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