## 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
223 lines
7.5 KiB
C#
223 lines
7.5 KiB
C#
using Server.Tests.Terrain;
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using System;
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using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Server.Mobiles;
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using Server.PathAlgorithms;
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using Xunit;
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using Xunit.Abstractions;
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class HousePathRoutingTests : IDisposable
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{
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private readonly ITestOutputHelper _output;
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private readonly StepCacheStateScope _cacheState = new();
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public HousePathRoutingTests(ITestOutputHelper output) => _output = output;
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public void Dispose() => _cacheState.Dispose();
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private const int MapId = 1;
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[Fact]
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public void PathAround_NeverTraversesAWallCell()
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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[MapId];
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Assert.NotNull(map);
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// Open area with lateral room to flank a 7x7 house (verified reachable all 8 dirs).
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const int hx = 1480, hy = 1620;
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const int sx = 1480, sy = 1630;
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const int gx = 1480, gy = 1610;
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map.GetAverageZ(hx, hy, out _, out var hz, out _);
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var multi = new TestMulti(TestMultis.GuildHouse);
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multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
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var wall = MultiArt.FindWallCell(multi);
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Assert.True(wall.HasValue, "non-vacuity: house must have wall cells");
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var walker = new WalkerStub();
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map.GetAverageZ(sx, sy, out _, out var sz, out _);
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var start = new Point3D(sx, sy, (sbyte)sz);
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var goal = new Point3D(gx, gy, (sbyte)sz);
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walker.MoveToWorld(start, map);
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try
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{
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var path = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
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Assert.NotNull(path); // non-vacuity: a route around must exist
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Assert.NotEmpty(path);
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// Walk the path; assert it never lands on the known wall cell.
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var x = sx;
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var y = sy;
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foreach (var dir in path)
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{
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CalcMoves.Offset(dir, ref x, ref y);
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Assert.False(x == wall.Value.X && y == wall.Value.Y,
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$"path traversed wall cell ({wall.Value.X},{wall.Value.Y})");
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}
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_output.WriteLine($"around house: {path.Length} steps, avoided wall");
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}
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finally
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{
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walker.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 Demolish_ReopensCoveredCells()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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Assert.NotNull(map);
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const int hx = 1480, hy = 1620;
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map.GetAverageZ(hx, hy, out _, out var hz, out _);
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var multi = new TestMulti(TestMultis.GuildHouse);
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multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
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// Find a wall cell that is blocked purely by the multi — not by underlying static/land
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// terrain. FindWallCell returns the first MCL-impassable cell, which may land over
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// terrain that is itself impassable. Instead scan until we find one where the base
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// terrain is passable so that after demolish the cell provably reopens.
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var w = FindPureMultiWallCell(multi, map);
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Assert.True(w.HasValue, "non-vacuity: house must have a wall cell over passable terrain");
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var walker = new WalkerStub();
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var cell = w.Value;
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try
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{
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// Before demolish: every neighbour fails to step onto the wall cell (it is blocked).
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var blockedBefore = NeighbourBlockedInto(map, walker, cell);
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Assert.True(blockedBefore, "wall cell should block entry while the house stands");
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multi.Delete();
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// After demolish: the cell reverts to open ground; entry from a neighbour should now
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// succeed in at least one direction.
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StepCache.Instance.Clear();
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var openAfter = !NeighbourBlockedInto(map, walker, cell);
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Assert.True(openAfter, $"cell ({cell.X},{cell.Y}) should reopen after demolish");
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_output.WriteLine($"demolish reopened ({cell.X},{cell.Y})");
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}
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finally
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{
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if (!multi.Deleted)
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{
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multi.Delete();
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}
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walker.Delete();
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}
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}
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/// <summary>
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/// Find the first MCL wall cell (Impassable && !Surface) over terrain that is not
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/// independently blocked by land or statics. Using this instead of
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/// <see cref="MultiArt.FindWallCell"/> ensures the cell reopens after demolish.
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/// </summary>
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private static MultiArt.Cell? FindPureMultiWallCell(BaseMulti multi, Map map)
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{
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var mcl = multi.Components;
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for (var lx = 0; lx < mcl.Width; lx++)
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{
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for (var ly = 0; ly < mcl.Height; ly++)
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{
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var hasWall = false;
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var hasSurface = false;
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foreach (var t in mcl.Tiles[lx][ly])
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{
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var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
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if (data.Impassable && !data.Surface)
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{
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hasWall = true;
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}
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if (data.Surface)
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{
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hasSurface = true;
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}
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}
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if (!hasWall || hasSurface)
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{
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continue;
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}
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var wx = multi.X + mcl.Min.X + lx;
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var wy = multi.Y + mcl.Min.Y + ly;
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// Check the underlying terrain is not independently impassable.
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if (IsTerrainBlocked(map, wx, wy))
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{
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continue;
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}
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return new MultiArt.Cell(wx, wy);
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}
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}
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return null;
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}
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/// <summary>
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/// Returns true if land tile or any static tile (non-multi) at (x,y) is impassable.
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/// </summary>
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private static bool IsTerrainBlocked(Map map, int x, int y)
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{
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var lt = map.Tiles.GetLandTile(x, y);
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if (!lt.Ignored)
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{
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var landData = TileData.LandTable[lt.ID & TileData.MaxLandValue];
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if ((landData.Flags & TileFlag.Impassable) != 0)
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{
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return true;
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}
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}
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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{
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (data.Impassable)
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{
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return true;
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}
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}
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return false;
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}
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// True if EVERY in-range neighbour fails to step into target (target is blocked).
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private static bool NeighbourBlockedInto(Map map, Mobile walker, MultiArt.Cell target)
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{
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for (var d = 0; d < 8; d++)
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{
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var nx = target.X;
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var ny = target.Y;
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CalcMoves.Offset((Direction)((d + 4) & 7), ref nx, ref ny);
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if (nx < 0 || ny < 0 || nx >= map.Width || ny >= map.Height)
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{
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continue;
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}
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map.GetAverageZ(nx, ny, out _, out var nz, out _);
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walker.MoveToWorld(new Point3D(nx, ny, (sbyte)nz), map);
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if (CalcMoves.CheckMovement(walker, map, walker.Location, (Direction)d, out _))
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{
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var tx = nx;
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var ty = ny;
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CalcMoves.Offset((Direction)d, ref tx, ref ty);
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if (tx == target.X && ty == target.Y)
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{
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return false; // an entry succeeded → not blocked
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}
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}
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}
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return true;
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}
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}
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