fix: Cleans up AI Pathfinding code to make it more portable for custom requirements. (#2474)
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16 changed files with 198 additions and 102 deletions
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@ -23,7 +23,7 @@ using Server.Systems.FeatureFlags;
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using CalcMoves = Server.Movement.Movement;
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using MoveImpl = Server.Movement.MovementImpl;
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namespace Server.PathAlgorithms.BitmapAStar;
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namespace Server.PathAlgorithms;
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/// <summary>
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/// A* pathfinder with a single bitmap-cache lookup per cell expansion. Default walkers
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@ -43,7 +43,6 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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public int z;
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}
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private const int MaxDepth = 300;
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private const int AreaSize = 38;
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private const int NodeCount = AreaSize * AreaSize * PlaneCount;
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@ -51,38 +50,66 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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private const int PlaneOffset = 128;
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private const int PlaneCount = 13;
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private const int PlaneHeight = 20;
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public static readonly PathAlgorithm Instance = new BitmapAStarAlgorithm();
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// Default shared singleton (MaxSearchNodes = 1000, set from config in Configure). Typed
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// as the concrete class so Configure can set its instance config; assignable anywhere a
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// PathAlgorithm is expected. Specialized variants are just additional instances.
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public static readonly BitmapAStarAlgorithm Instance = new();
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private static readonly Direction[] _path = new Direction[AreaSize * AreaSize];
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private static readonly PathNode[] _nodes = new PathNode[NodeCount];
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private static readonly byte[] _nodeStates = new byte[NodeCount];
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private static readonly int[] _successors = new int[8];
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private static readonly PriorityQueue<int, int> _openQueue = new();
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// Scratch buffers — reused across every Find on THIS instance. Per-instance (not static)
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// so independently-configured algorithms don't share state. ~320 KB per instance; create
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// specialized instances once (static readonly), never per-call. Safe to reuse per Find
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// because the game loop is single-threaded and Find is never re-entered.
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private readonly Direction[] _path = new Direction[AreaSize * AreaSize];
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private readonly PathNode[] _nodes = new PathNode[NodeCount];
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private readonly byte[] _nodeStates = new byte[NodeCount];
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private readonly int[] _successors = new int[8];
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private readonly PriorityQueue<int, int> _openQueue = new();
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private static int _xOffset;
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private static int _yOffset;
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// A* node-expansion budget: the search bails (returning null) after this many node
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// expansions. Benchmarked as near-optimal: above the ~500 needed to solve walled-off
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// indoor routes, below the ~1500 window-exhaustion cost ceiling where a failed
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// (unreachable) search's worst-case cost spikes for no solving benefit. Successful
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// searches terminate on goal-found, so this never touches the common open-terrain case.
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// Per-instance so specialized algorithms (e.g. a wider-budget variant for special NPCs)
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// can coexist; the shared default lives on Instance and is set from config in Configure.
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public int MaxSearchNodes { get; set; } = 1000;
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private int _xOffset;
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private int _yOffset;
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// When set, GetSuccessors delegates to the per-cell slow path on every expansion
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// (creature has CanFly — Z-jumping is beyond the cache's static-only scope).
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private static bool _currentMobileNeedsSlowPath;
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private bool _currentMobileNeedsSlowPath;
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// When set, diagonal corner-cut uses the strict AND-rule (BOTH cardinal partners
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// must be walkable) instead of the lenient creature OR-rule. Cache still applies —
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// partner bits live in the same source-cell mask byte. Non-GM players only.
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private static bool _currentMobilePlayerStrict;
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private bool _currentMobilePlayerStrict;
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// Capability overlay applied to cache results. Layered each cell:
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// effective = (walkMask & !cantWalk) | (wetMask & canSwim)
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// Reset at end of Find.
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private static bool _currentMobileCanSwim;
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private static bool _currentMobileCantWalk;
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private bool _currentMobileCanSwim;
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private bool _currentMobileCantWalk;
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// Dynamic-obstacle pass capability flags (per-mobile, captured in Find).
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// Mirrors MovementImpl.Check's per-mobile derivations so per-cell items/mobiles
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// checks can be evaluated without re-deriving.
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private static bool _currentMobileIgnoreDoors;
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private static bool _currentMobileIgnoreSpellFields;
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private static bool _currentMobileIgnoreMovableImpassables;
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private bool _currentMobileIgnoreDoors;
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private bool _currentMobileIgnoreSpellFields;
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private bool _currentMobileIgnoreMovableImpassables;
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public static void Configure()
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{
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// A* node-expansion budget. Default 1000 is benchmarked near-optimal (see
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// MaxSearchNodes). Applied to the shared singleton; specialized instances pass their
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// own value. Written back to server.cfg on first boot. Auto-invoked at startup via
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// AssemblyHandler.Invoke("Configure").
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Instance.MaxSearchNodes = ServerConfiguration.GetOrUpdateSetting(
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"pathfinding.maxSearchNodes",
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1000
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);
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}
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private Point3D _goal;
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@ -133,6 +160,7 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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_currentMobileIgnoreDoors = false;
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_currentMobileIgnoreMovableImpassables = false;
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}
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// Mirrors MovementImpl: dead/spectral mobiles also ignore doors.
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_currentMobileIgnoreDoors |= !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet;
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_currentMobileIgnoreSpellFields = m is PlayerMobile && map != Map.Felucca;
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@ -163,7 +191,7 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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while (_openQueue.Count > 0)
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{
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if (++depth > MaxDepth)
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if (++depth > MaxSearchNodes)
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{
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break;
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}
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@ -287,7 +315,7 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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return null;
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}
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private static int GetIndex(int x, int y, int z)
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private int GetIndex(int x, int y, int z)
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{
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x -= _xOffset;
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y -= _yOffset;
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@ -304,7 +332,7 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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/// On cache fallthrough or for non-default walkers, defers to
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/// <see cref="GetSuccessorsSlowPath"/> for THIS cell only.
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/// </summary>
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private static int GetSuccessors(int p, Mobile m, Map map)
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private int GetSuccessors(int p, Mobile m, Map map)
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{
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var px = p % AreaSize;
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var py = p / AreaSize % AreaSize;
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@ -427,7 +455,7 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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/// non-Felucca players → ignore spell fields). Mobiles: any other mobile whose Z range
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/// overlaps and which we can't move over.
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/// </summary>
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private static bool IsBlockedByDynamic(Mobile m, Map map, int x, int y, int z)
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private bool IsBlockedByDynamic(Mobile m, Map map, int x, int y, int z)
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{
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var ourTop = z + PersonHeightConst;
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@ -504,7 +532,7 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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/// CheckMovement validates land/statics/items via MovementImpl; dynamic mobile blocking
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/// is layered on top because MovementImpl doesn't iterate same-cell mobiles.
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/// </summary>
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private static int GetSuccessorsSlowPath(Mobile m, Map map, int px, int py, Point3D p3D, int[] vals)
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private int GetSuccessorsSlowPath(Mobile m, Map map, int px, int py, Point3D p3D, int[] vals)
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{
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var count = 0;
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