Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon

Port From (https://github.com/TrinityCore/TrinityCore/commit/1a070fd1271702689314ed13351de3675e834cde)
This commit is contained in:
hondacrx
2022-01-06 10:12:19 -05:00
parent fb6525256b
commit 52d17c91dd
4 changed files with 29 additions and 11 deletions
@@ -98,7 +98,7 @@ namespace Game.Movement
}
bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath) || _path.GetPathType().HasAnyFlag(PathType.Shortcut))
if (!result || _path.GetPathType().HasFlag(PathType.NoPath) || _path.GetPathType().HasFlag(PathType.Shortcut) || _path.GetPathType().HasFlag(PathType.FarFromPoly))
{
_timer.Reset(100);
return true;
@@ -140,7 +140,7 @@ namespace Game.Movement
}
bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath) || _path.GetPathType().HasAnyFlag(PathType.Shortcut))
if (!result || _path.GetPathType().HasFlag(PathType.NoPath) || _path.GetPathType().HasFlag(PathType.Shortcut) || _path.GetPathType().HasFlag(PathType.FarFromPoly))
{
_timer.Reset(100);
return;
@@ -215,7 +215,7 @@ namespace Game.Movement
if (buildShotrcut)
{
BuildShortcut();
pathType = (PathType.Normal | PathType.NotUsingPath);
pathType = PathType.Normal | PathType.NotUsingPath | PathType.FarFromPoly;
return;
}
else
@@ -229,7 +229,7 @@ namespace Game.Movement
SetActualEndPosition(new Vector3(endPoint[2], endPoint[0], endPoint[1]));
}
pathType = PathType.Incomplete;
pathType = PathType.Incomplete | PathType.FarFromPoly;
}
}
@@ -242,8 +242,12 @@ namespace Game.Movement
Log.outDebug(LogFilter.Maps, "++ BuildPolyPath . (startPoly == endPoly)\n");
_pathPolyRefs[0] = startPoly;
_pathPolyRefs[1] = endPoly;
_polyLength = 2;
_polyLength = 1;
pathType = farFromPoly ? PathType.Incomplete | PathType.FarFromPoly : PathType.Normal;
BuildPointPath(startPoint, endPoint);
return;
}
// look for startPoly/endPoly in current path
@@ -453,6 +457,9 @@ namespace Game.Movement
else
pathType = PathType.Incomplete;
if (farFromPoly)
pathType |= PathType.FarFromPoly;
// generate the point-path out of our up-to-date poly-path
BuildPointPath(startPoint, endPoint);
}
@@ -657,11 +664,21 @@ namespace Game.Movement
float[] iterPos = new float[3];
float[] targetPos = new float[3];
if (Detour.dtStatusFailed(_navMeshQuery.closestPointOnPolyBoundary(polys[0], startPos, iterPos)))
return Detour.DT_FAILURE;
if (polyPathSize > 1)
{
// Pick the closest poitns on poly border
if (Detour.dtStatusFailed(_navMeshQuery.closestPointOnPolyBoundary(polys[0], startPos, iterPos)))
return Detour.DT_FAILURE;
if (Detour.dtStatusFailed(_navMeshQuery.closestPointOnPolyBoundary(polys[npolys - 1], endPos, targetPos)))
return Detour.DT_FAILURE;
if (Detour.dtStatusFailed(_navMeshQuery.closestPointOnPolyBoundary(polys[npolys - 1], endPos, targetPos)))
return Detour.DT_FAILURE;
}
else
{
// Case where the path is on the same poly
Detour.dtVcopy(iterPos, startPos);
Detour.dtVcopy(targetPos, endPos);
}
Detour.dtVcopy(smoothPath, nsmoothPath * 3, iterPos, 0);
nsmoothPath++;
@@ -1008,6 +1025,7 @@ namespace Game.Movement
NoPath = 0x08, // no valid path at all or error in generating one
NotUsingPath = 0x10, // used when we are either flying/swiming or on map w/o mmaps
Short = 0x20, // path is longer or equal to its limited path length
FarFromPoly = 0x40 // start of end positions are far from the mmap poligon
}
public enum NavArea
@@ -161,7 +161,7 @@ namespace Game.Movement
}
bool result = _path.CalculatePath(position.GetPositionX(), position.GetPositionY(), position.GetPositionZ());
if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath) || _path.GetPathType().HasAnyFlag(PathType.Shortcut))
if (!result || _path.GetPathType().HasFlag(PathType.NoPath) || _path.GetPathType().HasFlag(PathType.Shortcut) || _path.GetPathType().HasFlag(PathType.FarFromPoly))
{
_timer.Reset(100);
return;