ModernUO/Projects/UOContent/Engines/Pathing/Cache/StepProbe.cs
Kamron Batman 9066e8fd00
feat: expand cache to nearly all mobiles + dynamic-obstacle pass (#2447)
## 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.
2026-05-06 00:14:08 -07:00

301 lines
9.2 KiB
C#

using System;
using CalcMoves = Server.Movement.Movement;
namespace Server.Engines.Pathing.Cache;
/// <summary>
/// Computes static-only walkability for a single cell — the per-cell, per-direction
/// "can step" mask and destination Z, based purely on land + statics + multis. Mirrors
/// <see cref="MovementImpl"/>.Check minus the item and mobile collision phases.
/// </summary>
/// <remarks>
/// Bakes two rule sets per cell: walker (canSwim=false, cantWalk=false) and swim-only
/// (canSwim=true, cantWalk=true). Item / mobile collision phases are omitted (they're
/// the dynamic-obstacle pass's job). Diagonal corner-cut is NOT applied here; callers
/// must AND the partner-cell results at query time.
/// </remarks>
public static class StepProbe
{
private const int PersonHeight = 16;
private const int StepHeight = 2;
public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ)
{
if (map == null || map == Map.Internal)
{
return default;
}
GetStaticStartZ(map, x, y, sourceZ, canSwim: false, cantWalk: false,
out var walkStartZ, out var walkStartTop, out _);
GetStaticStartZ(map, x, y, sourceZ, canSwim: true, cantWalk: true,
out var swimStartZ, out var swimStartTop, out _);
byte walkMask = 0;
byte wetMask = 0;
Span<sbyte> walkZs = stackalloc sbyte[8];
Span<sbyte> swimZs = stackalloc sbyte[8];
// stackalloc is NOT zero-initialized — unwritten slots hold whatever was on the
// stack. Clear before use; the loop only writes slots where the step succeeds.
walkZs.Clear();
swimZs.Clear();
for (var d = 0; d < 8; d++)
{
var dx = x;
var dy = y;
CalcMoves.Offset((Direction)d, ref dx, ref dy);
if (CheckStaticStep(map, dx, dy, walkStartZ, walkStartTop,
canSwim: false, cantWalk: false, out var walkZ))
{
walkMask |= (byte)(1 << d);
walkZs[d] = (sbyte)walkZ;
}
if (CheckStaticStep(map, dx, dy, swimStartZ, swimStartTop,
canSwim: true, cantWalk: true, out var swimZ))
{
wetMask |= (byte)(1 << d);
swimZs[d] = (sbyte)swimZ;
}
}
return new StepMask(
walkMask, wetMask,
walkZs[0], walkZs[1], walkZs[2], walkZs[3],
walkZs[4], walkZs[5], walkZs[6], walkZs[7],
swimZs[0], swimZs[1], swimZs[2], swimZs[3],
swimZs[4], swimZs[5], swimZs[6], swimZs[7]
);
}
/// <summary>
/// Returns the slow path's standing-Z for a default walker at (x, y). Mirrors
/// MovementImpl.Check's surface-selection — paver Z+1 for paver-over-ground,
/// landCenter for bare land. Used by <see cref="StepCache"/> to bake SourceZ so
/// A*'s tracked-per-cell Z matches the cache's bake-time assumption.
/// </summary>
public static int ComputeStandingZ(Map map, int x, int y, int locZ)
{
GetStaticStartZ(map, x, y, locZ, canSwim: false, cantWalk: false,
out _, out _, out var zCenter);
return zCenter;
}
/// <summary>
/// Mirrors GetStartZ from MovementImpl, parameterized by canSwim / cantWalk.
/// </summary>
private static void GetStaticStartZ(
Map map, int x, int y, int locZ, bool canSwim, bool cantWalk,
out int zLow, out int zTop, out int zCenter
)
{
var landTile = map.Tiles.GetLandTile(x, y);
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var impassable = (flags & TileFlag.Impassable) != 0;
// Mirrors MovementImpl: impassable + swim on water is OK; otherwise block on
// cantWalk or impassable.
var landBlocks = (cantWalk || impassable)
&& !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
map.GetAverageZ(x, y, out var landZ, out var landCenter, out var landTop);
var considerLand = !landTile.Ignored;
zCenter = zLow = zTop = 0;
var isSet = false;
if (considerLand && !landBlocks && locZ >= landCenter)
{
zLow = landZ;
zCenter = landCenter;
zTop = landTop;
isSet = true;
}
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var calcTop = tile.Z + id.CalcHeight;
if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface && !(canSwim && id.Wet))
{
continue;
}
zLow = tile.Z;
zCenter = calcTop;
var top = tile.Z + id.Height;
if (!isSet || top > zTop)
{
zTop = top;
}
isSet = true;
}
if (!isSet)
{
zLow = zTop = locZ;
}
else if (locZ > zTop)
{
zTop = locZ;
}
}
/// <summary>
/// Mirrors MovementImpl.Check for static tiles only, parameterized by canSwim / cantWalk.
/// Items and mobile collision phases are omitted.
/// </summary>
private static bool CheckStaticStep(
Map map, int x, int y, int startZ, int startTop, bool canSwim, bool cantWalk,
out int newZ
)
{
newZ = 0;
if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
{
return false;
}
var landTile = map.Tiles.GetLandTile(x, y);
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var impassable = (flags & TileFlag.Impassable) != 0;
var landBlocks = (cantWalk || impassable)
&& !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
var considerLand = !landTile.Ignored;
map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
var moveIsOk = false;
var stepTop = startTop + StepHeight;
var checkTop = startZ + PersonHeight;
int testTop;
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var notWater = !itemData.Wet;
// Mirrors MovementImpl: skip if not a passable surface AND not swimmable water,
// OR if the mobile can't walk and this isn't water.
if ((!itemData.Surface || itemData.Impassable) && (!canSwim || notWater)
|| cantWalk && notWater)
{
continue;
}
var itemZ = tile.Z;
var itemTop = itemZ;
var ourZ = itemZ + itemData.CalcHeight;
testTop = checkTop;
if (moveIsOk)
{
var cmp = Math.Abs(ourZ - startZ) - Math.Abs(newZ - startZ);
if (cmp > 0 || cmp == 0 && ourZ > newZ)
{
continue;
}
}
if (ourZ + PersonHeight > testTop)
{
testTop = ourZ + PersonHeight;
}
if (!itemData.Bridge)
{
itemTop += itemData.Height;
}
if (stepTop < itemTop)
{
continue;
}
var landCheck = itemZ + Math.Min(itemData.Height, StepHeight);
if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
{
continue;
}
if (StaticsBlockAt(map, x, y, ourZ, testTop))
{
continue;
}
newZ = ourZ;
moveIsOk = true;
}
if (!considerLand || landBlocks || stepTop < landZ)
{
return moveIsOk;
}
testTop = checkTop;
if (landCenter + PersonHeight > testTop)
{
testTop = landCenter + PersonHeight;
}
var shouldCheck = true;
if (moveIsOk)
{
var cmp = Math.Abs(landCenter - startZ) - Math.Abs(newZ - startZ);
if (cmp > 0 || cmp == 0 && landCenter > newZ)
{
shouldCheck = false;
}
}
if (shouldCheck && !StaticsBlockAt(map, x, y, landCenter, testTop))
{
newZ = landCenter;
moveIsOk = true;
}
return moveIsOk;
}
/// <summary>
/// Mirrors the static-tile portion of IsOk: returns true if any static tile at (x,y)
/// has ImpassableSurface and overlaps the vertical range (ourZ, testTop).
/// </summary>
private static bool StaticsBlockAt(Map map, int x, int y, int ourZ, int testTop)
{
foreach (var check in map.Tiles.GetStaticAndMultiTiles(x, y))
{
var itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
if (itemData.ImpassableSurface)
{
var checkZ = check.Z;
var checkTop = checkZ + itemData.CalcHeight;
if (checkTop > ourZ && testTop > checkZ)
{
return true;
}
}
}
return false;
}
}