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Navigationmesh Server for my bot based on the TrinityCore MMAP's and Recast & Detour

License: GNU General Public License v3.0

C++ 55.87% C 43.12% C# 0.88% CMake 0.14%
mmap navigation wow wow-wotlk mists-of-pandaria world-of-warcraft wrath-of-the-lich-king skyfire trinitycore

ameisennavigation's Introduction

AmeisenNavigation ๐Ÿœ

TCP-based Navigation-Server for my WoW-Bot, utilizing TrinityCore MMAPs and recastnavigation. The AnTCP library supports a Windows-based server (Linux support planned for the future).

What's Supported ๐Ÿš€

  • Straight Pathfinding
  • Smooth Pathfinding (Chaikin Curve, Catmull-Rom Spline, Bezier-Curve Interpolation)
  • Move small deltas with Navmesh
  • Movement Raycasting
  • Get a Random Point on Mesh

What's Planned ๐Ÿ› ๏ธ

  • (W.I.P) Polygon Exploration (send a polygon and get a planned path covering the area)
  • Flying path generation
  • Vmap integration for indoor checks and potentially more features
  • Additional MMAP formats
  • Linux support

Check out the Navigation-Server used in the AmeisenBotX on this YouTube channel.

How to ๐Ÿ“

  1. Download the latest release here.
  2. Run the server to create the config.json and customize it as needed.
  3. Set the correct MMAP Format:
    • -1: CUSTOM (specify custom filename patterns in config.json, patterns need to be in std::format style and match the .map and .mmtile filenames)
    • 0: AUTO (tries to guess the mmap format based on the files in the mmap folder)
    • 1: TrinityCore 3.3.5a
    • 2: SkyFire 5.4.8
  4. Specify the MMAPs folder location:
    • Export the MMAPs using TrinityCore tools (recommended)
    • Or download MMAPs from the internet (may cause errors due to old versions)
  5. Start the server

Credits ๐Ÿ™Œ

ameisennavigation's People

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ameisennavigation's Issues

[WOTLK] Bug : Get Path.

Hello, i did what the discord said to do, get the mmaps, etc but for some reason when i use your getPath method but it keeps returning 0,0,0. these are the vectors i am using
this problem happens in eastern kingsdom and when i tried using it to get a path to a npc in thunderbluff

Vector3 start = new Vector3(9361.473f, -7041.952f, 18.32074f); Vector3 end = new Vector3(9124.827f, -7067.296f, 23.31561f);

and i am using your getpath method
public static IEnumerable<Vector3> GetPath(MessageType msgType, int mapId, Vector3 start, Vector3 end, int flags) { try { return Client.IsConnected ? Client.Send((byte)msgType, (mapId, flags, start, end)).AsArray<Vector3>() : Array.Empty<Vector3>(); } catch { return Array.Empty<Vector3>(); } }

Data Protocol

Hey,

We're trying to use this project with NodeJS. And are slightly confused on the communication protocol. I guess with the recent refactor the documentations not been updated yet

For example when trying to get a RANDOM_POINT:

byteBuffer.writeByte(6); // Length in bytes
byteBuffer.writeByte(MessageType.RANDOM_POINT); // Value 2
byteBuffer.writeInt(1); // MapID (Kalimdor)

But don't get a response. Unless I remove writing the length

byteBuffer.writeByte(MessageType.RANDOM_POINT);
byteBuffer.writeInt(1);

Which seems to get a response:

0d 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00

Which I assume is Vector3.Zero as it some how failed to find a random point..

Wrong mmap version

Hi, first of all, great project ๐Ÿฅ‡

I'm trying to get this running to power pathfinding in a bot I'm building. I've tried downloading the mmaps from the link in the readme, but I get the following error:

Wrong MMAP version (got:6, expected:12) dtTile 1 1 (mapId: 1)

I can only assume that download is old? Before I go compiling the trinity src just to get the extractor tools, happen to have an updated download link for ones you are using?

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