## Summary Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped. ## What changed - **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte. - **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before. - **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply. - **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely. - **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site. - **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap. - **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters). - **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior. `RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
400 lines
13 KiB
C#
400 lines
13 KiB
C#
using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Server.PathAlgorithms.BitmapAStar;
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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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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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Server.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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[Fact]
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public void DynamicObstaclePass_RejectsCellOccupiedByImpassableItem()
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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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// 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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Server.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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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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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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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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/// <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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