ModernUO/Projects/UOContent/Engines/Pathing/PathAlgorithm.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

35 lines
978 B
C#

namespace Server.PathAlgorithms
{
public abstract class PathAlgorithm
{
private static readonly Direction[] _calcDirections =
{
Direction.Up,
Direction.North,
Direction.Right,
Direction.West,
Direction.North,
Direction.East,
Direction.Left,
Direction.South,
Direction.Down
};
public abstract bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal);
public abstract Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal);
public static Direction GetDirection(int xSource, int ySource, int xDest, int yDest)
{
var x = xDest + 1 - xSource;
var y = yDest + 1 - ySource;
var v = y * 3 + x;
if (v is < 0 or >= 9)
{
return Direction.North;
}
return _calcDirections[v];
}
}
}