## Summary About 114 tests skipped on CI because they needed the official client files (`tiledata.mul`, map and multi files). They gave CI no signal, and locally they ran against whichever client a developer had installed. The test hosts now build their own world instead, so every test runs on CI and runs the same on every machine. CI simulation: Server.Tests 837 passed, UOContent.Tests 1131 passed, **0 skipped**. - **Generated tile data.** The fixtures write a pre-HS `tiledata.mul` from a small invented tile kit (`Server.Tests/Terrain/TestTiles`) and load it through the real `TileData.Load()`. The test hosts no longer read any client directory (`MODERNUO_CLIENT_PATH`, `MODERNUO_TEST_DATA_DIR` and `C:\Ultima Online Classic` are gone from test code). The file is written to `SyntheticData` in each test project's output, overwritten every run and removed by `dotnet clean`. - **Injected terrain.** `TestTerrain` stamps land and statics into Felucca and Trammel, which share one terrain. Writes after startup must go in a `TestTerrain.Scope()`, which puts back every block it touched and keeps the step cache fresh. - **Prefab scenes.** Seven named scenes (town, causeway, sewer walkway, coastline, deep sea, map-edge sea, an upstairs room with an L-shaped counter) replace the Britain coordinates the pathing, AI and fishing tests relied on. Each scene-based test asserts its scene is present first, so a missing scene fails instead of passing on flat ground. Stamping all seven takes 3-5 ms. - **Multi footprints.** Contrived footprints for the three multi IDs content looks up (0x74, 0x7A, 0x0) are seeded through a new internal `MultiData.SetComponents`. - **Fingerprint.** `StepCacheFile.HashTileDataFile` is extracted so a test can show that a one-flag change to the file changes the fingerprint, while runtime table mutation does not. ### Engine changes - `TileMatrix.GetLandBlock`/`GetStaticBlock`: on a map without its files, return the block injected with `SetLandBlock`/`SetStaticBlock`, or the default when nothing was injected. Maps with files take the same path as before. - `MultiData.SetComponents` (internal): registers a footprint without multi files. ### Test changes worth a look - Values that were properties of real Britain terrain (probes at Z 10, a pinned plain walk mask of 0xC1) are re-pinned to the synthetic plain (Z 0, 0xFF). - No tests were deleted. The multi walkability and boat-deck tests assert movement behaviour over a footprint, not what a real multi looks like, so they run on the contrived footprints. - Maps 0 and 1 keep file indexes 0 and 1, and every stamp writes both, rather than sharing one file index. On a map without files the getters never consult the shared-file cache, and its patch bits would hide one facet's injection from the other. ## Test plan - [x] `dotnet test -p:SolutionDir=... --filter "Category!=Manual"` with the client env vars pointed at an empty directory: 837 + 1131 passed, 0 skipped, 0 failed - [x] Mutation check: removing the step-cache clear from `TestTerrain` makes the stale-cache tests fail - [x] CI green on all platforms
231 lines
9 KiB
C#
231 lines
9 KiB
C#
using System;
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using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Server.Tests.Terrain;
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using Xunit;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class MultiMaskCacheTests : IDisposable
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{
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private const int MapId = 1;
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private const int GuildHouseId = TestMultis.GuildHouse;
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private const int PlaceX = 1480;
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private const int PlaceY = 1620;
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private readonly StepCacheStateScope _cacheState = new();
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public void Dispose() => _cacheState.Dispose();
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[Fact]
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public void TryResolveCoveringMulti_FindsPlacedMulti_AndLocalIndices()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var loc = new Point3D(PlaceX, PlaceY, (sbyte)z);
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var multi = new TestMulti(GuildHouseId);
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try
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{
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multi.MoveToWorld(loc, map);
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Assert.True(MultiMaskCache.TryResolveCoveringMulti(map, PlaceX, PlaceY, out var found, out var lx, out var ly));
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Assert.Same(multi, found);
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var mcl = multi.Components;
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Assert.Equal(PlaceX - multi.X - mcl.Min.X, lx);
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Assert.Equal(PlaceY - multi.Y - mcl.Min.Y, ly);
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Assert.False(MultiMaskCache.TryResolveCoveringMulti(map, PlaceX + 200, PlaceY + 200, out _, out _, out _));
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}
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finally
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{
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multi.Delete();
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}
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}
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[Fact]
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public void LocalWorldZ_RoundTrips_AndPreservesMasks()
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{
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var world = new StepMask(
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walkMask: 0b1010_1010, wetMask: 0b0101_0101,
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walkZN: 10, walkZNE: 11, walkZE: 12, walkZSE: 13, walkZS: 14, walkZSW: 15, walkZW: 16, walkZNW: 17,
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swimZN: -1, swimZNE: -2, swimZE: -3, swimZSE: -4, swimZS: -5, swimZSW: -6, swimZW: -7, swimZNW: -8
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);
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const int multiZ = 7;
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Assert.True(MultiMaskCache.TryToLocalZ(world, multiZ, out var local));
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var back = MultiMaskCache.ToWorldZ(local, multiZ);
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Assert.Equal(world.WalkMask, back.WalkMask);
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Assert.Equal(world.WetMask, back.WetMask);
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for (var d = 0; d < 8; d++)
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{
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Assert.Equal(world.GetWalkZ((Direction)d), back.GetWalkZ((Direction)d));
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Assert.Equal(world.GetSwimZ((Direction)d), back.GetSwimZ((Direction)d));
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}
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}
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[Fact]
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public void TryToLocalZ_RejectsOverflow()
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{
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var world = new StepMask(
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walkMask: 0xFF, wetMask: 0,
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walkZN: 100, walkZNE: 0, walkZE: 0, walkZSE: 0, walkZS: 0, walkZSW: 0, walkZW: 0, walkZNW: 0,
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swimZN: 0, swimZNE: 0, swimZE: 0, swimZSE: 0, swimZS: 0, swimZSW: 0, swimZW: 0, swimZNW: 0
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);
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Assert.False(MultiMaskCache.TryToLocalZ(world, -100, out _));
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}
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[Fact]
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public void TerrainTopBelow_TrueWhenFloorWellAboveGround()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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map.GetAverageZ(PlaceX, PlaceY, out _, out var ground, out _);
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// Floor far above ground → terrain is below → guard passes.
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Assert.True(MultiMaskCache.TerrainTopBelow(map, PlaceX, PlaceY, (sbyte)(ground + 50)));
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// Floor at/below ground → terrain reaches the envelope → guard fails.
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Assert.False(MultiMaskCache.TerrainTopBelow(map, PlaceX, PlaceY, (sbyte)(ground - 50)));
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}
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[Fact]
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public void PathThroughHouseInterior_IncrementsMultiMaskCacheHits()
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{
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// On flat default ground the house is footprint-clean, so its interior cells serve from the cache.
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var map = Map.Maps[MapId];
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var houseLoc = new Point3D(PlaceX, PlaceY, (sbyte)z);
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var multi = new TestMulti(GuildHouseId);
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Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = true;
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var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(PlaceX, PlaceY + 10, (sbyte)z));
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try
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{
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multi.MoveToWorld(houseLoc, map);
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Assert.True(MultiMaskCache.ComputeFootprintClean(map, multi),
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"precondition: the house must be footprint-clean for the cache to serve");
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StepCache.Instance.Clear();
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var start = new Point3D(PlaceX, PlaceY + 10, (sbyte)z);
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var goal = new Point3D(PlaceX, PlaceY - 10, (sbyte)z);
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// First pass builds the interior cache (live synth); second pass should hit it.
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Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
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var before = StepCache.Instance.GetStats().MultiMaskCacheHits;
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Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
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var after = StepCache.Instance.GetStats().MultiMaskCacheHits;
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Assert.True(after > before, $"expected MultiMaskCacheHits to increase, before={before} after={after}");
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}
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finally
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{
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mover.Delete();
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multi.Delete();
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}
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}
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[Fact]
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public void ClutteredHouse_DoesNotServeCache_ButStillPaths()
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{
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// A rock taller than the house floor, inside the footprint, dirties it.
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using var terrain = TestTerrain.Scope();
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TestTerrain.AddStatic(PlaceX + 1, PlaceY + 1, TestTiles.Rock, 0);
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var map = Map.Maps[MapId];
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var multi = new TestMulti(GuildHouseId);
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Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = true;
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var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(PlaceX, PlaceY + 10, (sbyte)z));
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try
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{
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// The rock pokes through the floor → footprint dirty → cache must NOT serve.
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multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
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Assert.False(MultiMaskCache.ComputeFootprintClean(map, multi),
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"precondition: the rock must make the house footprint-dirty for this test to be meaningful");
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StepCache.Instance.Clear();
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var start = new Point3D(PlaceX, PlaceY + 10, (sbyte)z);
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var goal = new Point3D(PlaceX, PlaceY - 10, (sbyte)z);
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Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal); // warm
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var before = StepCache.Instance.GetStats().MultiMaskCacheHits;
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var path = Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
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var after = StepCache.Instance.GetStats().MultiMaskCacheHits;
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Assert.NotNull(path); // pathfinding still works (degraded to live-synth)
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Assert.Equal(before, after); // dirty footprint → zero cache serves
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}
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finally
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{
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mover.Delete();
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multi.Delete();
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}
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}
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[Fact]
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public void PathInteriorCacheState_ResetsOnMove()
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{
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var map = Map.Maps[MapId];
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var multi = new TestMulti(GuildHouseId);
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try
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{
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multi.MoveToWorld(new Point3D(PlaceX, PlaceY, 0), map);
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multi.PathInteriorCacheState = MultiInteriorCacheState.Clean;
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// A move changes the footprint's world terrain, so the gate must reset to Unknown and
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// recompute on next use. (BaseMulti.OnLocationChange does this; subclasses like BaseHouse
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// and BaseBoat must call base for it to fire — this pins that contract.)
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multi.MoveToWorld(new Point3D(PlaceX + 8, PlaceY + 8, 0), map);
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Assert.Equal(MultiInteriorCacheState.Unknown, multi.PathInteriorCacheState);
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}
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finally
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{
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multi.Delete();
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}
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}
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[Fact]
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public void PathInteriorCacheState_ResetsOnItemIdChange()
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{
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var map = Map.Maps[MapId];
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var multi = new TestMulti(GuildHouseId);
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try
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{
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multi.MoveToWorld(new Point3D(PlaceX, PlaceY, 0), map);
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multi.PathInteriorCacheState = MultiInteriorCacheState.Clean;
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// Changing ItemID swaps the footprint (e.g. a boat changing heading), so the gate must
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// reset to recompute cleanliness for the new shape.
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multi.ItemID = TestMultis.Tower;
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Assert.Equal(MultiInteriorCacheState.Unknown, multi.PathInteriorCacheState);
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}
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finally
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{
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multi.Delete();
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}
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}
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[Fact]
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public void ComputeFootprintClean_TrueAtNormalPlacement_FalseWhenSunk()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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map.GetAverageZ(PlaceX, PlaceY, out _, out var ground, out _);
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var normal = new TestMulti(GuildHouseId);
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var sunk = new TestMulti(GuildHouseId);
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try
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{
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normal.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)ground), map);
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Assert.True(MultiMaskCache.ComputeFootprintClean(map, normal));
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sunk.MoveToWorld(new Point3D(PlaceX + 60, PlaceY, (sbyte)(ground - 40)), map);
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Assert.False(MultiMaskCache.ComputeFootprintClean(map, sunk));
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}
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finally
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{
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normal.Delete();
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sunk.Delete();
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}
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}
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}
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