Now that CI actually runs the test projects (previous commits), it exposed that the UOContent.Tests bootstrap force-loaded UO client tile data (tiledata.mul) unconditionally in the collection-fixture constructor. On CI the copyrighted client files are absent, so TileData.Load() threw and xUnit failed every test in the collection with the same FileNotFoundException - 337 failures, most of them collateral (packet, scheduler, spawner tests that don't need tile data at all). Mirror the graceful pattern Server.Tests already uses: - TestServerInitializer now probes for tiledata.mul (Core.FindDataFile + File.Exists) and only force-loads tile data / runs the tile-dependent configure steps (MultiData.Configure, VerifyTrammelTileDataLoaded) when present. It exposes TileDataLoaded so the fixture constructor no longer throws when the files are missing. - Add a shared TileDataRequirement.SkipIfMissing() guard and apply it to exactly the 31 pathfinding/multi/AI tests that genuinely require real tile/multi data, converting them to [SkippableFact]/[SkippableTheory]. Result: with client data absent (CI) the suite is 0 failed / 32 skipped / 469 passed; with data present (dev) it is 0 failed / 0 skipped / 501 passed. The 306 collateral failures are gone because the fixture no longer throws. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
473 lines
17 KiB
C#
473 lines
17 KiB
C#
using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Server.PathAlgorithms;
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using Server.Systems.FeatureFlags;
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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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/// <summary>
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/// Smoke tests for <see cref="BitmapAStarAlgorithm"/>'s two branches: cache-direct fast
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/// path (default walkers) and per-cell slow path (capability creatures and non-GM players).
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/// Exercised end-to-end against the real Trammel TileMatrix to ensure neither regresses
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/// to "no path found" on reachable goals.
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/// </summary>
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[Collection("Sequential Pathfinding Tests")]
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public class BitmapAStarAlgorithmTests
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{
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private readonly ITestOutputHelper _output;
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public BitmapAStarAlgorithmTests(ITestOutputHelper output)
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{
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_output = output;
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}
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[Theory]
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// Pinned cell (1500, 1600, z=10): mask=0xC1 → N, W, NW walkable.
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// Use start.Z for goal.Z so destNode lands in the same Z plane the algorithm reaches
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// during expansion (GetAverageZ at the goal cell may differ from the engine's
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// runtime-computed standing Z, which would break the destNode equality check).
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[InlineData(1500, 1600, 1498, 1598)] // NW, 2 cells diagonal
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[InlineData(1500, 1600, 1497, 1599)] // NW-ish, 3 W + 1 N
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public void DefaultWalker_FindsPath_ViaCacheFastPath(int sx, int sy, int gx, int gy)
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var stub = new DefaultWalkerStub();
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map.GetAverageZ(sx, sy, out _, out var startZ, out _);
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var start = new Point3D(sx, sy, (sbyte)startZ);
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var goal = new Point3D(gx, gy, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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stub.Delete();
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Assert.NotNull(result);
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Assert.NotEmpty(result);
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_output.WriteLine($"default-walker ({sx},{sy})->({gx},{gy}): {result.Length} steps");
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}
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[Theory]
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[InlineData(1500, 1600, 1498, 1598)] // NW, 2 cells diagonal
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[InlineData(1500, 1600, 1497, 1599)] // NW-ish, 3 W + 1 N
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public void SwimCreature_FindsPath_ViaCacheCapabilityOverlay(int sx, int sy, int gx, int gy)
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{
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StepCache.Instance.Clear();
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StepCache.Instance.MissPromotionThreshold = 1;
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var stub = new SwimmingStub(World.NewMobile);
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stub.DefaultMobileInit();
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stub.CanSwim = true; // overlay route — cache + (walkMask | wetMask&canSwim)
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map.GetAverageZ(sx, sy, out _, out var startZ, out _);
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var start = new Point3D(sx, sy, (sbyte)startZ);
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var goal = new Point3D(gx, gy, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var statsBefore = StepCache.Instance.GetStats();
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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var statsAfter = StepCache.Instance.GetStats();
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stub.Delete();
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Assert.NotNull(result);
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Assert.NotEmpty(result);
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Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
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"CanSwim creature should use the cache via capability overlay, not the slow path");
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_output.WriteLine($"swimmer ({sx},{sy})->({gx},{gy}): {result.Length} steps");
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}
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[Fact]
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public void DynamicObstaclePass_RejectsCellOccupiedByLivingMobile()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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// (1500, 1600) walks N/W/NW only (mask=0xC1). Path NW two cells; plant a blocker
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// on the direct NW step so the algorithm must route via N→W or W→N around it.
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var sx = 1500;
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var sy = 1600;
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var gx = 1498;
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var gy = 1598;
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var blockX = 1499;
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var blockY = 1599;
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map.GetAverageZ(sx, sy, out _, out var startZ, out _);
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var start = new Point3D(sx, sy, (sbyte)startZ);
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var goal = new Point3D(gx, gy, (sbyte)startZ);
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var walker = new DefaultWalkerStub();
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walker.MoveToWorld(start, map);
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// Living blocker on the only direct-line cell. CanMoveOver returns false for an
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// alive non-staff mobile, so the dynamic-obstacle pass must reject this cell.
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map.GetAverageZ(blockX, blockY, out _, out var blockZ, out _);
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var blocker = new DefaultWalkerStub();
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blocker.MoveToWorld(new Point3D(blockX, blockY, (sbyte)blockZ), map);
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var result = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
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// Path may exist via an alternate route, but must NOT pass through the blocker.
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Assert.NotNull(result);
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var x = sx;
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var y = sy;
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foreach (var dir in result)
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{
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Movement.Movement.Offset(dir, ref x, ref y);
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Assert.False(x == blockX && y == blockY,
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$"path traversed blocker cell ({blockX},{blockY})");
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}
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walker.Delete();
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blocker.Delete();
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}
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[SkippableFact]
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public void DynamicObstaclePass_RejectsCellOccupiedByImpassableItem()
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{
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TileDataRequirement.SkipIfMissing();
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StepCache.Instance.Clear();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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// Same NW-around-blocker scenario as the mobile-blocker test, but with an item.
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var sx = 1500;
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var sy = 1600;
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var gx = 1498;
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var gy = 1598;
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var blockX = 1499;
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var blockY = 1599;
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// Find any ItemID whose TileData has ImpassableSurface so the dynamic pass
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// rejects the cell. Pinning to a specific ID would couple the test to UO art data.
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ushort blockerItemId = 0;
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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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blockerItemId = id;
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break;
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}
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}
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Assert.NotEqual<ushort>(0, blockerItemId);
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map.GetAverageZ(sx, sy, out _, out var startZ, out _);
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var start = new Point3D(sx, sy, (sbyte)startZ);
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var goal = new Point3D(gx, gy, (sbyte)startZ);
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var walker = new DefaultWalkerStub();
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walker.MoveToWorld(start, map);
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map.GetAverageZ(blockX, blockY, out _, out var blockZ, out _);
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var blocker = new Item(World.NewItem)
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{
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ItemID = blockerItemId,
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Map = map,
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Location = new Point3D(blockX, blockY, (sbyte)blockZ)
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};
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var result = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
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Assert.NotNull(result);
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var x = sx;
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var y = sy;
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foreach (var dir in result)
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{
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Movement.Movement.Offset(dir, ref x, ref y);
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Assert.False(x == blockX && y == blockY,
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$"path traversed item-blocker cell ({blockX},{blockY})");
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}
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walker.Delete();
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blocker.Delete();
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}
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[Fact]
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public void FeatureFlagDisabled_RoutesToSlowPath_NoCacheUse()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var stub = new DefaultWalkerStub();
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map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
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var start = new Point3D(1500, 1600, (sbyte)startZ);
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var goal = new Point3D(1498, 1598, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var statsBefore = StepCache.Instance.GetStats();
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var prevFlag = ContentFeatureFlags.BitmapPathfindingCache;
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try
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{
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ContentFeatureFlags.BitmapPathfindingCache = false;
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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Assert.NotNull(result);
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Assert.NotEmpty(result);
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}
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finally
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{
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ContentFeatureFlags.BitmapPathfindingCache = prevFlag;
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}
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var statsAfter = StepCache.Instance.GetStats();
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stub.Delete();
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Assert.Equal(statsBefore.BuildsTotal, statsAfter.BuildsTotal);
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}
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[Fact]
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public void FlyCreature_RoutesToSlowPath_NoCacheUse()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[1];
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var stub = new FlyingStub(World.NewMobile);
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stub.DefaultMobileInit();
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map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
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var start = new Point3D(1500, 1600, (sbyte)startZ);
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var goal = new Point3D(1498, 1598, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var statsBefore = StepCache.Instance.GetStats();
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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var statsAfter = StepCache.Instance.GetStats();
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stub.Delete();
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Assert.NotNull(result);
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Assert.NotEmpty(result);
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Assert.Equal(statsBefore.BuildsTotal, statsAfter.BuildsTotal);
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}
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[Fact]
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public void NonGmPlayer_UsesCache_WithStrictDiagonalRule()
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{
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StepCache.Instance.Clear();
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StepCache.Instance.MissPromotionThreshold = 1;
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var stub = new PlayerStub();
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map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
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var start = new Point3D(1500, 1600, (sbyte)startZ);
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var goal = new Point3D(1498, 1598, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var statsBefore = StepCache.Instance.GetStats();
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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var statsAfter = StepCache.Instance.GetStats();
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stub.Delete();
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Assert.NotNull(result);
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Assert.NotEmpty(result);
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// BuildsTotal increments on every chunk build, which happens only when the cache
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// is queried. Slow path never touches the cache.
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Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
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"Non-GM player should use the cache, not the slow path");
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}
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[Fact]
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public void DoorCreature_UsesCache_NotSlowPath()
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{
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StepCache.Instance.Clear();
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StepCache.Instance.MissPromotionThreshold = 1;
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var map = Map.Maps[1];
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var stub = new DoorOpenerStub(World.NewMobile);
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stub.DefaultMobileInit();
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map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
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var start = new Point3D(1500, 1600, (sbyte)startZ);
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var goal = new Point3D(1498, 1598, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var statsBefore = StepCache.Instance.GetStats();
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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var statsAfter = StepCache.Instance.GetStats();
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stub.Delete();
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Assert.NotNull(result);
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Assert.NotEmpty(result);
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Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
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"CanOpenDoors creature should use the cache (doors are dynamic items)");
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}
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[Fact]
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public void ObstacleCreature_UsesCache_NotSlowPath()
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{
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StepCache.Instance.Clear();
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StepCache.Instance.MissPromotionThreshold = 1;
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var map = Map.Maps[1];
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var stub = new ObstacleClimberStub(World.NewMobile);
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stub.DefaultMobileInit();
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map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
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var start = new Point3D(1500, 1600, (sbyte)startZ);
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var goal = new Point3D(1498, 1598, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var statsBefore = StepCache.Instance.GetStats();
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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var statsAfter = StepCache.Instance.GetStats();
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stub.Delete();
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Assert.NotNull(result);
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Assert.NotEmpty(result);
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Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
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"CanMoveOverObstacles creature should use the cache (movables are dynamic items)");
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}
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// ---------------------------------------------------------------------------------
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// Promotion-gate integration tests. These exercise BitmapAStarAlgorithm.Find()
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// end-to-end against the live StepCache to prove the per-Find generation gate
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// actually defers BuildChunk on a single pathfind. They duplicate behavior that
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// unit tests cover at the cache layer; the value is end-to-end verification that
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// the bench-relevant scenario (single Find on cleared cache) skips builds entirely.
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// TODO: REMOVE these two tests once PR-6's gate is proven stable in production BDN.
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// ---------------------------------------------------------------------------------
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[Fact]
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public void Find_SinglePathfindOnClearedCache_DoesNotBuildAnyChunk()
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{
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StepCache.Instance.Clear();
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StepCache.Instance.MissPromotionThreshold = 2;
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var map = Map.Maps[1];
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var stub = new DefaultWalkerStub();
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map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
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var start = new Point3D(1500, 1600, (sbyte)startZ);
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var goal = new Point3D(1498, 1598, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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var stats = StepCache.Instance.GetStats();
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stub.Delete();
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Assert.NotNull(result);
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Assert.Equal(0L, stats.BuildsTotal);
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Assert.True(stats.FallthroughNotBuilt > 0L,
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$"expected fallthrough on every chunk touched once; got 0 (residents={stats.ResidentChunks})");
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_output.WriteLine(
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$"single-Find gate: builds={stats.BuildsTotal} fallthrough_not_built={stats.FallthroughNotBuilt}"
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);
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}
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[Fact]
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public void Find_TwoPathfindsOverlappingChunks_PromoteToBuildOnSecondFind()
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{
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StepCache.Instance.Clear();
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StepCache.Instance.MissPromotionThreshold = 2;
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var map = Map.Maps[1];
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var stub = new DefaultWalkerStub();
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map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
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var start = new Point3D(1500, 1600, (sbyte)startZ);
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var goal = new Point3D(1498, 1598, (sbyte)startZ);
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stub.MoveToWorld(start, map);
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// Find #1: first time anyone touches these chunks. Gate defers; no builds.
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BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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var afterFirst = StepCache.Instance.GetStats();
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Assert.Equal(0L, afterFirst.BuildsTotal);
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// Find #2: same path; chunks now hit their second distinct Find inside the window.
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// Gate promotes — at least one BuildChunk fires.
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BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
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var afterSecond = StepCache.Instance.GetStats();
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stub.Delete();
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Assert.True(afterSecond.BuildsTotal > 0L,
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$"second Find through overlapping chunks must promote (got {afterSecond.BuildsTotal} builds)");
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_output.WriteLine(
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$"two-Find gate: first builds={afterFirst.BuildsTotal} second builds={afterSecond.BuildsTotal}"
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);
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}
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/// <summary>
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/// Plain Mobile — RequiresSlowPath returns false, the bitmap algorithm uses the cache
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/// fast path on every expansion.
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/// </summary>
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private sealed class DefaultWalkerStub : Mobile
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{
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public DefaultWalkerStub()
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{
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Body = 0xC9;
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}
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}
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/// <summary>
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/// Mobile with Player=true and default AccessLevel (Player). Triggers the strict
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/// AND-rule for diagonal corner-cut while still using the cache.
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/// </summary>
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private sealed class PlayerStub : Mobile
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{
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public PlayerStub()
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{
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Body = 0xC9;
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Player = true;
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}
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}
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/// <summary>
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/// BaseCreature with CanSwim=true — uses the cache via capability overlay (walk OR
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/// (wet AND canSwim)). Use the Serial constructor (deserialization path) to bypass
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/// NPCSpeeds init, which requires the npc-speeds.json table loaded — not available
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/// in tests.
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/// </summary>
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private sealed class SwimmingStub : BaseCreature
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{
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public SwimmingStub(Serial serial) : base(serial)
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{
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Body = 0xC9;
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}
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}
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/// <summary>
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/// BaseCreature with CanFly=true — RequiresSlowPath returns true (Z-jumping is beyond
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/// the cache's static-only scope), so GetSuccessors short-circuits to the slow path.
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/// </summary>
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private sealed class FlyingStub : BaseCreature
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{
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public FlyingStub(Serial serial) : base(serial)
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{
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Body = 0xC9;
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}
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public override bool CanFly => true;
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}
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private sealed class DoorOpenerStub : BaseCreature
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{
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public DoorOpenerStub(Serial serial) : base(serial)
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{
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Body = 0xC9;
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}
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public override bool CanOpenDoors => true;
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}
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private sealed class ObstacleClimberStub : BaseCreature
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{
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public ObstacleClimberStub(Serial serial) : base(serial)
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{
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Body = 0xC9;
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}
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public override bool CanMoveOverObstacles => true;
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}
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}
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