ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/StepProbeParityTests.cs
Kamron Batman 9066e8fd00
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.
2026-05-06 00:14:08 -07:00

126 lines
4.2 KiB
C#

using Server.Engines.Pathing.Cache;
using Xunit;
using Xunit.Abstractions;
namespace Server.Tests.Pathfinding;
[Collection("Sequential Pathfinding Tests")]
public class StaticWalkabilityParityTests
{
private readonly ITestOutputHelper _output;
public StaticWalkabilityParityTests(ITestOutputHelper output)
{
_output = output;
}
[Theory]
[InlineData("britain_inn_dense", 1480, 1610, 32)]
[InlineData("trammel_open_plain", 1500, 1600, 32)]
public void BakerMatchesCheckMovement(string label, int xStart, int yStart, int size)
{
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new ParityStubMobile();
stub.MoveToWorld(new Point3D(xStart, yStart, 0), map);
var disagreements = 0;
var samples = 0;
var oldWalkable = 0;
var newWalkable = 0;
for (var x = xStart; x < xStart + size; x++)
{
for (var y = yStart; y < yStart + size; y++)
{
map.GetAverageZ(x, y, out _, out var avgZ, out _);
var sourceZ = (sbyte)avgZ;
var loc = new Point3D(x, y, sourceZ);
var bakerResult = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
for (var d = 0; d < 8; d++)
{
var dir = (Direction)d;
samples++;
var oldOk = Movement.Movement.CheckMovement(stub, map, loc, dir, out var oldZ);
// Apply creature diagonal corner-cut rule at query time:
// diagonal walkable iff raw-diagonal AND (left-partner OR right-partner).
// (Raw masks are correct per spec; baker omits diagonal logic per design.)
var newOk = bakerResult.IsWalkable(dir);
if (newOk && ((d & 1) == 1))
{
var leftPartner = (Direction)((d - 1) & 7);
var rightPartner = (Direction)((d + 1) & 7);
if (!bakerResult.IsWalkable(leftPartner) && !bakerResult.IsWalkable(rightPartner))
{
newOk = false;
}
}
var newZ = bakerResult.GetWalkZ(dir);
if (oldOk)
{
oldWalkable++;
}
if (newOk)
{
newWalkable++;
}
if (oldOk != newOk)
{
disagreements++;
_output.WriteLine(
$"DISAGREE walkable @ ({x},{y},{sourceZ}) dir={dir}: " +
$"old={oldOk} new={newOk}"
);
}
else if (oldOk && oldZ != newZ)
{
disagreements++;
_output.WriteLine(
$"DISAGREE destZ @ ({x},{y},{sourceZ}) dir={dir}: " +
$"old={oldZ} new={newZ}"
);
}
}
}
}
stub.Delete();
_output.WriteLine(
$"[{label}] Samples: {samples}, Disagreements: {disagreements}, " +
$"OldWalkable: {oldWalkable}, NewWalkable: {newWalkable}"
);
// Non-vacuity guard for the variety case: at least one region must show some
// blocked directions. The open_plain region is allowed to be all-walkable.
if (label == "britain_inn_dense")
{
Assert.NotEqual(0, oldWalkable);
Assert.NotEqual(samples, oldWalkable);
}
Assert.Equal(0, disagreements);
}
/// <summary>
/// Minimal Mobile stub for parity testing. Inherits directly from Mobile so that
/// MovementImpl sees no BaseCreature-specific flags (CanSwim=false, CanFly=false,
/// bc==null → BaseCreature branches skipped) giving us the default static walker baseline.
/// </summary>
private class ParityStubMobile : Mobile
{
public ParityStubMobile()
{
Body = 0xC9; // arbitrary horse body
}
}
}