Fix transport boarding when master is on a transport (Zep/Boats) (#1830)

Summary
This PR improves Follow related behaviour when the master is on a
transport (zeppelin/boat). It makes follow actions safer and less
disruptive by:

Detecting when the master is on a transport and handling boarding
correctly
Avoiding teleport-under-floor issues by using a small positional offset
when teleporting the bot near the master
Preventing movement conflicts between MoveSpline/MotionMaster and the
transport driver by forcing a MotionMaster cleanup and MoveIdle after
boarding
Clearing movement flags (forward / walking) after boarding so the bot
does not remain in a walking/march state
Next-check delay after boarding to allow the server to update
transport/position state

Before this change, bots get stuck when attempting to board

Fight the server-side transport movement because local
MoveSpline/MotionMaster was still active
Repeatedly attempt movement on every follow tick while already a
passenger, causing jitter and CPU/noise This PR reduces stuck/jitter
cases, avoids conflicting movement commands, and makes boarding more
robust.

**Key changes**
Check master->GetTransport() and handle three main cases:
If bot already passenger of same transport: stabilize (StopMoving,
Clear(true), MoveIdle, StopMovingOnCurrentPos) and set a longer
next-check delay; return false (no new movement in theory).
If bot passenger of another transport: do nothing (avoid conflicting
behaviour).
If bot not a passenger of master transport: teleport bot near master
(with offsets) and call Transport::AddPassenger(bot, true),
then force:

bot->StopMoving()
bot->GetMotionMaster()->Clear(true)
bot->GetMotionMaster()->MoveIdle()

Remove movement flags MOVEMENTFLAG_FORWARD and MOVEMENTFLAG_WALKING
SetNextCheckDelay to random 1000–2500 ms
Log boarding with bot name, transport GUID and coordinates
Preserve earlier follow logic when master is not on a transport

Tests performed
Manual tests on a local server:

Master on boat/zeppelin -> bot teleports to a safe offset position and
becomes a passenger without getting stuck
Bot already passenger on same transport -> bot no longer issues movement
commands and stabilizes
Bot on a different transport -> no boarding attempt for master's
transport (no interference)
Movement flags cleared after boarding; bot stops local movement and does
not fight server transport movement

Now the bots follow their masters in the zeppelins and boats, although
sometimes they move around a bit inside when the zeppelin starts (they
must have smoked something bad).

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
This commit is contained in:
Alex Dcnh
2026-03-13 22:21:17 +01:00
committed by GitHub
parent 2925f248a6
commit ca19548cc5
2 changed files with 251 additions and 173 deletions

View File

@@ -5,18 +5,211 @@
#include "FollowActions.h"
#include <algorithm>
#include <cmath>
#include <array>
#include "Event.h"
#include "Formations.h"
#include "LastMovementValue.h"
#include "MotionMaster.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Transport.h"
#include "Map.h"
namespace
{
Transport* GetTransportForPosTolerant(Map* map, WorldObject* ref, uint32 phaseMask, float x, float y, float z)
{
if (!map || !ref)
return nullptr;
std::array<float, 4> const probes = { z, z + 0.5f, z + 1.5f, z - 0.5f };
for (float const pz : probes)
{
if (Transport* t = map->GetTransportForPos(phaseMask, x, y, pz, ref))
return t;
}
return nullptr;
}
// Attempts to find a point on the leader's transport that is closer to the bot,
// by probing along the segment from master -> bot and returning the last point
// that is still detected as being on the expected transport.
bool FindBoardingPointOnTransport(Map* map, Transport* expectedTransport, WorldObject* ref,
float masterX, float masterY, float masterZ,
float botX, float botY, float botZ,
float& outX, float& outY, float& outZ)
{
if (!map || !expectedTransport || !ref)
return false;
uint32 const phaseMask = ref->GetPhaseMask();
// Ensure master is actually detected on that transport (tolerant).
if (GetTransportForPosTolerant(map, ref, phaseMask, masterX, masterY, masterZ) != expectedTransport)
return false;
// The raycast in GetTransportForPos starts at (z + 2). Probe with a safe Z.
float const probeZ = std::max(masterZ, botZ);
// Adaptive step count: small platforms need tighter sampling.
float const dx2 = botX - masterX;
float const dy2 = botY - masterY;
float const dist2d = std::sqrt(dx2 * dx2 + dy2 * dy2);
int32 const steps = std::clamp(static_cast<int32>(dist2d / 0.75f), 10, 28);
float const dx = (botX - masterX) / static_cast<float>(steps);
float const dy = (botY - masterY) / static_cast<float>(steps);
// Master must actually be on the expected transport for this to work.
if (map->GetTransportForPos(ref->GetPhaseMask(), masterX, masterY, probeZ, ref) != expectedTransport)
return false;
float lastX = masterX;
float lastY = masterY;
bool found = false;
for (int32 i = 1; i <= steps; ++i)
{
float const px = masterX + dx * i;
float const py = masterY + dy * i;
Transport* const t = GetTransportForPosTolerant(map, ref, phaseMask, px, py, probeZ);
if (t != expectedTransport)
break;
lastX = px;
lastY = py;
found = true;
}
if (!found)
return false;
outX = lastX;
outY = lastY;
outZ = masterZ; // keep deck-level Z to encourage stepping onto the platform/boat
return true;
}
}
bool FollowAction::Execute(Event /*event*/)
{
Formation* formation = AI_VALUE(Formation*, "formation");
std::string const target = formation->GetTargetName();
// Transport handling for moving transports only (boats/zeppelins).
Player* master = botAI->GetMaster();
if (master && master->IsInWorld() && bot->IsInWorld() && bot->GetMapId() == master->GetMapId())
{
Map* map = master->GetMap();
uint32 const mapId = bot->GetMapId();
Transport* transport = nullptr;
bool masterOnTransport = false;
if (master->GetTransport())
{
transport = master->GetTransport();
masterOnTransport = true;
}
else if (map)
{
transport = GetTransportForPosTolerant(map, master, master->GetPhaseMask(),
master->GetPositionX(), master->GetPositionY(), master->GetPositionZ());
masterOnTransport = (transport != nullptr);
}
// Ignore static transports (elevators/trams): only keep boats/zeppelins here.
if (transport && transport->IsStaticTransport())
transport = nullptr;
if (transport && map && bot->GetTransport() != transport)
{
float const botProbeZ = std::max(bot->GetPositionZ(), transport->GetPositionZ());
Transport* botSurfaceTransport = GetTransportForPosTolerant(map, bot, bot->GetPhaseMask(),
bot->GetPositionX(), bot->GetPositionY(), botProbeZ);
if (botSurfaceTransport == transport)
{
transport->AddPassenger(bot, true);
bot->StopMovingOnCurrentPos();
return true;
}
float const boardingAssistDistance = 60.0f;
float const dist2d = ServerFacade::instance().GetDistance2d(bot, master);
bool const inAssist = ServerFacade::instance().IsDistanceLessOrEqualThan(dist2d, boardingAssistDistance);
if (inAssist)
{
float destX = masterOnTransport ? master->GetPositionX() : transport->GetPositionX();
float destY = masterOnTransport ? master->GetPositionY() : transport->GetPositionY();
float destZ = masterOnTransport ? master->GetPositionZ() : transport->GetPositionZ();
float edgeX = 0.0f;
float edgeY = 0.0f;
float edgeZ = 0.0f;
if (masterOnTransport &&
FindBoardingPointOnTransport(map, transport, master,
master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(),
bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
edgeX, edgeY, edgeZ))
{
destX = edgeX;
destY = edgeY;
destZ = edgeZ;
}
MovementPriority const priority = botAI->GetState() == BOT_STATE_COMBAT
? MovementPriority::MOVEMENT_COMBAT
: MovementPriority::MOVEMENT_NORMAL;
bool const movingAllowed = IsMovingAllowed(mapId, destX, destY, destZ);
bool const dupMove = IsDuplicateMove(mapId, destX, destY, destZ);
bool const waiting = IsWaitingForLastMove(priority);
if (movingAllowed && !dupMove && !waiting)
{
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
if (bot->IsNonMeleeSpellCast(true))
{
bot->CastStop();
botAI->InterruptSpell();
}
if (MotionMaster* mm = bot->GetMotionMaster())
{
mm->MovePoint(
/*id*/ 0,
/*coords*/ destX, destY, destZ,
/*forcedMovement*/ FORCED_MOVEMENT_NONE,
/*speed*/ 0.0f,
/*orientation*/ 0.0f,
/*generatePath*/ false,
/*forceDestination*/ false);
}
else
return false;
float delay = 1000.0f * MoveDelay(bot->GetExactDist(destX, destY, destZ));
delay = std::clamp(delay, 0.0f, static_cast<float>(sPlayerbotAIConfig.maxWaitForMove));
AI_VALUE(LastMovement&, "last movement")
.Set(mapId, destX, destY, destZ, bot->GetOrientation(), delay, priority);
ClearIdleState();
return true;
}
}
}
}
// end unified transport handling
bool moved = false;
if (!target.empty())
{

View File

@@ -1753,190 +1753,75 @@ 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))
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)
{
TransportAnimation const* animation = sTransportMgr->GetTransportAnimInfo(itr.first);
WorldPosition pos = WorldPosition(p->mapid, p->x, p->y, p->z, 0);
uint32 pathId = data->moTransport.taxiPathId;
float moveSpeed = data->moTransport.moveSpeed;
if (pathId >= sTaxiPathNodesByPath.size())
continue;
if (prevNode)
ppath.push_back(pos);
TaxiPathNodeList const& path = sTaxiPathNodesByPath[pathId];
std::vector<WorldPosition> ppath;
TravelNode* prevNode = nullptr;
// Elevators/Trams
if (path.empty())
if (p->delay > 0)
{
if (animation)
TravelNode* node = TravelNodeMap::instance().addNode(pos, data->name, true, true, true, itr.first);
if (!prevNode)
{
TransportPathContainer aPath = animation->Path;
float timeStart;
for (auto& transport : WorldPosition().getGameObjectsNear(0, itr.first))
{
prevNode = nullptr;
WorldPosition basePos(transport->mapid, transport->posX, transport->posY, transport->posZ,
transport->orientation);
WorldPosition lPos = WorldPosition();
for (auto& p : aPath)
{
float dx = -1 * p.second->X;
float dy = -1 * p.second->Y;
WorldPosition pos =
WorldPosition(basePos.GetMapId(), basePos.GetPositionX() + dx,
basePos.GetPositionY() + dy, basePos.GetPositionZ() + p.second->Z,
basePos.GetOrientation());
if (prevNode)
{
ppath.push_back(pos);
}
if (pos.distance(&lPos) == 0)
{
TravelNode* node =
TravelNodeMap::instance().addNode(pos, data->name, true, true, true, itr.first);
if (!prevNode)
{
ppath.push_back(pos);
timeStart = p.second->TimeSeg;
}
else
{
float totalTime = (p.second->TimeSeg - timeStart) / 1000.0f;
TravelNodePath travelPath(0.1f, totalTime, (uint8)TravelNodePathType::transport,
itr.first, true);
node->setPathTo(prevNode, travelPath);
ppath.clear();
ppath.push_back(pos);
timeStart = p.second->TimeSeg;
}
prevNode = node;
}
lPos = pos;
}
if (prevNode)
{
for (auto& p : aPath)
{
float dx = -1 * p.second->X;
float dy = -1 * p.second->Y;
WorldPosition pos =
WorldPosition(basePos.GetMapId(), basePos.GetPositionX() + dx,
basePos.GetPositionY() + dy, basePos.GetPositionZ() + p.second->Z,
basePos.GetOrientation());
ppath.push_back(pos);
if (pos.distance(&lPos) == 0)
{
TravelNode* node =
TravelNodeMap::instance().addNode(pos, data->name, true, true, true, itr.first);
if (node != prevNode)
{
if (p.second->TimeSeg < timeStart)
timeStart = 0;
float totalTime = (p.second->TimeSeg - timeStart) / 1000.0f;
TravelNodePath travelPath(0.1f, totalTime, (uint8)TravelNodePathType::transport,
itr.first, true);
travelPath.setPath(ppath);
node->setPathTo(prevNode, travelPath);
ppath.clear();
ppath.push_back(pos);
timeStart = p.second->TimeSeg;
}
}
lPos = pos;
}
}
ppath.clear();
}
ppath.push_back(pos);
}
}
else // Boats/Zepelins
{
// Loop over the path and connect stop locations.
for (auto& p : path)
else
{
WorldPosition pos = WorldPosition(p->mapid, p->x, p->y, p->z, 0);
// if (data->displayId == 3015)
// pos.setZ(pos.getZ() + 6.0f);
// else if (data->displayId == 3031)
// pos.setZ(pos.getZ() - 17.0f);
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;
}
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);
}
if (prevNode)
{
// 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);
// if (data->displayId == 3015)
// pos.setZ(pos.getZ() + 6.0f);
// else if (data->displayId == 3031)
// pos.setZ(pos.getZ() - 17.0f);
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();
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();
}
}