## Summary Replaces `FastAStarAlgorithm` with `BitmapAStarAlgorithm`: one cache lookup per cell expansion (8-direction mask + per-direction destination Z) instead of 8 separate `MovementImpl.CheckMovement` calls. Adds the supporting cache infrastructure to back it. Public API unchanged — `MovementPath` / `Mobile.Move` / `CalcMoves.Find` return the same shapes; the algorithm swap is internal. ## What's in this PR - **`BitmapAStarAlgorithm`** — A* that issues one `StepCache.TryGetMask` call per cell expansion. Inline fallthrough to the per-cell slow path for multi-Z, off-map, source-Z mismatch, and non-default walkers. - **`StepCache`** — singleton chunk store keyed by `(mapId, chunkX, chunkY)`. Lazily built on first query, invalidated by `Sector.MultisVersion` mismatch, memory-bounded by sampled probabilistic LRU. - **`StepProbe`** — computes static-only walkability for a single cell, mirroring `MovementImpl.Check` minus the item / mobile collision phases. - **`StepMask` / `StepChunk`** — value / storage types for the per-cell results. - **`CacheEvictionTimer`** — periodic cap backstop (60s interval; early-returns when not over cap). - **`Map.Sector.MultisVersion`** promoted to `public` so the cache can detect dynamic-static invalidations cheaply. ## Eviction strategy Sampled probabilistic LRU (Redis-style). Per eviction, sample 5 random keys from a parallel `List<long>` kept in lockstep with the chunk dictionary; evict the oldest of the sample via swap-and-pop. O(1) per eviction regardless of resident count, so sustained cap pressure has no perpetual perf hit. ## Capability handling (interim) Non-default walkers (non-GM players, creatures with `CanSwim` / `CanFly` / `CanOpenDoors` / `CanMoveOverObstacles`) route entirely through the per-cell slow path via `BitmapAStarAlgorithm.GetSuccessorsSlowPath`. The 2-pass design (cache + capability overlay + dynamic-obstacle pass) lands in the follow-up PR.
248 lines
8.8 KiB
C#
248 lines
8.8 KiB
C#
using Server.Engines.Pathing.Cache;
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using Xunit;
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using Xunit.Abstractions;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class StepProbeTests
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{
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private readonly ITestOutputHelper _output;
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public StepProbeTests(ITestOutputHelper output)
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{
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_output = output;
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}
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[Fact]
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public void ComputeMaskAt_NullMap_ReturnsDefault()
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{
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var result = StepProbe.ComputeMaskAt(null, 100, 100, 0);
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Assert.Equal(0, result.Mask);
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for (var d = 0; d < 8; d++)
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{
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Assert.Equal(0, result.GetDestZ((Direction)d));
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}
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}
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[Fact]
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public void ComputeMaskAt_InternalMap_ReturnsDefault()
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{
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var result = StepProbe.ComputeMaskAt(Map.Internal, 100, 100, 0);
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Assert.Equal(0, result.Mask);
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for (var d = 0; d < 8; d++)
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{
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Assert.Equal(0, result.GetDestZ((Direction)d));
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}
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}
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[Fact]
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public void ComputeMaskAt_TopLeftCorner_OffMapDirectionsBlocked()
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{
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// From source (0, 0), these neighbor cells are off-map and MUST be blocked,
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// regardless of map content:
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// N = (0, -1) bit 0
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// NE = (1, -1) bit 1
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// SW = (-1, 1) bit 5
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// W = (-1, 0) bit 6
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// NW = (-1, -1) bit 7
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// Bits 2 (E), 3 (SE), 4 (S) depend on map content and aren't asserted.
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var result = StepProbe.ComputeMaskAt(map, 0, 0, 0);
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Assert.False(result.IsWalkable(Direction.North), "N should be off-map");
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Assert.False(result.IsWalkable(Direction.Right), "NE should be off-map");
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Assert.False(result.IsWalkable(Direction.Left), "SW should be off-map");
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Assert.False(result.IsWalkable(Direction.West), "W should be off-map");
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Assert.False(result.IsWalkable(Direction.Up), "NW should be off-map");
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}
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[Fact]
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public void ComputeMaskAt_BottomRightCorner_OffMapDirectionsBlocked()
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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 x = map.Width - 1;
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var y = map.Height - 1;
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var result = StepProbe.ComputeMaskAt(map, x, y, 0);
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// From the SE corner, S/SE/SW/E/NE all go off-map (only N/NW/W in-map).
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Assert.False(result.IsWalkable(Direction.Right), "NE should be off-map");
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Assert.False(result.IsWalkable(Direction.East), "E should be off-map");
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Assert.False(result.IsWalkable(Direction.Down), "SE should be off-map");
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Assert.False(result.IsWalkable(Direction.South), "S should be off-map");
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Assert.False(result.IsWalkable(Direction.Left), "SW should be off-map");
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}
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[Fact]
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public void ComputeMaskAt_TrammelOpenPlain_HasFlatCellWithAllDirectionsWalkable()
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{
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// Invariant: somewhere in the open-plain region, there must be a fully-flat cell
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// whose mask is 0xFF and all 8 destZ values equal sourceZ (no slope).
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// This protects against a regression where the baker stops detecting flat cells.
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var found = false;
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for (var x = 1500; x < 1532 && !found; x++)
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{
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for (var y = 1600; y < 1632 && !found; y++)
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{
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var result = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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if (result.Mask != 0xFF)
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{
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continue;
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}
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var allSameZ = true;
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for (var d = 0; d < 8; d++)
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{
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if (result.GetDestZ((Direction)d) != sourceZ)
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{
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allSameZ = false;
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break;
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}
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}
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if (allSameZ)
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{
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found = true;
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_output.WriteLine($"Flat-open cell found at ({x}, {y}, {sourceZ})");
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}
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}
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}
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Assert.True(found, "Expected at least one fully-flat open cell in (1500..1532, 1600..1632)");
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}
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[Fact]
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public void ComputeMaskAt_BritainInnDense_HasCellWithBlockedDirections()
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{
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// Invariant: inside the dense Britain inn region, at least one cell must have
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// at least one direction blocked by a static. Protects against a regression
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// where the baker reports everything as walkable (the original false-pass bug).
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var blockedCellCount = 0;
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for (var x = 1480; x < 1512; x++)
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{
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for (var y = 1610; y < 1642; y++)
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{
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var result = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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if (result.Mask != 0xFF)
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{
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blockedCellCount++;
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}
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}
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}
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_output.WriteLine($"Cells with at least one blocked direction: {blockedCellCount} / 1024");
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Assert.True(blockedCellCount > 0, "Expected at least one cell with a blocked direction in the dense region");
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}
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[Theory]
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[InlineData(1500, 1600)]
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[InlineData(1480, 1610)]
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[InlineData(0, 0)]
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public void ComputeMaskAt_IsDeterministic(int x, int y)
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{
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// Same inputs must always produce identical output. Catches accidental
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// statefulness in the baker (e.g., a static cache that gets corrupted).
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var first = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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var second = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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var third = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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Assert.Equal(first.Mask, second.Mask);
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Assert.Equal(first.Mask, third.Mask);
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for (var d = 0; d < 8; d++)
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{
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Assert.Equal(first.GetDestZ((Direction)d), second.GetDestZ((Direction)d));
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Assert.Equal(first.GetDestZ((Direction)d), third.GetDestZ((Direction)d));
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}
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}
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[Fact]
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public void ComputeMaskAt_PinnedCell_TrammelOpenPlainOrigin()
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{
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// PINNING test: locks specific output for Trammel (1500, 1600).
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// Cell at z=10 with mask 0xC1 (N + W + NW only walkable). The other five
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// directions are blocked by water (E/SE/S/SW are wet tiles, NE is shore).
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// If this changes, either the baker logic changed or the underlying tile
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// data changed; re-run the parity test to confirm before updating expected values.
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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 avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var result = StepProbe.ComputeMaskAt(map, 1500, 1600, sourceZ);
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Assert.Equal((sbyte)10, sourceZ);
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Assert.Equal((byte)0xC1, result.Mask);
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Assert.True(result.IsWalkable(Direction.North));
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Assert.False(result.IsWalkable(Direction.Right));
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Assert.False(result.IsWalkable(Direction.East));
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Assert.False(result.IsWalkable(Direction.Down));
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Assert.False(result.IsWalkable(Direction.South));
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Assert.False(result.IsWalkable(Direction.Left));
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Assert.True(result.IsWalkable(Direction.West));
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Assert.True(result.IsWalkable(Direction.Up));
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Assert.Equal((sbyte)10, result.GetDestZ(Direction.North));
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Assert.Equal((sbyte)10, result.GetDestZ(Direction.West));
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Assert.Equal((sbyte)10, result.GetDestZ(Direction.Up));
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}
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[Fact]
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public void ComputeMaskAt_PinnedCell_BritainInnDenseOrigin()
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{
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// PINNING test: locks specific output for Trammel (1480, 1610).
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// Cell at z=20 with mask 0x3F (N/NE/E/SE/S/SW walkable, W/NW blocked by
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// a wall to the west). All walkable directions stay flat at z=20.
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1480, 1610, out _, out var avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var result = StepProbe.ComputeMaskAt(map, 1480, 1610, sourceZ);
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Assert.Equal((sbyte)20, sourceZ);
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Assert.Equal((byte)0x3F, result.Mask);
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Assert.True(result.IsWalkable(Direction.North));
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Assert.True(result.IsWalkable(Direction.Right));
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Assert.True(result.IsWalkable(Direction.East));
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Assert.True(result.IsWalkable(Direction.Down));
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Assert.True(result.IsWalkable(Direction.South));
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Assert.True(result.IsWalkable(Direction.Left));
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Assert.False(result.IsWalkable(Direction.West));
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Assert.False(result.IsWalkable(Direction.Up));
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for (var d = 0; d < 6; d++)
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{
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Assert.Equal((sbyte)20, result.GetDestZ((Direction)d));
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}
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}
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}
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