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.
This commit is contained in:
parent
6a3804addc
commit
9066e8fd00
16 changed files with 856 additions and 290 deletions
|
|
@ -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")]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue