using System; using CalcMoves = Server.Movement.Movement; namespace Server.Engines.Pathing.Cache; /// /// Computes the 8-direction "can step" mask and destination Zs for a single cell from land and /// statics alone. Mirrors .Check minus the item and mobile collision /// phases, which belong to the caller's dynamic-obstacle pass. /// /// Multis (houses, boats) are excluded from the static bake because they are dynamic content; /// cells they cover route to the live movement path via 's multi halo. /// is the opt-in exception for those cells. /// /// Each call bakes both rule sets: walker (canSwim=false, cantWalk=false) and swim-only /// (canSwim=true, cantWalk=true). Diagonal corner-cut is not applied — callers hold the partner /// bits in the same mask byte and combine them at query time. /// public static class StepProbe { private const int PersonHeight = 16; private const int StepHeight = 2; /// /// Writes the surface Zs at (x, y) a default walker can actually stand on into /// , ascending, and returns the count. A candidate surface — the /// walkable land centre, or any walkable static's top — qualifies only if a PersonHeight /// envelope above it is clear of impassable statics. /// /// The clearance test is what makes this the exact set of standing Zs the slow path can /// resolve to: it drops surfaces a creature cannot occupy, like the land beneath a sewer /// walkway or a low bridge. That in turn means two surviving surfaces are always at least /// PersonHeight apart (an upper surface any closer would have taken the lower one's /// clearance away), so one ascending pass with a duplicate skip suffices. /// /// The baker anchors each cell here so static-over-land geometry — walkways, bridges, raised /// foundations, upper floors — bakes at the Z a creature stands on rather than the land average. /// public static int ComputeStandableSurfaceZs(Map map, int x, int y, Span zs) { if (map == null || map == Map.Internal) { return 0; } if (x < 0 || y < 0 || x >= map.Width || y >= map.Height) { return 0; } Span cand = stackalloc int[16]; var count = 0; var landTile = map.Tiles.GetLandTile(x, y); var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags; if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0) { map.GetAverageZ(x, y, out _, out var landCenter, out _); cand[count++] = landCenter; } foreach (var tile in map.Tiles.GetStaticTiles(x, y)) { if (count >= cand.Length) { break; } var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue]; if (!data.Surface || data.Impassable) { continue; } cand[count++] = tile.Z + data.CalcHeight; } if (count == 0) { return 0; } cand[..count].Sort(); var n = 0; for (var i = 0; i < count && n < zs.Length; i++) { var cz = (sbyte)Math.Clamp(cand[i], sbyte.MinValue + 1, sbyte.MaxValue); if (n > 0 && zs[n - 1] == cz) { continue; } // Standable iff the creature's PersonHeight body envelope above this surface is // free of impassable statics. The surface itself never blocks (its top == cz, // which is the envelope floor, not inside it). if (StaticsBlockAt(map, x, y, cz, cz + PersonHeight)) { continue; } zs[n++] = cz; } return n; } public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ) => ComputeMaskCore(map, x, y, sourceZ, includeMultis: false); /// /// Multi-aware counterpart to , for cells a multi covers or /// neighbours: folds house/boat component tiles into the same surface/step logic. Builds the /// whole 8-direction mask in one pass, where the slow path would run CheckMovement eight times. /// public static StepMask ComputeMultiMaskAt(Map map, int x, int y, sbyte sourceZ) => ComputeMaskCore(map, x, y, sourceZ, includeMultis: true); /// /// Shared 8-direction mask builder behind and /// . is the only difference: /// it swaps the tile source to GetStaticAndMultiTiles so house and boat components participate. /// private static StepMask ComputeMaskCore(Map map, int x, int y, sbyte sourceZ, bool includeMultis) { if (map == null || map == Map.Internal) { return default; } var srcTiles = includeMultis ? map.Tiles.GetStaticAndMultiTiles(x, y) : map.Tiles.GetStaticTiles(x, y); GetStaticStartZ(map, x, y, sourceZ, srcTiles, canSwim: false, cantWalk: false, out var walkStartZ, out var walkStartTop, out _); GetStaticStartZ(map, x, y, sourceZ, srcTiles, canSwim: true, cantWalk: true, out var swimStartZ, out var swimStartTop, out _); byte walkMask = 0; byte wetMask = 0; Span walkZs = stackalloc sbyte[8]; Span swimZs = stackalloc sbyte[8]; // stackalloc is not zero-initialized, and the loop below writes a slot only where the // step succeeds, so blocked directions would otherwise carry stack garbage. walkZs.Clear(); swimZs.Clear(); for (var d = 0; d < 8; d++) { var dx = x; var dy = y; CalcMoves.Offset((Direction)d, ref dx, ref dy); var dTiles = includeMultis ? map.Tiles.GetStaticAndMultiTiles(dx, dy) : map.Tiles.GetStaticTiles(dx, dy); if (CheckStaticStep(map, dx, dy, dTiles, walkStartZ, walkStartTop, canSwim: false, cantWalk: false, out var walkZ)) { walkMask |= (byte)(1 << d); walkZs[d] = (sbyte)walkZ; } if (CheckStaticStep(map, dx, dy, dTiles, swimStartZ, swimStartTop, canSwim: true, cantWalk: true, out var swimZ)) { wetMask |= (byte)(1 << d); swimZs[d] = (sbyte)swimZ; } } return new StepMask( 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] ); } /// /// The standing-Z a default walker at (x, y) resolves to under the slow path's /// surface-selection rules: paver Z+1 over paver-on-ground, land centre on bare land. /// The baker anchors cells with instead, which is /// clearance-aware; this remains the direct MovementImpl equivalent for parity checks. /// public static int ComputeStandingZ(Map map, int x, int y, int locZ) { GetStaticStartZ(map, x, y, locZ, map.Tiles.GetStaticTiles(x, y), canSwim: false, cantWalk: false, out _, out _, out var zCenter); return zCenter; } /// /// Returns the water-surface standing Z at (x, y) — the Z a swim-only mob would stand /// at on this cell — or if no water surface exists. Used /// by to detect shore cells (cells with both walk and swim /// surfaces separated by > StepHeight) and bake their swim layer at swim-perspective Z. /// public static int ComputeSwimStandingZ(Map map, int x, int y) { if (map == null || map == Map.Internal || x < 0 || y < 0 || x >= map.Width || y >= map.Height) { return int.MinValue; } // Land tile flagged Wet — its center Z is the swim surface. var landTile = map.Tiles.GetLandTile(x, y); var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags; if (!landTile.Ignored && (landFlags & TileFlag.Wet) != 0) { map.GetAverageZ(x, y, out _, out var landCenter, out _); return landCenter; } // Otherwise scan statics for a wet surface. foreach (var tile in map.Tiles.GetStaticTiles(x, y)) { var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue]; if (data.Wet) { return tile.Z + data.CalcHeight; } } return int.MinValue; } /// /// Mirrors GetStartZ from MovementImpl, parameterized by canSwim / cantWalk. /// private static void GetStaticStartZ( Map map, int x, int y, int locZ, Map.StaticTileEnumerable tiles, 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; // 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); var considerLand = !landTile.Ignored; zCenter = zLow = zTop = 0; var isSet = false; if (considerLand && !landBlocks && locZ >= landCenter) { zLow = landZ; zCenter = landCenter; zTop = landTop; isSet = true; } foreach (var tile in tiles) { var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue]; var calcTop = tile.Z + id.CalcHeight; if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface && !(canSwim && id.Wet)) { continue; } zLow = tile.Z; zCenter = calcTop; var top = tile.Z + id.Height; if (!isSet || top > zTop) { zTop = top; } isSet = true; } if (!isSet) { zLow = zTop = locZ; } else if (locZ > zTop) { zTop = locZ; } } /// /// Mirrors MovementImpl.Check for static tiles only, parameterized by canSwim / cantWalk. /// Items and mobile collision phases are omitted. /// private static bool CheckStaticStep( Map map, int x, int y, Map.StaticTileEnumerable tiles, int startZ, int startTop, bool canSwim, bool cantWalk, out int newZ ) { newZ = 0; if (x < 0 || y < 0 || x >= map.Width || y >= map.Height) { return false; } var landTile = map.Tiles.GetLandTile(x, y); var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags; var impassable = (flags & TileFlag.Impassable) != 0; var landBlocks = (cantWalk || impassable) && !(impassable && canSwim && (flags & TileFlag.Wet) != 0); var considerLand = !landTile.Ignored; map.GetAverageZ(x, y, out var landZ, out var landCenter, out _); var moveIsOk = false; var stepTop = startTop + StepHeight; var checkTop = startZ + PersonHeight; int testTop; foreach (var tile in tiles) { var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue]; var notWater = !itemData.Wet; // 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; } var itemZ = tile.Z; var itemTop = itemZ; var ourZ = itemZ + itemData.CalcHeight; testTop = checkTop; if (moveIsOk) { var cmp = Math.Abs(ourZ - startZ) - Math.Abs(newZ - startZ); if (cmp > 0 || cmp == 0 && ourZ > newZ) { continue; } } if (ourZ + PersonHeight > testTop) { testTop = ourZ + PersonHeight; } if (!itemData.Bridge) { itemTop += itemData.Height; } if (stepTop < itemTop) { continue; } var landCheck = itemZ + Math.Min(itemData.Height, StepHeight); if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ) { continue; } if (StaticsBlockAt(map, x, y, ourZ, testTop)) { continue; } newZ = ourZ; moveIsOk = true; } if (!considerLand || landBlocks || stepTop < landZ) { return moveIsOk; } testTop = checkTop; if (landCenter + PersonHeight > testTop) { testTop = landCenter + PersonHeight; } var shouldCheck = true; if (moveIsOk) { var cmp = Math.Abs(landCenter - startZ) - Math.Abs(newZ - startZ); if (cmp > 0 || cmp == 0 && landCenter > newZ) { shouldCheck = false; } } if (shouldCheck && !StaticsBlockAt(map, x, y, landCenter, testTop)) { newZ = landCenter; moveIsOk = true; } return moveIsOk; } /// /// Mirrors the static-tile portion of IsOk: returns true if any static tile at (x,y) /// has ImpassableSurface and overlaps the vertical range (ourZ, testTop). /// private static bool StaticsBlockAt(Map map, int x, int y, int ourZ, int testTop) { foreach (var check in map.Tiles.GetStaticAndMultiTiles(x, y)) { var itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue]; if (itemData.ImpassableSurface) { var checkZ = check.Z; var checkTop = checkZ + itemData.CalcHeight; if (checkTop > ourZ && testTop > checkZ) { return true; } } } return false; } }