feat: expand cache to nearly all mobiles + dynamic-obstacle pass (#2447)
## Summary Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped. ## What changed - **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte. - **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before. - **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply. - **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely. - **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site. - **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap. - **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters). - **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior. `RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
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16 changed files with 856 additions and 290 deletions
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@ -14,4 +14,5 @@ public static class ContentFeatureFlags
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public static bool BulkOrders { get; set; } = true;
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public static bool PassiveDetectHidden { get; set; } = true;
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public static bool YoungPlayerSystem { get; set; } = true;
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public static bool BitmapPathfindingCache { get; set; } = true;
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}
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@ -976,6 +976,7 @@ public static class FeatureFlagManager
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"bulk_orders" => ContentFeatureFlags.BulkOrders = enabled,
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"passive_detect_hidden" => ContentFeatureFlags.PassiveDetectHidden = enabled,
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"young_player_system" => ContentFeatureFlags.YoungPlayerSystem = enabled,
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"bitmap_pathfinding_cache" => ContentFeatureFlags.BitmapPathfindingCache = enabled,
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};
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}
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@ -18,6 +18,7 @@ using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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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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@ -61,9 +62,27 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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private static int _yOffset;
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// When set, GetSuccessors delegates to the per-cell slow path on every expansion
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// (preserves player AND-rule and BaseCreature capability overlays). Reset at end of Find.
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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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// 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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// 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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// 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 Point3D _goal;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -89,7 +108,25 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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return null;
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}
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_currentMobileNeedsSlowPath = !IsDefaultWalker(m);
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_currentMobileNeedsSlowPath = RequiresSlowPath(m);
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_currentMobilePlayerStrict = m.Player && m.AccessLevel < AccessLevel.GameMaster;
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if (m is BaseCreature creature)
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{
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_currentMobileCanSwim = creature.CanSwim;
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_currentMobileCantWalk = creature.CantWalk;
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_currentMobileIgnoreDoors = creature.CanOpenDoors;
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_currentMobileIgnoreMovableImpassables = creature.CanMoveOverObstacles;
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}
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else
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{
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_currentMobileCanSwim = false;
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_currentMobileCantWalk = false;
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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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Array.Clear(_nodeStates);
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@ -220,12 +257,24 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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_openQueue.Clear();
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_currentMobileNeedsSlowPath = false;
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_currentMobilePlayerStrict = false;
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_currentMobileCanSwim = false;
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_currentMobileCantWalk = false;
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_currentMobileIgnoreDoors = false;
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_currentMobileIgnoreSpellFields = false;
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_currentMobileIgnoreMovableImpassables = false;
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return dirs;
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}
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}
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_openQueue.Clear();
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_currentMobileNeedsSlowPath = false;
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_currentMobilePlayerStrict = false;
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_currentMobileCanSwim = false;
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_currentMobileCantWalk = false;
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_currentMobileIgnoreDoors = false;
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_currentMobileIgnoreSpellFields = false;
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_currentMobileIgnoreMovableImpassables = false;
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return null;
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}
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@ -256,28 +305,26 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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var vals = _successors;
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if (_currentMobileNeedsSlowPath)
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if (_currentMobileNeedsSlowPath || !ContentFeatureFlags.BitmapPathfindingCache)
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{
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return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
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}
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var count = 0;
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StepCache.Instance.TryGetMask(
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map, p3D.X, p3D.Y, (sbyte)p3D.Z,
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out var mask,
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out var dN, out var dNE, out var dE, out var dSE,
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out var dS, out var dSW, out var dW, out var dNW,
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out var hitKind
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);
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var lookup = StepCache.Instance.TryGetMask(map, p3D.X, p3D.Y, (sbyte)p3D.Z);
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if (hitKind is CacheHitKind.Fallthrough_MultiZ
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or CacheHitKind.Fallthrough_OffMap
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or CacheHitKind.Fallthrough_SourceZMismatch)
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if (!lookup.IsHit)
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{
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return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
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}
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// Capability overlay: walking allowed unless cantWalk; swimming allowed if canSwim.
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// Partner bits used for diagonal corner-cut also use the effective mask.
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var walkBits = _currentMobileCantWalk ? (byte)0 : lookup.WalkMask;
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var swimBits = _currentMobileCanSwim ? lookup.WetMask : (byte)0;
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var mask = (byte)(walkBits | swimBits);
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for (var i = 0; i < 8; ++i)
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{
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var x = px;
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@ -294,31 +341,62 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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continue;
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}
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// Diagonal corner-cut (creature OR-rule): partner bits live in the same mask byte.
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// Diagonal corner-cut. Creatures (default): OR-rule — at least one cardinal
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// partner walkable. Non-GM players: AND-rule — BOTH partners must be walkable.
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// Partner bits live in the same source-cell mask byte either way.
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if ((i & 1) == 1)
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{
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var leftBit = 1 << ((i - 1) & 0x7);
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var rightBit = 1 << ((i + 1) & 0x7);
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if ((mask & leftBit) == 0 && (mask & rightBit) == 0)
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if (_currentMobilePlayerStrict
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? (mask & leftBit) == 0 || (mask & rightBit) == 0
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: (mask & leftBit) == 0 && (mask & rightBit) == 0)
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{
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continue;
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}
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}
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var z = i switch
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{
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0 => dN,
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1 => dNE,
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2 => dE,
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3 => dSE,
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4 => dS,
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5 => dSW,
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6 => dW,
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7 => dNW,
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_ => (sbyte)0
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};
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// Walking takes precedence over swimming when both apply (matches MovementImpl's
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// surface-selection: closest-to-startZ wins, and walk surface is always closer
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// when the creature is currently standing on land).
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var useWalkZ = (walkBits & (1 << i)) != 0;
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var z = useWalkZ
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? i switch
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{
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0 => lookup.WalkZ_N,
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1 => lookup.WalkZ_NE,
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2 => lookup.WalkZ_E,
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3 => lookup.WalkZ_SE,
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4 => lookup.WalkZ_S,
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5 => lookup.WalkZ_SW,
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6 => lookup.WalkZ_W,
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7 => lookup.WalkZ_NW,
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_ => (sbyte)0
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}
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: i switch
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{
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0 => lookup.SwimZ_N,
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1 => lookup.SwimZ_NE,
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2 => lookup.SwimZ_E,
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3 => lookup.SwimZ_SE,
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4 => lookup.SwimZ_S,
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5 => lookup.SwimZ_SW,
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6 => lookup.SwimZ_W,
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7 => lookup.SwimZ_NW,
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_ => (sbyte)0
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};
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var idx = GetIndex(x + _xOffset, y + _yOffset, z);
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var absX = x + _xOffset;
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var absY = y + _yOffset;
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// Dynamic-obstacle pass: items + mobiles at the target cell. Cache only
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// covers static walkability; dynamic state has to be checked at query time.
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if (IsBlockedByDynamic(m, map, absX, absY, z))
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{
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continue;
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}
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var idx = GetIndex(absX, absY, z);
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if (idx >= 0 && idx < NodeCount)
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{
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@ -330,6 +408,79 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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return count;
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}
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private const int PersonHeightConst = 16;
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private const int MobileHeight = 15;
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/// <summary>
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/// Mirrors MovementImpl's dynamic-item / mobile collision phase for a target cell.
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/// Items: ImpassableSurface that overlap (z, z+PersonHeight), respecting capability
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/// overrides (CanOpenDoors → ignore door items; CanMoveOverObstacles → ignore movables;
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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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{
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var ourTop = z + PersonHeightConst;
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foreach (var item in map.GetItemsAt(x, y))
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{
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var itemData = item.ItemData;
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if (!itemData.ImpassableSurface)
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{
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continue;
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}
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if (_currentMobileIgnoreMovableImpassables && item.Movable)
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{
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continue;
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}
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var itemId = item.ItemID & TileData.MaxItemValue;
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if (_currentMobileIgnoreDoors
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&& (itemData.Door
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|| itemId is 0x692 or 0x846 or 0x873
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|| itemId >= 0x6F5 && itemId <= 0x6F6))
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{
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continue;
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}
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if (_currentMobileIgnoreSpellFields && itemId is 0x82 or 0x3946 or 0x3956)
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{
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continue;
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}
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var checkZ = item.Z;
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var checkTop = checkZ + itemData.CalcHeight;
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if (checkTop > z && ourTop > checkZ)
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{
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return true;
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}
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}
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foreach (var mob in map.GetMobilesAt(x, y))
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{
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if (mob == m)
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{
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continue;
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}
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if (mob.Z + MobileHeight > z && z + MobileHeight > mob.Z && !CanMoveOver(m, mob))
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{
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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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/// <summary>
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/// Mirrors MovementImpl.CanMoveOver — true when m can step onto t's cell (dead bodies,
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/// hidden staff, etc.).
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/// </summary>
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private static bool CanMoveOver(Mobile m, Mobile t) =>
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!t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet
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|| t.Hidden && t.AccessLevel > AccessLevel.Player;
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/// <summary>
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/// Per-direction <see cref="CalcMoves.CheckMovement"/> loop for a single source cell.
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/// Runs on cache fallthrough or when <see cref="_currentMobileNeedsSlowPath"/> is set.
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@ -365,22 +516,12 @@ public class BitmapAStarAlgorithm : PathAlgorithm
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}
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/// <summary>
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/// Default walker = the cache's baked rules apply directly (lenient OR-rule for
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/// diagonal corner-cut, no capability overlays). Non-GM players (strict AND-rule)
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/// and creatures with swim/fly/door/clip capabilities require the slow path.
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/// True for creatures whose movement rules the static cache can't model. Currently
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/// only CanFly — flying creatures Z-jump arbitrarily and the cache's source-Z guard
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/// would over-fire. CanSwim / CantWalk are handled via the capability overlay (walkMask
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/// + wetMask). CanOpenDoors / CanMoveOverObstacles only affect dynamic items and don't
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/// disqualify the cache.
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/// </summary>
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private static bool IsDefaultWalker(Mobile m)
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{
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if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
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{
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return false;
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}
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if (m is not BaseCreature bc)
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{
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return true;
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}
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return !bc.CanSwim && !bc.CanFly && !bc.CanOpenDoors && !bc.CanMoveOverObstacles;
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}
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private static bool RequiresSlowPath(Mobile m) =>
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m is BaseCreature bc && bc.CanFly;
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}
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@ -1,8 +1,9 @@
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namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Outcome categories for StaticWalkabilityCache.TryGetMask. Used for telemetry
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/// and to drive the slow-path fallthrough decision in callers.
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/// Outcome categories for StepCache.TryGetMask. Used for telemetry and to drive
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/// the slow-path fallthrough decision in callers. Ordering is load-bearing:
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/// values 0-2 are hits, values 3-5 are fallthroughs (see StepMask.IsHit).
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/// </summary>
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public enum CacheHitKind : byte
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{
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@ -143,25 +143,16 @@ public sealed class StepCache
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private const int ChunkSize = 16;
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/// <summary>
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/// Hot-path query. Returns the cached mask + 8 destination Z values for (map, x, y, sourceZ).
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/// Returns false on off-map or multi-Z fallthrough; the caller should use the slow path.
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/// Hot-path query. Returns the cached mask + 8 destination Z values + hit kind.
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/// Inspect <see cref="StepMask.IsHit"/> to decide whether to use the result or fall
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/// back to the slow path.
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/// </summary>
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public bool TryGetMask(
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Map map, int x, int y, sbyte sourceZ,
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out byte mask,
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out sbyte destZN, out sbyte destZNE, out sbyte destZE, out sbyte destZSE,
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out sbyte destZS, out sbyte destZSW, out sbyte destZW, out sbyte destZNW,
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out CacheHitKind hitKind
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)
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public StepMask TryGetMask(Map map, int x, int y, sbyte sourceZ)
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{
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mask = 0;
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destZN = destZNE = destZE = destZSE = destZS = destZSW = destZW = destZNW = 0;
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if (map == null || map == Map.Internal || x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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hitKind = CacheHitKind.Fallthrough_OffMap;
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_fallthroughOffMap++;
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return false;
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return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_OffMap);
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}
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var chunkX = x >> 4;
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@ -184,9 +175,8 @@ public sealed class StepCache
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chunk = BuildChunk(map, chunkX, chunkY);
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_chunks[key] = chunk;
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hitKindResult = CacheHitKind.Miss_DirtyRebuild;
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// _missesDirtyRebuild++ moved into the success switch below to
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// preserve the mutual-exclusivity invariant (a multi-Z fallthrough
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// on a freshly dirty-rebuilt chunk must NOT count both counters).
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// _missesDirtyRebuild++ deferred to the outcome switch below so a
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// multi-Z fallthrough on a freshly dirty-rebuilt chunk doesn't double-count.
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}
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}
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@ -196,9 +186,8 @@ public sealed class StepCache
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if (chunk.IsCellMultiZ(cellIndex))
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{
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hitKind = CacheHitKind.Fallthrough_MultiZ;
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_fallthroughMultiZ++;
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return false;
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return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_MultiZ);
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}
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// Source-Z guard: the cache stores one answer per cell baked at SourceZ.
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@ -206,42 +195,38 @@ public sealed class StepCache
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// because tile reachability shifts at step-height boundaries.
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if (Math.Abs(sourceZ - chunk.SourceZ[cellIndex]) > StepHeight)
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{
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hitKind = CacheHitKind.Fallthrough_SourceZMismatch;
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_fallthroughSourceZMismatch++;
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return false;
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return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_SourceZMismatch);
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}
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mask = chunk.Mask[cellIndex];
|
||||
destZN = chunk.DestZN[cellIndex];
|
||||
destZNE = chunk.DestZNE[cellIndex];
|
||||
destZE = chunk.DestZE[cellIndex];
|
||||
destZSE = chunk.DestZSE[cellIndex];
|
||||
destZS = chunk.DestZS[cellIndex];
|
||||
destZSW = chunk.DestZSW[cellIndex];
|
||||
destZW = chunk.DestZW[cellIndex];
|
||||
destZNW = chunk.DestZNW[cellIndex];
|
||||
|
||||
switch (hitKindResult)
|
||||
{
|
||||
case CacheHitKind.Miss_NotBuilt:
|
||||
{
|
||||
_missesNotBuilt++;
|
||||
break;
|
||||
}
|
||||
case CacheHitKind.Miss_DirtyRebuild:
|
||||
{
|
||||
_missesDirtyRebuild++;
|
||||
break;
|
||||
}
|
||||
case CacheHitKind.Hit:
|
||||
{
|
||||
_hits++;
|
||||
break;
|
||||
}
|
||||
case CacheHitKind.Miss_NotBuilt: { _missesNotBuilt++; break; }
|
||||
case CacheHitKind.Miss_DirtyRebuild: { _missesDirtyRebuild++; break; }
|
||||
case CacheHitKind.Hit: { _hits++; break; }
|
||||
}
|
||||
hitKind = hitKindResult;
|
||||
|
||||
return true;
|
||||
return new StepMask(
|
||||
chunk.WalkMask[cellIndex],
|
||||
chunk.WetMask[cellIndex],
|
||||
chunk.WalkZN[cellIndex],
|
||||
chunk.WalkZNE[cellIndex],
|
||||
chunk.WalkZE[cellIndex],
|
||||
chunk.WalkZSE[cellIndex],
|
||||
chunk.WalkZS[cellIndex],
|
||||
chunk.WalkZSW[cellIndex],
|
||||
chunk.WalkZW[cellIndex],
|
||||
chunk.WalkZNW[cellIndex],
|
||||
chunk.SwimZN[cellIndex],
|
||||
chunk.SwimZNE[cellIndex],
|
||||
chunk.SwimZE[cellIndex],
|
||||
chunk.SwimZSE[cellIndex],
|
||||
chunk.SwimZS[cellIndex],
|
||||
chunk.SwimZSW[cellIndex],
|
||||
chunk.SwimZW[cellIndex],
|
||||
chunk.SwimZNW[cellIndex],
|
||||
hitKindResult
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -276,16 +261,25 @@ public sealed class StepCache
|
|||
|
||||
var result = StepProbe.ComputeMaskAt(map, x, y, standingZ);
|
||||
|
||||
chunk.Mask[cell] = result.Mask;
|
||||
chunk.SourceZ[cell] = standingZ;
|
||||
chunk.DestZN[cell] = result.DestZ_N;
|
||||
chunk.DestZNE[cell] = result.DestZ_NE;
|
||||
chunk.DestZE[cell] = result.DestZ_E;
|
||||
chunk.DestZSE[cell] = result.DestZ_SE;
|
||||
chunk.DestZS[cell] = result.DestZ_S;
|
||||
chunk.DestZSW[cell] = result.DestZ_SW;
|
||||
chunk.DestZW[cell] = result.DestZ_W;
|
||||
chunk.DestZNW[cell] = result.DestZ_NW;
|
||||
chunk.WalkMask[cell] = result.WalkMask;
|
||||
chunk.WetMask[cell] = result.WetMask;
|
||||
chunk.SourceZ[cell] = standingZ;
|
||||
chunk.WalkZN[cell] = result.WalkZ_N;
|
||||
chunk.WalkZNE[cell] = result.WalkZ_NE;
|
||||
chunk.WalkZE[cell] = result.WalkZ_E;
|
||||
chunk.WalkZSE[cell] = result.WalkZ_SE;
|
||||
chunk.WalkZS[cell] = result.WalkZ_S;
|
||||
chunk.WalkZSW[cell] = result.WalkZ_SW;
|
||||
chunk.WalkZW[cell] = result.WalkZ_W;
|
||||
chunk.WalkZNW[cell] = result.WalkZ_NW;
|
||||
chunk.SwimZN[cell] = result.SwimZ_N;
|
||||
chunk.SwimZNE[cell] = result.SwimZ_NE;
|
||||
chunk.SwimZE[cell] = result.SwimZ_E;
|
||||
chunk.SwimZSE[cell] = result.SwimZ_SE;
|
||||
chunk.SwimZS[cell] = result.SwimZ_S;
|
||||
chunk.SwimZSW[cell] = result.SwimZ_SW;
|
||||
chunk.SwimZW[cell] = result.SwimZ_W;
|
||||
chunk.SwimZNW[cell] = result.SwimZ_NW;
|
||||
|
||||
// Multi-Z = ≥2 surfaces reachable from standingZ. Mirrors the baker's
|
||||
// CheckStaticStep filter so we don't over-mark.
|
||||
|
|
|
|||
|
|
@ -1,35 +1,45 @@
|
|||
namespace Server.Engines.Pathing.Cache;
|
||||
|
||||
/// <summary>
|
||||
/// Per-chunk storage backing StepCache. Holds raw walkability masks and
|
||||
/// destination Z values for each of 256 cells in a 16x16 chunk, plus build-time
|
||||
/// metadata (multis version, multi-Z bitmap) and LRU bookkeeping.
|
||||
/// Per-chunk storage backing StepCache. Holds raw walk + swim masks and destination Z
|
||||
/// values for each of 256 cells in a 16x16 chunk, plus build-time metadata (multis
|
||||
/// version, multi-Z bitmap) and LRU bookkeeping.
|
||||
/// </summary>
|
||||
internal sealed class StepChunk
|
||||
{
|
||||
public const int CellsPerChunk = 256; // 16 x 16
|
||||
|
||||
/// <summary>Bit i of Mask[c] = "can step from cell c to neighbor (Direction)i". Raw — no diagonal corner-cut applied here.</summary>
|
||||
public readonly byte[] Mask = new byte[CellsPerChunk];
|
||||
/// <summary>Bit i of WalkMask[c] = "default walker can step from cell c to neighbor (Direction)i". Raw — no diagonal corner-cut applied here.</summary>
|
||||
public readonly byte[] WalkMask = new byte[CellsPerChunk];
|
||||
|
||||
/// <summary>Bit i of WetMask[c] = "swim-only mob can step from cell c to neighbor (Direction)i". Layered with WalkMask via canSwim/cantWalk capability flags.</summary>
|
||||
public readonly byte[] WetMask = new byte[CellsPerChunk];
|
||||
|
||||
public readonly sbyte[] SourceZ = new sbyte[CellsPerChunk];
|
||||
|
||||
public readonly sbyte[] DestZN = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZNE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZSE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZS = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZSW = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZW = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] DestZNW = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] WalkZN = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] WalkZNE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] WalkZE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] WalkZSE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] WalkZS = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] WalkZSW = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] WalkZW = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] WalkZNW = new sbyte[CellsPerChunk];
|
||||
|
||||
public readonly sbyte[] SwimZN = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] SwimZNE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] SwimZE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] SwimZSE = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] SwimZS = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] SwimZSW = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] SwimZW = new sbyte[CellsPerChunk];
|
||||
public readonly sbyte[] SwimZNW = new sbyte[CellsPerChunk];
|
||||
|
||||
/// <summary>
|
||||
/// 32 bytes = 256 bits. Bit set = cell has >1 walkable surface; route to slow path.
|
||||
/// TODO(PR2): lazy-init this. The vast majority of chunks are entirely single-Z, so
|
||||
/// allocating 32 bytes per chunk wastes ~256KB at full cap. Make nullable; allocate
|
||||
/// on first MarkCellMultiZ; IsCellMultiZ short-circuits to false when null.
|
||||
/// 32 bytes = 256 bits when allocated. Lazy: most chunks are entirely single-Z,
|
||||
/// so we only pay the 32 bytes on chunks that actually need it.
|
||||
/// </summary>
|
||||
public readonly byte[] MultiZCells = new byte[32];
|
||||
private byte[] _multiZCells;
|
||||
|
||||
/// <summary>Snapshot of Sector.MultisVersion at the time this chunk was built.</summary>
|
||||
public int BuiltMultisVersion;
|
||||
|
|
@ -37,14 +47,12 @@ internal sealed class StepChunk
|
|||
/// <summary>Updated on every cache hit/miss. Used by LRU fallback eviction.</summary>
|
||||
public long LastTouchedTicks;
|
||||
|
||||
/// <summary>True if any cell in this chunk has more than one walkable surface (set during build).</summary>
|
||||
public bool HasAnyMultiZ;
|
||||
|
||||
public bool IsCellMultiZ(int cellIndex) => (MultiZCells[cellIndex >> 3] & (1 << (cellIndex & 7))) != 0;
|
||||
public bool IsCellMultiZ(int cellIndex) =>
|
||||
_multiZCells != null && (_multiZCells[cellIndex >> 3] & (1 << (cellIndex & 7))) != 0;
|
||||
|
||||
public void MarkCellMultiZ(int cellIndex)
|
||||
{
|
||||
MultiZCells[cellIndex >> 3] |= (byte)(1 << (cellIndex & 7));
|
||||
HasAnyMultiZ = true;
|
||||
_multiZCells ??= new byte[32];
|
||||
_multiZCells[cellIndex >> 3] |= (byte)(1 << (cellIndex & 7));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,39 +1,85 @@
|
|||
namespace Server.Engines.Pathing.Cache;
|
||||
|
||||
/// <summary>
|
||||
/// Per-cell, per-direction static walkability data baked by <see cref="StepProbe"/>
|
||||
/// and stored by <see cref="StepCache"/>. WalkMask + WalkZ_* applies under default-walker
|
||||
/// rules (cantWalk=false, canSwim=false). WetMask + SwimZ_* applies under swim-only rules
|
||||
/// (cantWalk=true, canSwim=true). Algorithms layer the right rules per mobile.
|
||||
/// </summary>
|
||||
public readonly struct StepMask(
|
||||
byte mask,
|
||||
sbyte destZn,
|
||||
sbyte destZne,
|
||||
sbyte destZe,
|
||||
sbyte destZse,
|
||||
sbyte destZs,
|
||||
sbyte destZsw,
|
||||
sbyte destZw,
|
||||
sbyte destZnw
|
||||
byte walkMask,
|
||||
byte wetMask,
|
||||
sbyte walkZN,
|
||||
sbyte walkZNE,
|
||||
sbyte walkZE,
|
||||
sbyte walkZSE,
|
||||
sbyte walkZS,
|
||||
sbyte walkZSW,
|
||||
sbyte walkZW,
|
||||
sbyte walkZNW,
|
||||
sbyte swimZN,
|
||||
sbyte swimZNE,
|
||||
sbyte swimZE,
|
||||
sbyte swimZSE,
|
||||
sbyte swimZS,
|
||||
sbyte swimZSW,
|
||||
sbyte swimZW,
|
||||
sbyte swimZNW,
|
||||
CacheHitKind hitKind = CacheHitKind.Hit
|
||||
)
|
||||
{
|
||||
public readonly byte Mask = mask;
|
||||
public readonly sbyte DestZ_N = destZn;
|
||||
public readonly sbyte DestZ_NE = destZne;
|
||||
public readonly sbyte DestZ_E = destZe;
|
||||
public readonly sbyte DestZ_SE = destZse;
|
||||
public readonly sbyte DestZ_S = destZs;
|
||||
public readonly sbyte DestZ_SW = destZsw;
|
||||
public readonly sbyte DestZ_W = destZw;
|
||||
public readonly sbyte DestZ_NW = destZnw;
|
||||
public readonly byte WalkMask = walkMask;
|
||||
public readonly byte WetMask = wetMask;
|
||||
public readonly sbyte WalkZ_N = walkZN;
|
||||
public readonly sbyte WalkZ_NE = walkZNE;
|
||||
public readonly sbyte WalkZ_E = walkZE;
|
||||
public readonly sbyte WalkZ_SE = walkZSE;
|
||||
public readonly sbyte WalkZ_S = walkZS;
|
||||
public readonly sbyte WalkZ_SW = walkZSW;
|
||||
public readonly sbyte WalkZ_W = walkZW;
|
||||
public readonly sbyte WalkZ_NW = walkZNW;
|
||||
public readonly sbyte SwimZ_N = swimZN;
|
||||
public readonly sbyte SwimZ_NE = swimZNE;
|
||||
public readonly sbyte SwimZ_E = swimZE;
|
||||
public readonly sbyte SwimZ_SE = swimZSE;
|
||||
public readonly sbyte SwimZ_S = swimZS;
|
||||
public readonly sbyte SwimZ_SW = swimZSW;
|
||||
public readonly sbyte SwimZ_W = swimZW;
|
||||
public readonly sbyte SwimZ_NW = swimZNW;
|
||||
public readonly CacheHitKind HitKind = hitKind;
|
||||
|
||||
public bool IsWalkable(Direction d) => (Mask & (1 << (int)d)) != 0;
|
||||
/// <summary>
|
||||
/// True when the cache produced a usable answer (Hit / Miss_NotBuilt / Miss_DirtyRebuild).
|
||||
/// False on Fallthrough_*, in which case the caller must use the slow path for this cell.
|
||||
/// </summary>
|
||||
public bool IsHit => HitKind <= CacheHitKind.Miss_DirtyRebuild;
|
||||
|
||||
public sbyte GetDestZ(Direction d) => d switch
|
||||
public bool IsWalkable(Direction d) => (WalkMask & (1 << (int)d)) != 0;
|
||||
public bool IsSwimmable(Direction d) => (WetMask & (1 << (int)d)) != 0;
|
||||
|
||||
public sbyte GetWalkZ(Direction d) => d switch
|
||||
{
|
||||
Direction.North => DestZ_N,
|
||||
Direction.Right => DestZ_NE,
|
||||
Direction.East => DestZ_E,
|
||||
Direction.Down => DestZ_SE,
|
||||
Direction.South => DestZ_S,
|
||||
Direction.Left => DestZ_SW,
|
||||
Direction.West => DestZ_W,
|
||||
Direction.Up => DestZ_NW,
|
||||
Direction.North => WalkZ_N,
|
||||
Direction.Right => WalkZ_NE,
|
||||
Direction.East => WalkZ_E,
|
||||
Direction.Down => WalkZ_SE,
|
||||
Direction.South => WalkZ_S,
|
||||
Direction.Left => WalkZ_SW,
|
||||
Direction.West => WalkZ_W,
|
||||
Direction.Up => WalkZ_NW,
|
||||
_ => 0
|
||||
};
|
||||
|
||||
public sbyte GetSwimZ(Direction d) => d switch
|
||||
{
|
||||
Direction.North => SwimZ_N,
|
||||
Direction.Right => SwimZ_NE,
|
||||
Direction.East => SwimZ_E,
|
||||
Direction.Down => SwimZ_SE,
|
||||
Direction.South => SwimZ_S,
|
||||
Direction.Left => SwimZ_SW,
|
||||
Direction.West => SwimZ_W,
|
||||
Direction.Up => SwimZ_NW,
|
||||
_ => 0
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,10 +9,10 @@ namespace Server.Engines.Pathing.Cache;
|
|||
/// <see cref="MovementImpl"/>.Check minus the item and mobile collision phases.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Default-walker scope: assumes CanSwim=false, CanFly=false, CanOpenDoors=false,
|
||||
/// CantWalk=false. Single source-Z per cell. Diagonal corner-cut is NOT applied here;
|
||||
/// callers must AND the partner-cell results at query time per the creature rule
|
||||
/// (one cardinal partner walkable suffices).
|
||||
/// Bakes two rule sets per cell: walker (canSwim=false, cantWalk=false) and swim-only
|
||||
/// (canSwim=true, cantWalk=true). Item / mobile collision phases are omitted (they're
|
||||
/// the dynamic-obstacle pass's job). Diagonal corner-cut is NOT applied here; callers
|
||||
/// must AND the partner-cell results at query time.
|
||||
/// </remarks>
|
||||
public static class StepProbe
|
||||
{
|
||||
|
|
@ -26,10 +26,19 @@ public static class StepProbe
|
|||
return default;
|
||||
}
|
||||
|
||||
GetStaticStartZ(map, x, y, sourceZ, out var startZ, out var startTop, out _);
|
||||
GetStaticStartZ(map, x, y, sourceZ, canSwim: false, cantWalk: false,
|
||||
out var walkStartZ, out var walkStartTop, out _);
|
||||
GetStaticStartZ(map, x, y, sourceZ, canSwim: true, cantWalk: true,
|
||||
out var swimStartZ, out var swimStartTop, out _);
|
||||
|
||||
byte mask = 0;
|
||||
Span<sbyte> destZs = stackalloc sbyte[8];
|
||||
byte walkMask = 0;
|
||||
byte wetMask = 0;
|
||||
Span<sbyte> walkZs = stackalloc sbyte[8];
|
||||
Span<sbyte> swimZs = stackalloc sbyte[8];
|
||||
// stackalloc is NOT zero-initialized — unwritten slots hold whatever was on the
|
||||
// stack. Clear before use; the loop only writes slots where the step succeeds.
|
||||
walkZs.Clear();
|
||||
swimZs.Clear();
|
||||
|
||||
for (var d = 0; d < 8; d++)
|
||||
{
|
||||
|
|
@ -37,47 +46,59 @@ public static class StepProbe
|
|||
var dy = y;
|
||||
CalcMoves.Offset((Direction)d, ref dx, ref dy);
|
||||
|
||||
if (CheckStaticStep(map, dx, dy, startZ, startTop, out var newZ))
|
||||
if (CheckStaticStep(map, dx, dy, walkStartZ, walkStartTop,
|
||||
canSwim: false, cantWalk: false, out var walkZ))
|
||||
{
|
||||
mask |= (byte)(1 << d);
|
||||
destZs[d] = (sbyte)newZ;
|
||||
walkMask |= (byte)(1 << d);
|
||||
walkZs[d] = (sbyte)walkZ;
|
||||
}
|
||||
|
||||
if (CheckStaticStep(map, dx, dy, swimStartZ, swimStartTop,
|
||||
canSwim: true, cantWalk: true, out var swimZ))
|
||||
{
|
||||
wetMask |= (byte)(1 << d);
|
||||
swimZs[d] = (sbyte)swimZ;
|
||||
}
|
||||
}
|
||||
|
||||
return new StepMask(
|
||||
mask,
|
||||
destZs[0], destZs[1], destZs[2], destZs[3],
|
||||
destZs[4], destZs[5], destZs[6], destZs[7]
|
||||
walkMask, wetMask,
|
||||
walkZs[0], walkZs[1], walkZs[2], walkZs[3],
|
||||
walkZs[4], walkZs[5], walkZs[6], walkZs[7],
|
||||
swimZs[0], swimZs[1], swimZs[2], swimZs[3],
|
||||
swimZs[4], swimZs[5], swimZs[6], swimZs[7]
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the slow path's standing-Z for a default walker at (x, y) with hint locZ.
|
||||
/// This is the Z the creature ends up STANDING AT — typically the topmost walkable
|
||||
/// surface that's reachable from locZ (paver Z+1 for paver-over-ground; landCenter
|
||||
/// for bare land). Mirrors MovementImpl.Check's surface-selection logic for the
|
||||
/// destination cell, distilled to "what Z value does the slow path return as newZ
|
||||
/// when stepping ONTO this cell". Used by StepCache to bake SourceZ
|
||||
/// correctly so A*'s tracked-per-cell Z matches the cache's bake-time assumption.
|
||||
/// Returns the slow path's standing-Z for a default walker at (x, y). Mirrors
|
||||
/// MovementImpl.Check's surface-selection — paver Z+1 for paver-over-ground,
|
||||
/// landCenter for bare land. Used by <see cref="StepCache"/> to bake SourceZ so
|
||||
/// A*'s tracked-per-cell Z matches the cache's bake-time assumption.
|
||||
/// </summary>
|
||||
public static int ComputeStandingZ(Map map, int x, int y, int locZ)
|
||||
{
|
||||
GetStaticStartZ(map, x, y, locZ, out _, out _, out var zCenter);
|
||||
GetStaticStartZ(map, x, y, locZ, canSwim: false, cantWalk: false,
|
||||
out _, out _, out var zCenter);
|
||||
return zCenter;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mirrors GetStartZ from MovementImpl, but static-only (no item list).
|
||||
/// Assumes default walker: CanSwim=false, CantWalk=false.
|
||||
/// Mirrors GetStartZ from MovementImpl, parameterized by canSwim / cantWalk.
|
||||
/// </summary>
|
||||
private static void GetStaticStartZ(Map map, int x, int y, int locZ, out int zLow, out int zTop, out int zCenter)
|
||||
private static void GetStaticStartZ(
|
||||
Map map, int x, int y, int locZ, bool canSwim, bool cantWalk,
|
||||
out int zLow, out int zTop, out int zCenter
|
||||
)
|
||||
{
|
||||
var landTile = map.Tiles.GetLandTile(x, y);
|
||||
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
|
||||
var impassable = (flags & TileFlag.Impassable) != 0;
|
||||
|
||||
// CantWalk=false, CanSwim=false → landBlocks = impassable
|
||||
var landBlocks = impassable;
|
||||
// Mirrors MovementImpl: impassable + swim on water is OK; otherwise block on
|
||||
// cantWalk or impassable.
|
||||
var landBlocks = (cantWalk || impassable)
|
||||
&& !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
|
||||
|
||||
map.GetAverageZ(x, y, out var landZ, out var landCenter, out var landTop);
|
||||
|
||||
|
|
@ -99,8 +120,7 @@ public static class StepProbe
|
|||
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
var calcTop = tile.Z + id.CalcHeight;
|
||||
|
||||
// CanSwim=false → only check Surface; CantWalk=false
|
||||
if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface)
|
||||
if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface && !(canSwim && id.Wet))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
|
@ -129,11 +149,13 @@ public static class StepProbe
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mirrors MovementImpl.Check for static tiles only.
|
||||
/// Assumes default walker: CanSwim=false, CanFly=false, CantWalk=false,
|
||||
/// AlwaysIgnoreDoors=false. Items and mobile collision phases are omitted.
|
||||
/// Mirrors MovementImpl.Check for static tiles only, parameterized by canSwim / cantWalk.
|
||||
/// Items and mobile collision phases are omitted.
|
||||
/// </summary>
|
||||
private static bool CheckStaticStep(Map map, int x, int y, int startZ, int startTop, out int newZ)
|
||||
private static bool CheckStaticStep(
|
||||
Map map, int x, int y, int startZ, int startTop, bool canSwim, bool cantWalk,
|
||||
out int newZ
|
||||
)
|
||||
{
|
||||
newZ = 0;
|
||||
|
||||
|
|
@ -146,8 +168,8 @@ public static class StepProbe
|
|||
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
|
||||
var impassable = (flags & TileFlag.Impassable) != 0;
|
||||
|
||||
// CantWalk=false, CanSwim=false → landBlocks = impassable
|
||||
var landBlocks = impassable;
|
||||
var landBlocks = (cantWalk || impassable)
|
||||
&& !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
|
||||
|
||||
var considerLand = !landTile.Ignored;
|
||||
|
||||
|
|
@ -163,10 +185,12 @@ public static class StepProbe
|
|||
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
|
||||
{
|
||||
var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
var notWater = !itemData.Wet;
|
||||
|
||||
// CanSwim=false, CantWalk=false:
|
||||
// Skip if not a passable surface (no swim path either)
|
||||
if (!itemData.Surface || itemData.Impassable)
|
||||
// Mirrors MovementImpl: skip if not a passable surface AND not swimmable water,
|
||||
// OR if the mobile can't walk and this isn't water.
|
||||
if ((!itemData.Surface || itemData.Impassable) && (!canSwim || notWater)
|
||||
|| cantWalk && notWater)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
|
@ -176,7 +200,6 @@ public static class StepProbe
|
|||
var ourZ = itemZ + itemData.CalcHeight;
|
||||
testTop = checkTop;
|
||||
|
||||
// Pick the candidate closest to startZ; ties broken by higher ourZ
|
||||
if (moveIsOk)
|
||||
{
|
||||
var cmp = Math.Abs(ourZ - startZ) - Math.Abs(newZ - startZ);
|
||||
|
|
@ -209,7 +232,6 @@ public static class StepProbe
|
|||
continue;
|
||||
}
|
||||
|
||||
// IsOk equivalent: check static tiles don't block (ourZ, testTop) space
|
||||
if (StaticsBlockAt(map, x, y, ourZ, testTop))
|
||||
{
|
||||
continue;
|
||||
|
|
@ -219,7 +241,6 @@ public static class StepProbe
|
|||
moveIsOk = true;
|
||||
}
|
||||
|
||||
// Land surface fallback (mirrors Check's land block at the bottom)
|
||||
if (!considerLand || landBlocks || stepTop < landZ)
|
||||
{
|
||||
return moveIsOk;
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using System;
|
||||
using System.Diagnostics;
|
||||
using Server.Engines.Pathing;
|
||||
using Server.Engines.Pathing.Cache;
|
||||
using Server.Items;
|
||||
using Server.PathAlgorithms;
|
||||
|
|
@ -61,6 +62,7 @@ namespace Server
|
|||
{
|
||||
CommandSystem.Register("Path", AccessLevel.GameMaster, Path_OnCommand);
|
||||
CacheEvictionTimer.Configure();
|
||||
PathCacheCommands.Configure();
|
||||
}
|
||||
|
||||
[Usage("Path")]
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@ namespace Server.PathAlgorithms
|
|||
{
|
||||
public abstract class PathAlgorithm
|
||||
{
|
||||
private static readonly Direction[] m_CalcDirections =
|
||||
private static readonly Direction[] _calcDirections =
|
||||
{
|
||||
Direction.Up,
|
||||
Direction.North,
|
||||
|
|
@ -18,7 +18,7 @@ namespace Server.PathAlgorithms
|
|||
public abstract bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal);
|
||||
public abstract Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal);
|
||||
|
||||
public Direction GetDirection(int xSource, int ySource, int xDest, int yDest)
|
||||
public static Direction GetDirection(int xSource, int ySource, int xDest, int yDest)
|
||||
{
|
||||
var x = xDest + 1 - xSource;
|
||||
var y = yDest + 1 - ySource;
|
||||
|
|
@ -29,7 +29,7 @@ namespace Server.PathAlgorithms
|
|||
return Direction.North;
|
||||
}
|
||||
|
||||
return m_CalcDirections[v];
|
||||
return _calcDirections[v];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
40
Projects/UOContent/Engines/Pathing/PathCacheCommands.cs
Normal file
40
Projects/UOContent/Engines/Pathing/PathCacheCommands.cs
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
using Server.Engines.Pathing.Cache;
|
||||
|
||||
namespace Server.Engines.Pathing;
|
||||
|
||||
/// <summary>
|
||||
/// Admin commands for inspecting and operating the pathfinding step cache.
|
||||
/// [PathCacheStats — current resident-chunk count + hit/miss/eviction telemetry.
|
||||
/// [PathCacheClear — drop all cached chunks and zero counters.
|
||||
/// </summary>
|
||||
public static class PathCacheCommands
|
||||
{
|
||||
public static void Configure()
|
||||
{
|
||||
CommandSystem.Register("PathCacheStats", AccessLevel.Administrator, OnPathCacheStats);
|
||||
CommandSystem.Register("PathCacheClear", AccessLevel.Administrator, OnPathCacheClear);
|
||||
}
|
||||
|
||||
[Usage("PathCacheStats")]
|
||||
[Description("Reports StepCache resident-chunk count and hit/miss/eviction telemetry.")]
|
||||
private static void OnPathCacheStats(CommandEventArgs e)
|
||||
{
|
||||
var stats = StepCache.Instance.GetStats();
|
||||
var from = e.Mobile;
|
||||
|
||||
from.SendMessage($"StepCache: {stats.ResidentChunks} chunks resident");
|
||||
from.SendMessage($" builds={stats.BuildsTotal} hits={stats.Hits}");
|
||||
from.SendMessage($" miss(notBuilt)={stats.MissesNotBuilt} miss(dirty)={stats.MissesDirtyRebuild}");
|
||||
from.SendMessage($" fallthru(multiZ)={stats.FallthroughMultiZ} fallthru(offMap)={stats.FallthroughOffMap} fallthru(srcZ)={stats.FallthroughSourceZMismatch}");
|
||||
from.SendMessage($" evictions(lruCap)={stats.EvictionsByLruCap}");
|
||||
}
|
||||
|
||||
[Usage("PathCacheClear")]
|
||||
[Description("Drops all StepCache resident chunks and zeros the telemetry counters.")]
|
||||
private static void OnPathCacheClear(CommandEventArgs e)
|
||||
{
|
||||
var residentBefore = StepCache.Instance.GetStats().ResidentChunks;
|
||||
StepCache.Instance.Clear();
|
||||
e.Mobile.SendMessage($"StepCache cleared: {residentBefore} chunks dropped, counters reset.");
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue