## Problem `BaseFamiliar.OnThink` drove its own movement (`WalkMobileRange` toward the master) while the familiar was also a controlled pet running `Obey()`. `Summon → SetControlMaster` issues `Come`; `DoOrderCome` converts it to `Stay` within two tiles and anchors `Home`; from then on `OnThink` walked toward the caster while `DoOrderStay` greedy-stepped back toward the stale post — the backtracking. Combat never approached anything: main only copied `Combatant` while already adjacent to the caster. `CurrentSpeed = 0.01` was a 10 ms think / 50 ms step sprint hack, and `RangeCheck` teleported the familiar to a spot eight tiles *from* the caster. ## Change A dedicated `FamiliarAI : BaseAI` (registered through `ForcedAI`, like `CloneAI`) owns every familiar decision, for both the controlled (`Obey`) and uncontrolled (`Think`) dispatch: 1. **Lifecycle** — caster gone → drop pack, delete. Caster on another map → stand down and wait for `TeleportPets`. 2. **Herding** (Dark Tides) — stands down, then `CheckHerding()`. Outranks combat. 3. **Assist** — combat-capable familiars (dark wolf, vampire bat, horde minion) engage the caster's target; otherwise anything in a fight with the caster's side — attacked the caster or the familiar, or attacked by the caster (a pet's attack is credited to the caster) — that is still fighting the caster, the familiar, or one of the caster's pets. Leashed to `RangePerception` of the caster; dropped when the caster hides. Shadow wisp and death adder never fight (`AssistsMaster => false`, enforced at the `Combatant` setter so no path can hand them a target). 4. **Follow** — `MoveTo(master, 1)` through the centralized `ApproachTarget` (greedy step / persistent `PathFollower` / stall detection). 5. **Keep-up** — snap to a validated tile beside the caster (on the caster's floor) when outpaced on open ground beyond 10 tiles, or when `ApproachTarget` gave up; never while a detour is working. **Command immunity** is expressed inside the order machinery rather than around it: `FamiliarAI.IssueOrder` does nothing and rests the order on `Come`, so `TeleportPets` keeps working and no system-issued `Attack` (retaliation on ML's stand-down rule) can strand the familiar. `StandsDownOnCommand => false` so the ML rule never mutes it. **Visibility** mirrors the caster from the familiar's own state (a step reveals a hidden NPC in `Mobile.OnMove`; the old cache compared the caster's previous state), `RevealingAction` is suppressed while the caster is hidden, and becoming hidden drops Warmode so no swing gives the caster away. **Speed** is a flat 0.1 (`ReduceSpeedWithDamage => false`). ### Engine-side (all `Projects/UOContent`) - `ApproachTarget` records which exit it took in `BaseAI.LastApproach` (`ApproachOutcome`: Arrived / Waiting / DirectProgress / Routing / Blocked / GaveUp / InvalidGoal). Callers' booleans are unchanged; keep-up reads this instead of running a second scheduler. `MoveTo`'s arrival return now also clears the move intent, as `ApproachTarget`'s own arrival does. - `MoveToPoint(goal, range = 1)`; `CheckHerding` passes 0. **Fixes a main regression from #2591:** herding stopped one tile short, never cleared `TargetLocation`, and left the creature pinned to the herding pace — affects the shepherd's crook and the Dark Tides scroll fetch for every herded creature, not just familiars. - `ChangeAIType` reads `ForcedAI` once. It read it twice, and each `BaseAI` ctor activates its timer for a non-sector-gated creature, so a `ForcedAI` creature with `PlayerRangeSensitive => false` got an orphan AI ticking it. ## Tests `FamiliarAITests` are timer-wheel driven (the real `AITimer` thinks and moves; `PetPacingTests` style) against live Trammel statics, gated on client map data: follow without backtracking, the five-way assist theory, leash, retaliation, aggressor fallback (caster's own `Combatant` expired; caster's pet in the fight), target dropped when it stops fighting, keep-up on open ground / not while routing / after give-up, hidden mirror across steps, herding priority with a visible fighting caster, stand-down when left behind, no stale move intent. `ApproachOutcomeTests`, `HerdingTests` (fails on main), `ForcedAITests` (fails on main) cover the engine-side pieces. Against `origin/main` with the familiar tests dropped in: 16/16 fail, including the reported backtracking. On this branch: `UOContent.Tests` 1082 passed / 2 skipped, `Server.Tests` 891/891, solution builds with 0 warnings.
285 lines
8.7 KiB
C#
285 lines
8.7 KiB
C#
using System.Collections.Generic;
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using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Xunit;
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namespace Server.Tests.Mobiles.AI;
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// AI movement tests drive the real BaseAI primitives against live map statics. The
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// pathfinder uses non-reentrant static buffers, so we share the pathfinding sequential
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// collection to avoid parallel interference.
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[Collection("Sequential Pathfinding Tests")]
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public class ApproachTargetTests
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{
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private sealed class FollowerStub : BaseCreature
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{
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// Serial ctor + DefaultMobileInit bypasses NPCSpeeds JSON (absent in tests).
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public FollowerStub(Serial serial) : base(serial) => Body = 0xC9;
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}
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private sealed class TargetStub : Mobile
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{
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public TargetStub() => Body = 0xC9;
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}
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private static (FollowerStub bc, BaseAI ai) NewFollower(Map map, Point3D loc)
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{
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var bc = new FollowerStub(World.NewMobile);
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bc.DefaultMobileInit();
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bc.MoveToWorld(loc, map);
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BaseAI ai = new AnimalAI(bc);
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ai.AITimer?.Stop(); // we drive movement manually; no background timer
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return (bc, ai);
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}
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// Drives the pet follow primitive once per tick; returns true once it reaches within
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// arriveDist tiles. Uses InRange (Chebyshev) to match the game's own range semantics —
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// a diagonal neighbor at Euclidean ~2.24 is "within 2" to the engine.
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private static bool DriveFollow(BaseAI ai, Mobile bc, Mobile target, int arriveDist, int maxTicks)
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{
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for (var i = 0; i < maxTicks; i++)
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{
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ai.NextMove = 0;
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ai.WalkMobileRange(target, 1, 1, 2);
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if (bc.InRange(target, arriveDist))
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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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internal static ushort FirstImpassableItemId()
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{
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for (ushort id = 1; id < TileData.MaxItemValue; id++)
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{
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if (TileData.ItemTable[id].ImpassableSurface)
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{
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return id;
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}
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}
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return 0;
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}
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[Fact]
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public void OpenTerrain_ReachesTarget_WithoutPathfinding()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1495, 1600, (sbyte)z), map); // 5 tiles west, open
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StepCache.Instance.Clear();
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var buildsBefore = StepCache.Instance.GetStats().BuildsTotal;
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var arrived = DriveFollow(ai, bc, target, 2, 40);
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var buildsAfter = StepCache.Instance.GetStats().BuildsTotal;
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bc.Delete();
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target.Delete();
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Assert.True(arrived, "creature should reach an open-terrain target by stepping");
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Assert.Equal(buildsBefore, buildsAfter); // greedy fast path: no chunk builds
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}
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[Fact]
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public void BritainInnDesk_PetReachesMaster()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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// Exact in-game repro: pet south of the L-desk, master north of it.
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var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1494, 1605, 21), map);
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StepCache.Instance.Clear();
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// 200 ticks is generous for the ~17-step detour at one step per tick.
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var arrived = DriveFollow(ai, bc, target, 2, 200);
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bc.Delete();
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target.Delete();
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Assert.True(arrived, "pet must navigate around the L-desk to reach the master");
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}
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[Fact]
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public void MoveTo_ReachesTargetAroundDesk()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1494, 1605, 21), map);
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StepCache.Instance.Clear();
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var arrived = false;
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for (var i = 0; i < 200; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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if (bc.InRange(target, 1))
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{
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arrived = true;
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break;
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}
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}
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bc.Delete();
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target.Delete();
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Assert.True(arrived, "MoveTo chaser must reach the target around the desk");
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}
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[Fact]
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public void MoveTo_CatchesTargetWalkingAway_OpenTerrain()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1498, 1600, (sbyte)z), map);
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StepCache.Instance.Clear();
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var caught = false;
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for (var i = 0; i < 60; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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// Target walks west every other tick for its first several steps, then stops,
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// so a same-speed chaser eventually closes the gap.
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if (i % 2 == 0 && i < 16 && target.X > 1490)
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{
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target.MoveToWorld(new Point3D(target.X - 1, target.Y, target.Z), map);
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}
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if (bc.InRange(target, 1))
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{
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caught = true;
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break;
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}
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}
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bc.Delete();
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target.Delete();
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Assert.True(caught, "chaser must catch a target that walks away then stops");
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}
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[SkippableFact]
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public void UnreachableTarget_GivesUp_AndIdles()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1601, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1601, (sbyte)z));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1500, 1596, (sbyte)z), map);
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// Full impassable ring around the target cell -> no path to within range 1.
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var id = FirstImpassableItemId();
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Assert.NotEqual<ushort>(0, id);
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var ring = new List<Item>();
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for (var x = 1499; x <= 1501; x++)
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{
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for (var y = 1595; y <= 1597; y++)
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{
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if (x == 1500 && y == 1596)
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{
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continue; // leave the target's own cell
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}
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map.GetAverageZ(x, y, out _, out var rz, out _);
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ring.Add(new Item(World.NewItem)
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{
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ItemID = id, Map = map, Location = new Point3D(x, y, (sbyte)rz)
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});
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}
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}
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StepCache.Instance.Clear();
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// Run well past the stuck window so give-up engages.
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for (var i = 0; i < 120; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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}
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// After giving up, the creature must idle (not oscillate) while the goal is still.
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var idleStart = bc.Location;
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var stayedIdle = true;
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for (var i = 0; i < 20; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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if (bc.Location != idleStart)
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{
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stayedIdle = false;
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break;
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}
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}
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var reached = bc.InRange(target, 1);
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bc.Delete();
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target.Delete();
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foreach (var it in ring)
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{
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it.Delete();
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}
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Assert.False(reached, "walled-off target must not be reached");
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Assert.True(stayedIdle, "after giving up, the creature must idle, not shuffle");
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}
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[SkippableFact]
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public void WallBetween_RoutesAround_ReachesTarget()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1500, 1595, (sbyte)z), map); // 5 tiles north
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// Impassable wall on Y=1598 from X=1497..1503: blocks the straight line; ends open.
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var id = FirstImpassableItemId();
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Assert.NotEqual<ushort>(0, id);
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var wall = new List<Item>();
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for (var x = 1497; x <= 1503; x++)
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{
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map.GetAverageZ(x, 1598, out _, out var wz, out _);
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wall.Add(new Item(World.NewItem)
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{
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ItemID = id, Map = map, Location = new Point3D(x, 1598, (sbyte)wz)
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});
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}
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StepCache.Instance.Clear();
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var arrived = DriveFollow(ai, bc, target, 2, 200);
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bc.Delete();
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target.Delete();
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foreach (var it in wall)
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{
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it.Delete();
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}
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Assert.True(arrived, "creature must route around the wall to reach the target");
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}
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}
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