## 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.
122 lines
3.4 KiB
C#
122 lines
3.4 KiB
C#
using System;
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using System.Diagnostics;
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using Server.Engines.Pathing;
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using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Server.PathAlgorithms;
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using Server.PathAlgorithms.BitmapAStar;
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using Server.Spells;
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using Server.Targeting;
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namespace Server
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{
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public sealed class MovementPath
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{
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public MovementPath(Mobile m, Point3D goal)
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{
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var start = m.Location;
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var map = m.Map;
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Map = map;
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Start = start;
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Goal = goal;
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if (map == null || map == Map.Internal)
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{
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return;
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}
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if (Utility.InRange(start, goal, 1))
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{
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return;
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}
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try
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{
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var alg = OverrideAlgorithm ?? BitmapAStarAlgorithm.Instance;
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if (alg?.CheckCondition(m, map, start, goal) == true)
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{
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Directions = alg.Find(m, map, start, goal);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine("Warning: {0}: Pathing error from {1} to {2}", e.GetType().Name, start, goal);
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}
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}
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public Map Map { get; }
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public Point3D Start { get; }
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public Point3D Goal { get; }
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public Direction[] Directions { get; }
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public bool Success => Directions?.Length > 0;
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public static PathAlgorithm OverrideAlgorithm { get; set; }
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public static void Configure()
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{
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CommandSystem.Register("Path", AccessLevel.GameMaster, Path_OnCommand);
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CacheEvictionTimer.Configure();
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PathCacheCommands.Configure();
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}
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[Usage("Path")]
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[Description("Draws a path from your current location to a targeted location.")]
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public static void Path_OnCommand(CommandEventArgs e)
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{
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e.Mobile.BeginTarget(-1, true, TargetFlags.None, Path_OnTarget);
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e.Mobile.SendMessage("Target a location and a path will be drawn there.");
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}
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private static void Path(Mobile from, IPoint3D p, PathAlgorithm alg, string name, int zOffset)
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{
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OverrideAlgorithm = alg;
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var watch = new Stopwatch();
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watch.Start();
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var path = new MovementPath(from, new Point3D(p));
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watch.Stop();
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if (!path.Success)
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{
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from.SendMessage($"{name} path failed: {watch.ElapsedMilliseconds}ms");
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}
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else
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{
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from.SendMessage($"{name} path success: {watch.ElapsedMilliseconds}ms");
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var x = from.X;
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var y = from.Y;
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var z = from.Z;
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WayPoint waypoint = null;
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for (var i = 0; i < path.Directions.Length; ++i)
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{
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Movement.Movement.Offset(path.Directions[i], ref x, ref y);
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waypoint = new WayPoint(waypoint);
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waypoint.MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
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}
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}
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}
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public static void Path_OnTarget(Mobile from, object targeted)
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{
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if (targeted is not IPoint3D p)
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{
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return;
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}
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SpellHelper.GetSurfaceTop(ref p);
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Path(from, p, BitmapAStarAlgorithm.Instance, "Bitmap", 0);
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OverrideAlgorithm = null;
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}
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}
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}
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