
}
|
|
|
|
BuildZoneIndex();
|
|
PrecomputeReachability();
|
|
}
|
|
|
|
void TravelNodeMap::printMap()
|
|
{
|
|
if (!sPlayerbotAIConfig.hasLog("travelNodes.csv") && !sPlayerbotAIConfig.hasLog("travelPaths.csv"))
|
|
return;
|
|
|
|
printf("\r [Qgis] \r\x3D");
|
|
fflush(stdout);
|
|
|
|
sPlayerbotAIConfig.openLog("travelNodes.csv", "w");
|
|
sPlayerbotAIConfig.openLog("travelPaths.csv", "w");
|
|
|
|
std::vector<TravelNode*> anodes = getNodes();
|
|
|
|
//uint32 nr = 0; //not used, line marked for removal.
|
|
|
|
for (auto& node : anodes)
|
|
{
|
|
node->print(false);
|
|
}
|
|
}
|
|
|
|
void TravelNodeMap::printNodeStore()
|
|
{
|
|
std::string const nodeStore = "TravelNodeStore.h";
|
|
|
|
if (!sPlayerbotAIConfig.hasLog(nodeStore))
|
|
return;
|
|
|
|
printf("\r [Map] \r\x3D");
|
|
fflush(stdout);
|
|
|
|
sPlayerbotAIConfig.openLog(nodeStore, "w");
|
|
|
|
std::unordered_map<TravelNode*, uint32> saveNodes;
|
|
|
|
std::vector<TravelNode*> anodes = getNodes();
|
|
|
|
sPlayerbotAIConfig.log(nodeStore, "#pragma once");
|
|
sPlayerbotAIConfig.log(nodeStore, "#include \"TravelMgr.h\"");
|
|
sPlayerbotAIConfig.log(nodeStore, "class TravelNodeStore");
|
|
sPlayerbotAIConfig.log(nodeStore, " {");
|
|
sPlayerbotAIConfig.log(nodeStore, " public:");
|
|
sPlayerbotAIConfig.log(nodeStore, " static void loadNodes()");
|
|
sPlayerbotAIConfig.log(nodeStore, " {");
|
|
sPlayerbotAIConfig.log(nodeStore, " TravelNode** nodes = new TravelNode*[%zu];", anodes.size());
|
|
|
|
for (uint32 i = 0; i < anodes.size(); i++)
|
|
{
|
|
TravelNode* node = anodes[i];
|
|
|
|
std::ostringstream out;
|
|
|
|
std::string name = node->getName();
|
|
name.erase(remove(name.begin(), name.end(), '\"'), name.end());
|
|
|
|
// struct addNode {uint32 node; WorldPosition point; std::string const name; bool isPortal; bool
|
|
// isTransport; uint32 transportId; };
|
|
out << std::fixed << std::setprecision(2) << " addNodes.push_back(addNode{" << i << ",";
|
|
out << "WorldPosition(" << node->GetMapId() << ", " << node->getX() << "f, " << node->getY() << "f, "
|
|
<< node->getZ() << "f, " << node->getO() << "f),";
|
|
out << "\"" << name << "\"";
|
|
if (node->isTransport())
|
|
out << "," << (node->isTransport() ? "true" : "false") << "," << node->getTransportId();
|
|
out << "});";
|
|
|
|
/*
|
|
out << std::fixed << std::setprecision(2) << " nodes[" << i << "] =
|
|
TravelNodeMap::instance().addNode(&WorldPosition(" << node->GetMapId() << "," << node->getX() << "f," << node->getY()
|
|
<< "f," << node->getZ() << "f,"<< node->getO() <<"f), \""
|
|
<< name << "\", " << (node->isImportant() ? "true" : "false") << ", true";
|
|
if (node->isTransport())
|
|
out << "," << (node->isTransport() ? "true" : "false") << "," << node->getTransportId();
|
|
|
|
out << ");";
|
|
*/
|
|
sPlayerbotAIConfig.log(nodeStore, out.str().c_str());
|
|
|
|
saveNodes.insert(std::make_pair(node, i));
|
|
}
|
|
|
|
for (uint32 i = 0; i < anodes.size(); i++)
|
|
{
|
|
TravelNode* node = anodes[i];
|
|
|
|
for (auto& Link : *node->getLinks())
|
|
{
|
|
std::ostringstream out;
|
|
|
|
// struct linkNode { uint32 node1; uint32 node2; float distance; float extraCost; bool isPortal; bool
|
|
// isTransport; uint32 maxLevelMob; uint32 maxLevelAlliance; uint32 maxLevelHorde; float
|
|
// swimDistance; };
|
|
|
|
out << std::fixed << std::setprecision(2) << " linkNodes3.push_back(linkNode3{" << i << ","
|
|
<< saveNodes.find(Link.first)->second << ",";
|
|
out << Link.second->print() << "});";
|
|
|
|
// out << std::fixed << std::setprecision(1) << " nodes[" << i << "]->setPathTo(nodes[" <<
|
|
// saveNodes.find(Link.first)->second << "],TravelNodePath("; out << Link.second->print() << "), true);";
|
|
sPlayerbotAIConfig.log(nodeStore, out.str().c_str());
|
|
}
|
|
}
|
|
|
|
sPlayerbotAIConfig.log(nodeStore, " }");
|
|
sPlayerbotAIConfig.log(nodeStore, "};");
|
|
|
|
printf("\r [Done] \r\x3D");
|
|
fflush(stdout);
|
|
}
|
|
|
|
void TravelNodeMap::saveNodeStore()
|
|
{
|
|
if (!hasToSave)
|
|
return;
|
|
|
|
hasToSave = false;
|
|
|
|
constexpr uint32 STMTS_PER_TX = 500; // bounded transaction size
|
|
|
|
// Phase 1: deletes in their own transaction.
|
|
{
|
|
PlayerbotsDatabaseTransaction delTrans = PlayerbotsDatabase.BeginTransaction();
|
|
delTrans->Append(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_DEL_TRAVELNODE));
|
|
delTrans->Append(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_DEL_TRAVELNODE_LINK));
|
|
delTrans->Append(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_DEL_TRAVELNODE_PATH));
|
|
PlayerbotsDatabase.CommitTransaction(delTrans);
|
|
}
|
|
|
|
std::unordered_map<TravelNode*, uint32> saveNodes;
|
|
std::vector<TravelNode*> anodes = TravelNodeMap::instance().getNodes();
|
|
|
|
// Phase 2: node inserts, chunked at STMTS_PER_TX per transaction.
|
|
{
|
|
PlayerbotsDatabaseTransaction nodeTrans = PlayerbotsDatabase.BeginTransaction();
|
|
uint32 inTx = 0;
|
|
for (uint32 i = 0; i < anodes.size(); i++)
|
|
{
|
|
TravelNode* node = anodes[i];
|
|
|
|
std::string name = node->getName();
|
|
name.erase(remove(name.begin(), name.end(), '\''), name.end());
|
|
|
|
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_INS_TRAVELNODE);
|
|
stmt->SetData(0, i);
|
|
stmt->SetData(1, name);
|
|
stmt->SetData(2, node->GetMapId());
|
|
stmt->SetData(3, node->getX());
|
|
stmt->SetData(4, node->getY());
|
|
stmt->SetData(5, node->getZ());
|
|
stmt->SetData(6, node->isLinked());
|
|
nodeTrans->Append(stmt);
|
|
|
|
saveNodes.insert(std::make_pair(node, i));
|
|
|
|
if (++inTx >= STMTS_PER_TX)
|
|
{
|
|
PlayerbotsDatabase.CommitTransaction(nodeTrans);
|
|
nodeTrans = PlayerbotsDatabase.BeginTransaction();
|
|
inTx = 0;
|
|
}
|
|
}
|
|
PlayerbotsDatabase.CommitTransaction(nodeTrans);
|
|
}
|
|
|
|
LOG_INFO("playerbots", ">> Saved {} travelNodes.", anodes.size());
|
|
|
|
// Phase 3: link inserts, chunked at STMTS_PER_TX per transaction.
|
|
uint32 paths = 0;
|
|
{
|
|
PlayerbotsDatabaseTransaction linkTrans = PlayerbotsDatabase.BeginTransaction();
|
|
uint32 inTx = 0;
|
|
for (uint32 i = 0; i < anodes.size(); i++)
|
|
{
|
|
TravelNode* node = anodes[i];
|
|
|
|
for (auto& link : *node->getLinks())
|
|
{
|
|
TravelNodePath* path = link.second;
|
|
|
|
PlayerbotsDatabasePreparedStatement* stmt =
|
|
PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_INS_TRAVELNODE_LINK);
|
|
stmt->SetData(0, i);
|
|
stmt->SetData(1, saveNodes.find(link.first)->second);
|
|
stmt->SetData(2, static_cast<uint8>(path->getPathType()));
|
|
stmt->SetData(3, path->getPathObject());
|
|
stmt->SetData(4, path->getDistance());
|
|
stmt->SetData(5, path->getSwimDistance());
|
|
stmt->SetData(6, path->getExtraCost());
|
|
stmt->SetData(7, path->getCalculated());
|
|
stmt->SetData(8, path->getMaxLevelCreature()[0]);
|
|
stmt->SetData(9, path->getMaxLevelCreature()[1]);
|
|
stmt->SetData(10, path->getMaxLevelCreature()[2]);
|
|
linkTrans->Append(stmt);
|
|
|
|
paths++;
|
|
|
|
if (++inTx >= STMTS_PER_TX)
|
|
{
|
|
PlayerbotsDatabase.CommitTransaction(linkTrans);
|
|
linkTrans = PlayerbotsDatabase.BeginTransaction();
|
|
inTx = 0;
|
|
}
|
|
}
|
|
}
|
|
PlayerbotsDatabase.CommitTransaction(linkTrans);
|
|
}
|
|
|
|
// Phase 2: path points in chunked transactions. Previously all
|
|
// ~1.5M point inserts went into a single mega-transaction which
|
|
// exceeded MySQL's packet/transaction limits and partial-committed,
|
|
// corrupting the DB (links saved, paths empty). Chunk now commits
|
|
// every ~10000 rows. A failed chunk loses only its rows; the rest
|
|
// survive.
|
|
constexpr uint32 BATCH_SIZE = 500;
|
|
constexpr uint32 BATCHES_PER_COMMIT = 20; // 20 * 500 = 10000 rows per tx
|
|
uint32 points = 0;
|
|
std::ostringstream ss;
|
|
uint32 batchCount = 0;
|
|
uint32 batchesInCurrentTx = 0;
|
|
PlayerbotsDatabaseTransaction pathTrans = PlayerbotsDatabase.BeginTransaction();
|
|
|
|
auto flushBatch = [&]()
|
|
{
|
|
if (batchCount == 0)
|
|
return;
|
|
|
|
std::string sql = ss.str();
|
|
sql.back() = ';'; // Replace trailing comma
|
|
pathTrans->Append(sql.c_str());
|
|
ss.str("");
|
|
ss.clear();
|
|
batchCount = 0;
|
|
batchesInCurrentTx++;
|
|
};
|
|
|
|
auto commitIfFull = [&]()
|
|
{
|
|
if (batchesInCurrentTx >= BATCHES_PER_COMMIT)
|
|
{
|
|
PlayerbotsDatabase.CommitTransaction(pathTrans);
|
|
pathTrans = PlayerbotsDatabase.BeginTransaction();
|
|
batchesInCurrentTx = 0;
|
|
}
|
|
};
|
|
|
|
for (uint32 i = 0; i < anodes.size(); i++)
|
|
{
|
|
TravelNode* node = anodes[i];
|
|
|
|
for (auto& link : *node->getLinks())
|
|
{
|
|
TravelNodePath* path = link.second;
|
|
uint32 toId = saveNodes.find(link.first)->second;
|
|
std::vector<WorldPosition> ppath = path->GetPath();
|
|
|
|
for (uint32 j = 0; j < ppath.size(); j++)
|
|
{
|
|
WorldPosition& point = ppath[j];
|
|
|
|
if (batchCount == 0)
|
|
ss << "INSERT INTO `playerbots_travelnode_path` (`node_id`,`to_node_id`,`nr`,`map_id`,`x`,`y`,`z`) VALUES ";
|
|
|
|
ss << std::fixed << std::setprecision(4)
|
|
<< "(" << i << "," << toId << "," << j << ","
|
|
<< point.GetMapId() << ","
|
|
<< point.GetPositionX() << ","
|
|
<< point.GetPositionY() << ","
|
|
<< point.GetPositionZ() << "),";
|
|
|
|
batchCount++;
|
|
points++;
|
|
|
|
if (batchCount >= BATCH_SIZE)
|
|
{
|
|
flushBatch();
|
|
commitIfFull();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
flushBatch();
|
|
PlayerbotsDatabase.CommitTransaction(pathTrans);
|
|
|
|
LOG_INFO("playerbots", ">> Saved {} travelNode Paths, {} points.", paths, points);
|
|
}
|
|
|
|
void TravelNodeMap::LoadNodeStore()
|
|
{
|
|
std::string const query = "SELECT id, name, map_id, x, y, z, linked FROM playerbots_travelnode";
|
|
|
|
std::unordered_map<uint32, TravelNode*> saveNodes;
|
|
|
|
{
|
|
if (PreparedQueryResult result =
|
|
PlayerbotsDatabase.Query(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_TRAVELNODE)))
|
|
{
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
TravelNode* node = addNode(WorldPosition(fields[2].Get<uint32>(), fields[3].Get<float>(),
|
|
fields[4].Get<float>(), fields[5].Get<float>()),
|
|
fields[1].Get<std::string>(), true);
|
|
|
|
if (fields[6].Get<bool>())
|
|
node->setLinked(true);
|
|
else
|
|
hasToGen = true;
|
|
|
|
saveNodes.insert(std::make_pair(fields[0].Get<uint32>(), node));
|
|
|
|
} while (result->NextRow());
|
|
|
|
LOG_INFO("playerbots", ">> Loaded {} travelNodes.", saveNodes.size());
|
|
}
|
|
else
|
|
{
|
|
hasToFullGen = true;
|
|
LOG_ERROR("playerbots", ">> Error loading travelNodes.");
|
|
}
|
|
}
|
|
|
|
{
|
|
if (PreparedQueryResult result =
|
|
PlayerbotsDatabase.Query(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_TRAVELNODE_LINK)))
|
|
{
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
auto startIt = saveNodes.find(fields[0].Get<uint32>());
|
|
auto endIt = saveNodes.find(fields[1].Get<uint32>());
|
|
|
|
if (startIt == saveNodes.end() || endIt == saveNodes.end())
|
|
continue;
|
|
|
|
TravelNode* startNode = startIt->second;
|
|
TravelNode* endNode = endIt->second;
|
|
|
|
startNode->setPathTo(
|
|
endNode,
|
|
TravelNodePath(fields[4].Get<float>(), fields[6].Get<float>(), fields[2].Get<uint8>(),
|
|
fields[3].Get<uint64>(), fields[7].Get<bool>(),
|
|
{fields[8].Get<uint8>(), fields[9].Get<uint8>(), fields[10].Get<uint8>()},
|
|
fields[5].Get<float>()),
|
|
true);
|
|
|
|
if (!fields[7].Get<bool>())
|
|
hasToGen = true;
|
|
|
|
} while (result->NextRow());
|
|
|
|
LOG_INFO("playerbots", ">> Loaded {} travelNode paths.", result->GetRowCount());
|
|
}
|
|
else
|
|
{
|
|
LOG_ERROR("playerbots", ">> Error loading travelNode links.");
|
|
}
|
|
}
|
|
|
|
{
|
|
if (PreparedQueryResult result =
|
|
PlayerbotsDatabase.Query(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_TRAVELNODE_PATH)))
|
|
{
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
auto startIt = saveNodes.find(fields[0].Get<uint32>());
|
|
auto endIt = saveNodes.find(fields[1].Get<uint32>());
|
|
|
|
if (startIt == saveNodes.end() || endIt == saveNodes.end())
|
|
continue;
|
|
|
|
TravelNode* startNode = startIt->second;
|
|
TravelNode* endNode = endIt->second;
|
|
|
|
if (!startNode->hasPathTo(endNode))
|
|
continue;
|
|
|
|
TravelNodePath* path = startNode->getPathTo(endNode);
|
|
|
|
std::vector<WorldPosition> ppath = path->GetPath();
|
|
ppath.push_back(WorldPosition(fields[3].Get<uint32>(), fields[4].Get<float>(), fields[5].Get<float>(),
|
|
fields[6].Get<float>()));
|
|
|
|
path->setPath(ppath);
|
|
|
|
if (path->getCalculated())
|
|
path->setComplete(true);
|
|
|
|
} while (result->NextRow());
|
|
|
|
LOG_INFO("playerbots", ">> Loaded {} travelNode paths points.", result->GetRowCount());
|
|
}
|
|
else
|
|
{
|
|
LOG_ERROR("playerbots", ">> Error loading travelNode paths.");
|
|
}
|
|
}
|
|
}
|
|
|
|
void TravelNodeMap::calcMapOffset()
|
|
{
|
|
mapOffsets.push_back(std::make_pair(0, WorldPosition(0, 0, 0, 0, 0)));
|
|
mapOffsets.push_back(std::make_pair(1, WorldPosition(1, -3680.0, 13670.0, 0, 0)));
|
|
mapOffsets.push_back(std::make_pair(530, WorldPosition(530, 15000.0, -20000.0, 0, 0)));
|
|
mapOffsets.push_back(std::make_pair(571, WorldPosition(571, 10000.0, 5000.0, 0, 0)));
|
|
|
|
std::vector<uint32> mapIds;
|
|
|
|
for (auto& node : nodes)
|
|
{
|
|
if (!node->getPosition()->isOverworld())
|
|
if (std::find(mapIds.begin(), mapIds.end(), node->GetMapId()) == mapIds.end())
|
|
mapIds.push_back(node->GetMapId());
|
|
}
|
|
|
|
std::sort(mapIds.begin(), mapIds.end());
|
|
|
|
std::vector<WorldPosition> min, max;
|
|
|
|
for (auto& mapId : mapIds)
|
|
{
|
|
bool doPush = true;
|
|
for (auto& node : nodes)
|
|
{
|
|
if (node->GetMapId() != mapId)
|
|
continue;
|
|
|
|
if (doPush)
|
|
{
|
|
min.push_back(*node->getPosition());
|
|
max.push_back(*node->getPosition());
|
|
doPush = false;
|
|
}
|
|
else
|
|
{
|
|
min.back().setX(std::min(min.back().GetPositionX(), node->getX()));
|
|
min.back().setY(std::min(min.back().GetPositionY(), node->getY()));
|
|
max.back().setX(std::max(max.back().GetPositionX(), node->getX()));
|
|
max.back().setY(std::max(max.back().GetPositionY(), node->getY()));
|
|
}
|
|
}
|
|
}
|
|
|
|
WorldPosition curPos = WorldPosition(0, -13000, -13000, 0, 0);
|
|
WorldPosition endPos = WorldPosition(0, 3000, -13000, 0, 0);
|
|
|
|
uint32 i = 0;
|
|
float maxY = 0;
|
|
//+X -> -Y
|
|
for (auto& mapId : mapIds)
|
|
{
|
|
mapOffsets.push_back(std::make_pair(
|
|
mapId, WorldPosition(mapId, curPos.GetPositionX() - min[i].GetPositionX(),
|
|
curPos.GetPositionY() - max[i].GetPositionY(), 0, 0)));
|
|
|
|
maxY = std::max(maxY, (max[i].GetPositionY() - min[i].GetPositionY() + 500));
|
|
curPos.setX(curPos.GetPositionX() + (max[i].GetPositionX() - min[i].GetPositionX() + 500));
|
|
|
|
if (curPos.GetPositionX() > endPos.GetPositionX())
|
|
{
|
|
curPos.setY(curPos.GetPositionY() - maxY);
|
|
curPos.setX(-13000);
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
|
|
WorldPosition TravelNodeMap::getMapOffset(uint32 mapId)
|
|
{
|
|
for (auto& offset : mapOffsets)
|
|
{
|
|
if (offset.first == mapId)
|
|
return offset.second;
|
|
}
|
|
|
|
return WorldPosition(mapId, 0, 0, 0, 0);
|
|
}
|
|
|
|
// TravelNodeMap taxi graph (BFS-based flight path lookup)
|
|
void TravelNodeMap::InitTaxiGraph()
|
|
{
|
|
BuildTaxiGraph();
|
|
ComputeAllPaths();
|
|
}
|
|
|
|
std::vector<uint32> TravelNodeMap::FindTaxiPath(uint32 fromNode, uint32 toNode)
|
|
{
|
|
if (fromNode == toNode)
|
|
return {};
|
|
|
|
TaxiNodesEntry const* startNode = sTaxiNodesStore.LookupEntry(fromNode);
|
|
TaxiNodesEntry const* endNode = sTaxiNodesStore.LookupEntry(toNode);
|
|
|
|
if (!startNode || !endNode)
|
|
return {};
|
|
|
|
auto cacheItr = m_taxiPathCache.find(fromNode);
|
|
if (cacheItr == m_taxiPathCache.end())
|
|
return {};
|
|
|
|
auto toNodeItr = cacheItr->second.find(toNode);
|
|
if (toNodeItr == cacheItr->second.end())
|
|
return {};
|
|
|
|
return toNodeItr->second;
|
|
}
|
|
|
|
void TravelNodeMap::BuildTaxiGraph()
|
|
{
|
|
m_taxiGraph.clear();
|
|
std::unordered_map<uint32, std::unordered_set<uint32>> tempGraph;
|
|
for (uint32 i = 0; i < sTaxiPathStore.GetNumRows(); ++i)
|
|
{
|
|
TaxiPathEntry const* path = sTaxiPathStore.LookupEntry(i);
|
|
if (!path)
|
|
continue;
|
|
|
|
if (path->to == 0 || path->to == uint32(-1))
|
|
continue;
|
|
|
|
tempGraph[path->from].insert(path->to);
|
|
tempGraph[path->to].insert(path->from);
|
|
}
|
|
for (auto const& [node, neighbors] : tempGraph)
|
|
m_taxiGraph[node] = std::vector<uint32>(neighbors.begin(), neighbors.end());
|
|
}
|
|
|
|
void TravelNodeMap::ComputeAllPaths()
|
|
{
|
|
std::set<uint32> allNodes;
|
|
for (auto const& [source, neighbors] : m_taxiGraph)
|
|
allNodes.insert(source);
|
|
|
|
for (uint32 source : allNodes)
|
|
{
|
|
auto parentMap = BFS(source);
|
|
|
|
for (uint32 target : allNodes)
|
|
{
|
|
if (source == target)
|
|
continue;
|
|
|
|
auto path = BuildPath(source, target, parentMap);
|
|
if (!path.empty())
|
|
m_taxiPathCache[source][target] = path;
|
|
}
|
|
}
|
|
}
|
|
|
|
std::unordered_map<uint32, uint32> TravelNodeMap::BFS(uint32 fromNode)
|
|
{
|
|
std::queue<uint32> workQueue;
|
|
std::unordered_set<uint32> visited;
|
|
std::unordered_map<uint32, uint32> parentMap;
|
|
|
|
workQueue.push(fromNode);
|
|
visited.insert(fromNode);
|
|
parentMap[fromNode] = 0;
|
|
|
|
while (!workQueue.empty())
|
|
{
|
|
uint32 current = workQueue.front();
|
|
workQueue.pop();
|
|
|
|
for (uint32 next : m_taxiGraph.at(current))
|
|
{
|
|
if (visited.count(next))
|
|
continue;
|
|
|
|
visited.insert(next);
|
|
parentMap[next] = current;
|
|
workQueue.push(next);
|
|
}
|
|
}
|
|
return parentMap;
|
|
}
|
|
|
|
std::vector<uint32> TravelNodeMap::BuildPath(uint32 fromNode, uint32 toNode,
|
|
const std::unordered_map<uint32, uint32>& parentMap)
|
|
{
|
|
if (!parentMap.count(toNode))
|
|
return {}; // unreachable
|
|
|
|
std::vector<uint32> path;
|
|
uint32 current = toNode;
|
|
while (current != fromNode)
|
|
{
|
|
path.push_back(current);
|
|
auto it = parentMap.find(current);
|
|
if (it == parentMap.end() || it->second == 0)
|
|
break;
|
|
current = it->second;
|
|
}
|
|
|
|
path.push_back(fromNode);
|
|
std::reverse(path.begin(), path.end());
|
|
return path;
|
|
}
|
|
|
|
void TravelNodeMap::BuildZoneIndex()
|
|
{
|
|
m_zoneIndex.clear();
|
|
m_mapIndex.clear();
|
|
|
|
for (auto* node : nodes)
|
|
{
|
|
if (!node)
|
|
continue;
|
|
|
|
WorldPosition* pos = node->getPosition();
|
|
uint32 mapId = pos->GetMapId();
|
|
|
|
m_mapIndex[mapId].push_back(node);
|
|
|
|
uint32 zoneId = sMapMgr->GetZoneId(PHASEMASK_NORMAL, *pos);
|
|
if (zoneId)
|
|
m_zoneIndex[zoneId].push_back(node);
|
|
}
|
|
}
|
|
|
|
TravelNode* TravelNodeMap::GetNearestNodeInZone(WorldPosition pos, uint32 zoneId)
|
|
{
|
|
auto it = m_zoneIndex.find(zoneId);
|
|
if (it == m_zoneIndex.end() || it->second.empty())
|
|
return GetNearestNodeOnMap(pos); // Fallback to map-wide
|
|
|
|
TravelNode* bestNode = nullptr;
|
|
float bestDist = FLT_MAX;
|
|
|
|
for (auto* node : it->second)
|
|
{
|
|
if (!node || node->GetMapId() != pos.GetMapId())
|
|
continue;
|
|
float dist = node->fDist(pos);
|
|
if (dist < bestDist)
|
|
{
|
|
bestDist = dist;
|
|
bestNode = node;
|
|
}
|
|
}
|
|
|
|
if (!bestNode)
|
|
return GetNearestNodeOnMap(pos);
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
std::vector<TravelNode*> const& TravelNodeMap::GetNodesInZone(uint32 zoneId) const
|
|
{
|
|
static std::vector<TravelNode*> const empty;
|
|
auto it = m_zoneIndex.find(zoneId);
|
|
if (it == m_zoneIndex.end())
|
|
return empty;
|
|
return it->second;
|
|
}
|
|
|
|
TravelNode* TravelNodeMap::GetNearestNodeOnMap(WorldPosition pos)
|
|
{
|
|
auto it = m_mapIndex.find(pos.GetMapId());
|
|
if (it == m_mapIndex.end() || it->second.empty())
|
|
return nullptr;
|
|
|
|
TravelNode* bestNode = nullptr;
|
|
float bestDist = FLT_MAX;
|
|
|
|
for (auto* node : it->second)
|
|
{
|
|
if (!node)
|
|
continue;
|
|
float d = node->fDist(pos);
|
|
if (d < bestDist)
|
|
{
|
|
bestDist = d;
|
|
bestNode = node;
|
|
}
|
|
}
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
void TravelNodeMap::PrecomputeReachability()
|
|
{
|
|
// Find connected components via BFS
|
|
std::unordered_set<TravelNode*> visited;
|
|
std::vector<std::vector<TravelNode*>> components;
|
|
|
|
for (auto* node : nodes)
|
|
{
|
|
if (!node || visited.count(node))
|
|
continue;
|
|
|
|
// BFS from this node
|
|
std::vector<TravelNode*> component;
|
|
std::queue<TravelNode*> q;
|
|
q.push(node);
|
|
visited.insert(node);
|
|
|
|
while (!q.empty())
|
|
{
|
|
TravelNode* current = q.front();
|
|
q.pop();
|
|
component.push_back(current);
|
|
|
|
for (auto const& link : *current->getLinks())
|
|
{
|
|
TravelNode* neighbor = link.first;
|
|
if (neighbor && !visited.count(neighbor))
|
|
{
|
|
visited.insert(neighbor);
|
|
q.push(neighbor);
|
|
}
|
|
}
|
|
}
|
|
|
|
components.push_back(std::move(component));
|
|
}
|
|
|
|
// Populate routes: every node in a component can reach every other node
|
|
// in the same component
|
|
for (auto const& comp : components)
|
|
{
|
|
for (auto* node : comp)
|
|
{
|
|
node->clearRoutes();
|
|
for (auto* other : comp)
|
|
node->setRouteTo(other);
|
|
}
|
|
}
|
|
}
|