## 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.
280 lines
8.4 KiB
C#
280 lines
8.4 KiB
C#
using System;
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Computes static-only walkability for a single cell — the per-cell, per-direction
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/// "can step" mask and destination Z, based purely on land + statics + multis. Mirrors
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/// <see cref="MovementImpl"/>.Check minus the item and mobile collision phases.
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/// </summary>
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/// <remarks>
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/// Default-walker scope: assumes CanSwim=false, CanFly=false, CanOpenDoors=false,
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/// CantWalk=false. Single source-Z per cell. Diagonal corner-cut is NOT applied here;
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/// callers must AND the partner-cell results at query time per the creature rule
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/// (one cardinal partner walkable suffices).
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/// </remarks>
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public static class StepProbe
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{
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private const int PersonHeight = 16;
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private const int StepHeight = 2;
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public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ)
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{
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if (map == null || map == Map.Internal)
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{
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return default;
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}
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GetStaticStartZ(map, x, y, sourceZ, out var startZ, out var startTop, out _);
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byte mask = 0;
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Span<sbyte> destZs = stackalloc sbyte[8];
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for (var d = 0; d < 8; d++)
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{
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var dx = x;
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var dy = y;
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CalcMoves.Offset((Direction)d, ref dx, ref dy);
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if (CheckStaticStep(map, dx, dy, startZ, startTop, out var newZ))
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{
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mask |= (byte)(1 << d);
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destZs[d] = (sbyte)newZ;
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}
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}
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return new StepMask(
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mask,
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destZs[0], destZs[1], destZs[2], destZs[3],
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destZs[4], destZs[5], destZs[6], destZs[7]
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);
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}
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/// <summary>
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/// Returns the slow path's standing-Z for a default walker at (x, y) with hint locZ.
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/// This is the Z the creature ends up STANDING AT — typically the topmost walkable
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/// surface that's reachable from locZ (paver Z+1 for paver-over-ground; landCenter
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/// for bare land). Mirrors MovementImpl.Check's surface-selection logic for the
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/// destination cell, distilled to "what Z value does the slow path return as newZ
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/// when stepping ONTO this cell". Used by StepCache to bake SourceZ
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/// correctly so A*'s tracked-per-cell Z matches the cache's bake-time assumption.
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/// </summary>
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public static int ComputeStandingZ(Map map, int x, int y, int locZ)
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{
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GetStaticStartZ(map, x, y, locZ, out _, out _, out var zCenter);
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return zCenter;
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}
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/// <summary>
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/// Mirrors GetStartZ from MovementImpl, but static-only (no item list).
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/// Assumes default walker: CanSwim=false, CantWalk=false.
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/// </summary>
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private static void GetStaticStartZ(Map map, int x, int y, int locZ, out int zLow, out int zTop, out int zCenter)
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{
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var landTile = map.Tiles.GetLandTile(x, y);
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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// CantWalk=false, CanSwim=false → landBlocks = impassable
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var landBlocks = impassable;
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out var landTop);
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var considerLand = !landTile.Ignored;
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zCenter = zLow = zTop = 0;
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var isSet = false;
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if (considerLand && !landBlocks && locZ >= landCenter)
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{
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zLow = landZ;
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zCenter = landCenter;
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zTop = landTop;
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isSet = true;
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}
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foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
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{
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var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var calcTop = tile.Z + id.CalcHeight;
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// CanSwim=false → only check Surface; CantWalk=false
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if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface)
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{
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continue;
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}
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zLow = tile.Z;
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zCenter = calcTop;
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var top = tile.Z + id.Height;
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if (!isSet || top > zTop)
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{
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zTop = top;
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}
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isSet = true;
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}
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if (!isSet)
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{
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zLow = zTop = locZ;
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}
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else if (locZ > zTop)
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{
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zTop = locZ;
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}
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}
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/// <summary>
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/// Mirrors MovementImpl.Check for static tiles only.
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/// Assumes default walker: CanSwim=false, CanFly=false, CantWalk=false,
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/// AlwaysIgnoreDoors=false. Items and mobile collision phases are omitted.
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/// </summary>
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private static bool CheckStaticStep(Map map, int x, int y, int startZ, int startTop, out int newZ)
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{
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newZ = 0;
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if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return false;
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}
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var landTile = map.Tiles.GetLandTile(x, y);
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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// CantWalk=false, CanSwim=false → landBlocks = impassable
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var landBlocks = impassable;
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var considerLand = !landTile.Ignored;
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
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var moveIsOk = false;
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var stepTop = startTop + StepHeight;
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var checkTop = startZ + PersonHeight;
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int testTop;
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foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
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{
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var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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// CanSwim=false, CantWalk=false:
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// Skip if not a passable surface (no swim path either)
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if (!itemData.Surface || itemData.Impassable)
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{
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continue;
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}
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var itemZ = tile.Z;
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var itemTop = itemZ;
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var ourZ = itemZ + itemData.CalcHeight;
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testTop = checkTop;
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// Pick the candidate closest to startZ; ties broken by higher ourZ
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if (moveIsOk)
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{
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var cmp = Math.Abs(ourZ - startZ) - Math.Abs(newZ - startZ);
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if (cmp > 0 || cmp == 0 && ourZ > newZ)
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{
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continue;
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}
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}
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if (ourZ + PersonHeight > testTop)
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{
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testTop = ourZ + PersonHeight;
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}
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if (!itemData.Bridge)
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{
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itemTop += itemData.Height;
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}
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if (stepTop < itemTop)
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{
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continue;
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}
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var landCheck = itemZ + Math.Min(itemData.Height, StepHeight);
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if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
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{
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continue;
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}
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// IsOk equivalent: check static tiles don't block (ourZ, testTop) space
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if (StaticsBlockAt(map, x, y, ourZ, testTop))
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{
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continue;
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}
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newZ = ourZ;
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moveIsOk = true;
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}
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// Land surface fallback (mirrors Check's land block at the bottom)
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if (!considerLand || landBlocks || stepTop < landZ)
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{
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return moveIsOk;
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}
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testTop = checkTop;
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if (landCenter + PersonHeight > testTop)
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{
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testTop = landCenter + PersonHeight;
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}
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var shouldCheck = true;
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if (moveIsOk)
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{
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var cmp = Math.Abs(landCenter - startZ) - Math.Abs(newZ - startZ);
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if (cmp > 0 || cmp == 0 && landCenter > newZ)
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{
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shouldCheck = false;
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}
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}
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if (shouldCheck && !StaticsBlockAt(map, x, y, landCenter, testTop))
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{
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newZ = landCenter;
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moveIsOk = true;
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}
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return moveIsOk;
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}
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/// <summary>
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/// Mirrors the static-tile portion of IsOk: returns true if any static tile at (x,y)
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/// has ImpassableSurface and overlaps the vertical range (ourZ, testTop).
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/// </summary>
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private static bool StaticsBlockAt(Map map, int x, int y, int ourZ, int testTop)
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{
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foreach (var check in map.Tiles.GetStaticAndMultiTiles(x, y))
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{
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var itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
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if (itemData.ImpassableSurface)
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{
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var checkZ = check.Z;
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var checkTop = checkZ + itemData.CalcHeight;
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if (checkTop > ourZ && testTop > checkZ)
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{
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return true;
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}
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}
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}
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return false;
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}
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}
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