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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@ -9,10 +9,10 @@ namespace Server.Engines.Pathing.Cache;
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/// <see cref="MovementImpl"/>.Check minus the item and mobile collision phases.
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/// </summary>
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/// <remarks>
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/// Default-walker scope: assumes CanSwim=false, CanFly=false, CanOpenDoors=false,
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/// CantWalk=false. Single source-Z per cell. Diagonal corner-cut is NOT applied here;
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/// callers must AND the partner-cell results at query time per the creature rule
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/// (one cardinal partner walkable suffices).
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/// Bakes two rule sets per cell: walker (canSwim=false, cantWalk=false) and swim-only
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/// (canSwim=true, cantWalk=true). Item / mobile collision phases are omitted (they're
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/// the dynamic-obstacle pass's job). Diagonal corner-cut is NOT applied here; callers
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/// must AND the partner-cell results at query time.
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/// </remarks>
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public static class StepProbe
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{
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@ -26,10 +26,19 @@ public static class StepProbe
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return default;
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}
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GetStaticStartZ(map, x, y, sourceZ, out var startZ, out var startTop, out _);
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GetStaticStartZ(map, x, y, sourceZ, canSwim: false, cantWalk: false,
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out var walkStartZ, out var walkStartTop, out _);
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GetStaticStartZ(map, x, y, sourceZ, canSwim: true, cantWalk: true,
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out var swimStartZ, out var swimStartTop, out _);
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byte mask = 0;
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Span<sbyte> destZs = stackalloc sbyte[8];
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byte walkMask = 0;
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byte wetMask = 0;
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Span<sbyte> walkZs = stackalloc sbyte[8];
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Span<sbyte> swimZs = stackalloc sbyte[8];
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// stackalloc is NOT zero-initialized — unwritten slots hold whatever was on the
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// stack. Clear before use; the loop only writes slots where the step succeeds.
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walkZs.Clear();
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swimZs.Clear();
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for (var d = 0; d < 8; d++)
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{
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@ -37,47 +46,59 @@ public static class StepProbe
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var dy = y;
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CalcMoves.Offset((Direction)d, ref dx, ref dy);
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if (CheckStaticStep(map, dx, dy, startZ, startTop, out var newZ))
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if (CheckStaticStep(map, dx, dy, walkStartZ, walkStartTop,
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canSwim: false, cantWalk: false, out var walkZ))
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{
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mask |= (byte)(1 << d);
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destZs[d] = (sbyte)newZ;
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walkMask |= (byte)(1 << d);
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walkZs[d] = (sbyte)walkZ;
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}
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if (CheckStaticStep(map, dx, dy, swimStartZ, swimStartTop,
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canSwim: true, cantWalk: true, out var swimZ))
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{
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wetMask |= (byte)(1 << d);
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swimZs[d] = (sbyte)swimZ;
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}
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}
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return new StepMask(
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mask,
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destZs[0], destZs[1], destZs[2], destZs[3],
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destZs[4], destZs[5], destZs[6], destZs[7]
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walkMask, wetMask,
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walkZs[0], walkZs[1], walkZs[2], walkZs[3],
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walkZs[4], walkZs[5], walkZs[6], walkZs[7],
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swimZs[0], swimZs[1], swimZs[2], swimZs[3],
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swimZs[4], swimZs[5], swimZs[6], swimZs[7]
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);
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}
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/// <summary>
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/// Returns the slow path's standing-Z for a default walker at (x, y) with hint locZ.
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/// This is the Z the creature ends up STANDING AT — typically the topmost walkable
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/// surface that's reachable from locZ (paver Z+1 for paver-over-ground; landCenter
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/// for bare land). Mirrors MovementImpl.Check's surface-selection logic for the
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/// destination cell, distilled to "what Z value does the slow path return as newZ
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/// when stepping ONTO this cell". Used by StepCache to bake SourceZ
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/// correctly so A*'s tracked-per-cell Z matches the cache's bake-time assumption.
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/// Returns the slow path's standing-Z for a default walker at (x, y). Mirrors
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/// MovementImpl.Check's surface-selection — paver Z+1 for paver-over-ground,
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/// landCenter for bare land. Used by <see cref="StepCache"/> to bake SourceZ so
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/// A*'s tracked-per-cell Z matches the cache's bake-time assumption.
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/// </summary>
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public static int ComputeStandingZ(Map map, int x, int y, int locZ)
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{
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GetStaticStartZ(map, x, y, locZ, out _, out _, out var zCenter);
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GetStaticStartZ(map, x, y, locZ, canSwim: false, cantWalk: false,
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out _, out _, out var zCenter);
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return zCenter;
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}
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/// <summary>
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/// Mirrors GetStartZ from MovementImpl, but static-only (no item list).
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/// Assumes default walker: CanSwim=false, CantWalk=false.
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/// Mirrors GetStartZ from MovementImpl, parameterized by canSwim / cantWalk.
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/// </summary>
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private static void GetStaticStartZ(Map map, int x, int y, int locZ, out int zLow, out int zTop, out int zCenter)
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private static void GetStaticStartZ(
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Map map, int x, int y, int locZ, bool canSwim, bool cantWalk,
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out int zLow, out int zTop, out int zCenter
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)
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{
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var landTile = map.Tiles.GetLandTile(x, y);
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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// CantWalk=false, CanSwim=false → landBlocks = impassable
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var landBlocks = impassable;
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// Mirrors MovementImpl: impassable + swim on water is OK; otherwise block on
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// cantWalk or impassable.
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var landBlocks = (cantWalk || impassable)
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&& !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out var landTop);
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@ -99,8 +120,7 @@ public static class StepProbe
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var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var calcTop = tile.Z + id.CalcHeight;
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// CanSwim=false → only check Surface; CantWalk=false
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if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface)
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if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface && !(canSwim && id.Wet))
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{
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continue;
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}
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@ -129,11 +149,13 @@ public static class StepProbe
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}
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/// <summary>
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/// Mirrors MovementImpl.Check for static tiles only.
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/// Assumes default walker: CanSwim=false, CanFly=false, CantWalk=false,
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/// AlwaysIgnoreDoors=false. Items and mobile collision phases are omitted.
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/// Mirrors MovementImpl.Check for static tiles only, parameterized by canSwim / cantWalk.
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/// Items and mobile collision phases are omitted.
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/// </summary>
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private static bool CheckStaticStep(Map map, int x, int y, int startZ, int startTop, out int newZ)
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private static bool CheckStaticStep(
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Map map, int x, int y, int startZ, int startTop, bool canSwim, bool cantWalk,
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out int newZ
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)
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{
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newZ = 0;
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@ -146,8 +168,8 @@ public static class StepProbe
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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// CantWalk=false, CanSwim=false → landBlocks = impassable
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var landBlocks = impassable;
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var landBlocks = (cantWalk || impassable)
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&& !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
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var considerLand = !landTile.Ignored;
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@ -163,10 +185,12 @@ public static class StepProbe
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foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
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{
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var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var notWater = !itemData.Wet;
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// CanSwim=false, CantWalk=false:
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// Skip if not a passable surface (no swim path either)
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if (!itemData.Surface || itemData.Impassable)
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// Mirrors MovementImpl: skip if not a passable surface AND not swimmable water,
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// OR if the mobile can't walk and this isn't water.
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if ((!itemData.Surface || itemData.Impassable) && (!canSwim || notWater)
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|| cantWalk && notWater)
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{
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continue;
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}
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@ -176,7 +200,6 @@ public static class StepProbe
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var ourZ = itemZ + itemData.CalcHeight;
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testTop = checkTop;
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// Pick the candidate closest to startZ; ties broken by higher ourZ
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if (moveIsOk)
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{
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var cmp = Math.Abs(ourZ - startZ) - Math.Abs(newZ - startZ);
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@ -209,7 +232,6 @@ public static class StepProbe
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continue;
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}
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// IsOk equivalent: check static tiles don't block (ourZ, testTop) space
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if (StaticsBlockAt(map, x, y, ourZ, testTop))
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{
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continue;
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@ -219,7 +241,6 @@ public static class StepProbe
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moveIsOk = true;
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}
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// Land surface fallback (mirrors Check's land block at the bottom)
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if (!considerLand || landBlocks || stepTop < landZ)
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{
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return moveIsOk;
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