## Problem Houses and boats (multis) were pathed correctly only by **delegation to the slow path**: `StepCache.TryGetMask` returns `Fallthrough_Multi` for any multi-covered cell, and `GetSuccessors` ran `CheckMovement` **8× per cell** (each re-resolving the tile stack via `GetStaticAndMultiTiles`) — a sustained per-step cost near every house/boat. There was also no automated test pinning multi pathfinding. This branch is the full multi-pathfinding effort in phases on one branch. ## Phase 1 — characterization tests (the oracle) Implementation-agnostic invariants: a cache-on≡cache-off whole-path invariant, a per-cell sweep vs `CheckMovement` over footprint+halo (incl. destination Z), hand-verified routing (around walls, demolish-reopens, foundation-redesign-honored), classic-house / foundation / boat fixtures, non-vacuity guards. These gate every later phase byte-for-byte. ## Phase 2 — live single-pass synthesizer `StepProbe.ComputeMultiMaskAt` synthesizes a covered cell's full 8-direction `StepMask` in one pass (the existing surface/step logic over `GetStaticAndMultiTiles` instead of 8× `CheckMovement`). `GetSuccessors` routes `Fallthrough_Multi` cells through it. No new cache, no `.swb` change. **~1.5×**, zero added allocations. ## Phase 3 / 3.1 — warm per-`multiID` interior cache (airtight) `MultiMaskCache` caches each fixed multi's local-frame `StepMask` for **interior** cells (cell + all 8 neighbours covered → terrain-neighbour-free → position-invariant), keyed by `multiID & 0x3FFF`, built lazily from the MCL. Interior cells become ~20 ns lookups. The cache is gated on a **per-instance footprint-clean flag** (`BaseMulti.PathInteriorCacheState`): an instance whose whole footprint terrain is below its floor (`maxTerrain < minFloor`) serves from the cache; a **dirty** instance (terrain intrudes — a contrived/GM placement) **degrades to live-synth, never a wrong mask**. This closes a cross-instance soundness gap (the cached mask depends on neighbour terrain too) found in a holistic review. The gate resets whenever the footprint's world-terrain relationship can change — **location, map, or ItemID** (a boat's heading swaps the MCL). **Boats are cached too.** Their per-`multiID` deck masks are movement-invariant (built once per heading), so a sailing boat never rebuilds them; only the cheap clean-flag rescan repeats per move (and only when pathed near). Narrow existing boats have little interior; wide galleons (`multi.mul`) would gain Castle-class. `HouseFoundation` (per-instance runtime `DesignState`) is the one type that stays on the live path. ## Verification - `UOContent.Tests` **454/454**, `Server.Tests` **708/708**, 0 failures. - The Phase-1 oracle (`MultiPathInvariantTests`, cache-on ≡ cache-off) stays **byte-identical** with the synthesizer + interior cache active. - Tests pin: footprint-cleanliness (clean vs sunk), dirty/cluttered placement degrades to live-synth while still pathing, clean placement serves, and the gate resets on move/ItemID change. ## Performance (modernuo/ModernUO-Benchmarks#8, full-fixture) Houses at **Green Acres** (flat staff region → clean footprints, the legit-placement case): | Route | Slow path | Phase 3.1 (interior cache) | Speedup | |-------|----------:|---------------------------:|--------:| | `around_a` (29 steps) | 238.3 µs | **49.1 µs** | **4.85×** | | `around_b` (29 steps) | 224.3 µs | **49.5 µs** | **4.53×** | ~130 of ~167 multi cells/route serve from the cache (~20 ns) vs 37 live-synth. Per-cell, the slow path's 8× `CheckMovement` grows with multi complexity (GuildHouse ~857 ns → Castle ~1,194 ns), the synthesizer is a flat ~780 ns, and the cache serve is ~20 ns — so big/tall multis (and wide galleons) gain most. Identical allocations throughout.
242 lines
8.6 KiB
C#
242 lines
8.6 KiB
C#
using System.Collections.Generic;
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using Server;
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using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Xunit;
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Tests.Pathfinding;
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/// <summary>
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/// Minimal concrete <see cref="BaseMulti"/> for tests. Walkability depends only on
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/// Components (the shared MCL for the multiID) + Location, so this is a faithful stand-in
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/// for any fixed-design multi (classic house, camp, boat heading) without the owning
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/// house/boat machinery. Never serialized in tests.
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/// </summary>
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public sealed class TestMulti : BaseMulti
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{
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public TestMulti(int itemID) : base(itemID)
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{
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}
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}
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/// <summary>Default walker body, shared across pathfinding test fixtures.</summary>
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public sealed class WalkerStub : Mobile
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{
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public WalkerStub() => Body = 0xC9;
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}
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/// <summary>
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/// Stand-in for a customizable foundation: Components is a swappable MCL, exactly the
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/// runtime-mutation shape HouseFoundation uses (it replaces its MCL wholesale on redesign
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/// commit). Lets the test change the footprint and assert the engine reflects it without
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/// driving full house placement/customization.
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/// </summary>
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public sealed class SwappableFoundation : BaseMulti
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{
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private MultiComponentList _mcl;
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public SwappableFoundation(int baseMultiID) : base(baseMultiID) =>
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_mcl = MultiData.GetComponents(baseMultiID);
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public override MultiComponentList Components => _mcl;
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public void Redesign(MultiComponentList replacement) => _mcl = replacement;
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}
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/// <summary>
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/// Shared helpers for placing/probing multis in pathfinding tests.
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/// </summary>
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public static class MultiTestSupport
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{
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// A default-walker oracle mobile (CanSwim=false, CantWalk=false) placed in-world so MovementImpl
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// state reads are valid. Caller MUST Delete() it (do it in a finally).
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public static Mobile GetWalkerOracle(Map map, Point3D loc)
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{
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var w = new WalkerStub();
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w.MoveToWorld(loc, map);
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return w;
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}
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public static bool HasMultiTileAt(BaseMulti multi, int wx, int wy)
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{
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var mcl = multi.Components;
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var lx = wx - multi.X + mcl.Center.X;
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var ly = wy - multi.Y + mcl.Center.Y;
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if (lx < 0 || ly < 0 || lx >= mcl.Width || ly >= mcl.Height)
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{
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return false;
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}
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return mcl.Tiles[lx][ly].Length > 0;
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}
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/// <summary>
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/// Sweeps the multi's footprint + 1-cell halo and asserts the multi mask synthesizer
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/// (<see cref="StepProbe.ComputeMultiMaskAt"/>) agrees with the <c>CheckMovement</c> oracle
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/// for all 8 directions at every cell, including the exact forward walk-Z on allowed moves.
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/// Creates its own walker oracle internally and Delete()s it; the caller owns the multi.
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/// </summary>
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public static void AssertSynthesizerMatchesCheckMovement(BaseMulti multi, Map map)
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{
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var loc = new Point3D(multi.X, multi.Y, multi.Z);
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var mover = GetWalkerOracle(map, loc);
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try
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{
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var cells = MultiArt.FootprintWithHalo(multi);
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Assert.NotEmpty(cells);
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var touchedMulti = 0;
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var sawWalkable = 0;
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var sawBlocked = 0;
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foreach (var c in cells)
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{
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var sourceZ = (sbyte)loc.Z;
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var p = new Point3D(c.X, c.Y, sourceZ);
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if (HasMultiTileAt(multi, c.X, c.Y))
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{
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touchedMulti++;
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}
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var mask = StepProbe.ComputeMultiMaskAt(map, c.X, c.Y, sourceZ);
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for (var d = 0; d < 8; d++)
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{
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var dir = (Direction)d;
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var expectWalk = CalcMoves.CheckMovement(mover, map, p, dir, out var expectZ);
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// The synthesizer reports the raw forward-cell step per direction and does NOT
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// apply diagonal corner-cutting — by design, the caller ANDs the partner cells.
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// CheckMovement (the oracle) DOES corner-cut. Replicate the caller's corner-cut
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// on the mask so we compare like-for-like. The walker is not a player, so the
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// diagonal is blocked only when BOTH orthogonal partner cells are blocked.
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var forwardWalk = (mask.WalkMask & (1 << d)) != 0;
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var gotWalk = forwardWalk;
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var isDiagonal = (d & 0x1) == 0x1;
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if (forwardWalk && isDiagonal)
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{
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var leftBit = (d - 1) & 0x7;
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var rightBit = (d + 1) & 0x7;
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var leftWalk = (mask.WalkMask & (1 << leftBit)) != 0;
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var rightWalk = (mask.WalkMask & (1 << rightBit)) != 0;
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if (!leftWalk && !rightWalk)
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{
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gotWalk = false;
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}
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}
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Assert.Equal(expectWalk, gotWalk);
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if (expectWalk)
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{
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// Z is taken from the forward cell only; corner-cut never alters newZ when
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// the move is allowed.
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Assert.Equal((sbyte)expectZ, mask.GetWalkZ(dir));
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sawWalkable++;
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}
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else
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{
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sawBlocked++;
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}
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}
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}
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Assert.True(touchedMulti > 0, "sweep touched no multi-covered cells");
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Assert.True(sawWalkable > 0, "sweep observed no walkable transitions");
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Assert.True(sawBlocked > 0, "sweep observed no blocked transitions");
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}
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finally
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{
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mover.Delete();
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}
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}
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}
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/// <summary>
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/// Helpers that derive expected geometry from a multi's MCL art at runtime, so tests
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/// encode no hardcoded cell coordinates and survive art-data changes.
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/// </summary>
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public static class MultiArt
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{
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public readonly record struct Cell(int X, int Y);
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/// <summary>Every world cell the multi's footprint covers (Tiles stack non-empty).</summary>
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public static List<Cell> FootprintCells(BaseMulti multi)
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{
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var mcl = multi.Components;
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var result = new List<Cell>();
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for (var lx = 0; lx < mcl.Width; lx++)
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{
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for (var ly = 0; ly < mcl.Height; ly++)
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{
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if (mcl.Tiles[lx][ly].Length == 0)
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{
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continue;
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}
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result.Add(new Cell(multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly));
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}
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}
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return result;
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}
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/// <summary>Footprint cells plus a 1-cell halo ring (the cells the split also routes to slow path).</summary>
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public static HashSet<Cell> FootprintWithHalo(BaseMulti multi)
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{
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var foot = FootprintCells(multi);
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var set = new HashSet<Cell>();
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foreach (var c in foot)
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{
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for (var dx = -1; dx <= 1; dx++)
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{
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for (var dy = -1; dy <= 1; dy++)
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{
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set.Add(new Cell(c.X + dx, c.Y + dy));
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}
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}
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}
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return set;
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}
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/// <summary>First world cell whose MCL stack contains an impassable, non-surface (wall) tile, or null.</summary>
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public static Cell? FindWallCell(BaseMulti multi)
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{
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var mcl = multi.Components;
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for (var lx = 0; lx < mcl.Width; lx++)
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{
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for (var ly = 0; ly < mcl.Height; ly++)
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{
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foreach (var t in mcl.Tiles[lx][ly])
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{
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var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
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if (data.Impassable && !data.Surface)
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{
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return new Cell(multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly);
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}
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}
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}
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}
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return null;
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}
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/// <summary>First world cell whose MCL stack contains a walkable surface (floor) tile, or null.</summary>
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public static Cell? FindFloorCell(BaseMulti multi)
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{
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var mcl = multi.Components;
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for (var lx = 0; lx < mcl.Width; lx++)
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{
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for (var ly = 0; ly < mcl.Height; ly++)
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{
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foreach (var t in mcl.Tiles[lx][ly])
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{
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var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
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if (data.Surface && !data.Impassable)
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{
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return new Cell(multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly);
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}
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}
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}
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}
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return null;
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}
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}
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