## Summary Closes the Cold-cache regression flagged in PR #2450. `StepCache.TryGetMask` no longer eagerly runs `BuildChunk` on the first miss for a chunk that isn't in a `.swb` lazy reader. Instead it returns `Fallthrough_NotBuilt` and the caller (`BitmapAStarAlgorithm`) takes the per-cell slow path. The chunk is only promoted to the bitmap fast path after the **second** miss within a 30-second window, filtering single-touch pass-throughs. This makes BitmapAStar's worst-case (cold cache + short hops) collapse from **12–47× slower** than FastAStar to **roughly the same**, which is the floor the slow path can deliver. Steady-state warm performance (the actual deliverable) is unchanged from PR-5 — it was always the cache fast path. ## The pet-follow scenario this fixes A mounted player at ~4 tiles/sec with a pet/hireable following will trigger an NPC pathfind every 100–300 ms. Each pathfind is 1–6 tiles. As the player crosses chunk boundaries (~4 sec/chunk), the pet's first pathfind in the new chunk under the previous behavior triggered a full ~700 µs `BuildChunk` for a chunk the player would leave shortly after. At 50–100 mobiles per shard, this exceeded the 8 ms tick budget. PR-5 BDN data showed scenarios 6–9 (2–8 tile NPC perception) at 2,300–3,700 µs Cold vs FastAStar's 80–200 µs. Under the new gate: - First miss → `Fallthrough_NotBuilt` → caller uses slow path (~30–50 µs short path). No `BuildChunk`. No allocation. - Player keeps moving → chunk never gets a second touch within window → never promoted, no rot. - NPC patrolling a fixed territory → repeatedly hits the same chunks → second touch within window → promote → cache fast path on subsequent calls. ## What changed - **`CacheHitKind.Fallthrough_NotBuilt = 6`** + **`CacheStats.FallthroughNotBuilt`** counter. `IsHit=false`, so the caller routes to slow path. - **`StepCache._chunkMissTracker`** — `Dictionary<long, ChunkMissState>` capped at 4096 entries. State is `(byte missCount, uint lastMissTickStamp)` keyed by chunk key. Window-expired entries reset count to 1; capacity overflow prunes window-old entries first. - **`StepCache.MissPromotionThreshold`** (default `2`) and **`StepCache.MissPromotionWindowMs`** (default `30_000`) — tunable, can be wired through `ServerConfiguration` if shards want different policy. Setting threshold to `1` restores legacy eager-build behavior (used by tests that prime chunks via single `TryGetMask` call). - **`StepCache.TryGetMask` miss branch** — try lazy reader first (file-loaded chunks bypass the tracker entirely; an `.swb` represents an explicit prior decision to keep the chunk warm). Otherwise consult the tracker. - **`BitmapAStarAlgorithm.GetSuccessorsSlowPath`** now layers `IsBlockedByDynamic` on top of `CalcMoves.CheckMovement`. Previously the slow path only ran for `CanFly` creatures and rare cache fallthroughs — `CheckMovement` doesn't iterate same-cell mobiles, so the bitmap fast path's `IsBlockedByDynamic` was the only mobile-blocking check. Now first-touch pathfinds run through the slow path, so the gap had to close. ## Tests 50 pathfinding tests pass (was 47). New / updated: - **`TryGetMask_FirstTouchOnUnbuiltChunk_DefersBuildAndReturnsFallthrough`** — single TryGetMask call returns `Fallthrough_NotBuilt`, no chunk built, no allocation. - **`TryGetMask_SecondTouchWithinWindow_PromotesAndBuilds`** — second call inside the 30s window builds + serves. - **`TryGetMask_SecondTouchAfterWindow_RestartsCounterAndDefers`** — second call outside the window restarts the count, returns Fallthrough again. - **`TryGetMask_DistinctChunks_TrackedIndependently`** — counters are per-chunk; one touch on each of two adjacent chunks both stay in fallthrough. - **`LazyReaderHit_BypassesMissTrackerOnFirstTouch`** — open `.swb` + first touch hits without consulting the tracker. Production with `.swb` loaded skips the gate entirely. - **`MultisVersion_Bump_TriggersDirtyRebuild`** — updated to reflect the new 3-step flow (Fallthrough → Miss_NotBuilt → Miss_DirtyRebuild). - Tests that prime chunks via a single `TryGetMask` call (multi-Z, Tier4, lifecycle, parity, BitmapAStar uses-cache) set `MissPromotionThreshold = 1` to opt into eager behavior. ## Expected BDN impact The Cold column from PR-5's BDN should change as follows once the bench's submodule pointer is updated to this branch: | # | Scenario | Cold (PR-5) | Cold (PR-6 expected) | FastAStar Cold | |--:|-----------------|-------------:|---------------------:|---------------:| | 2 | sewer corridor | 1,627 µs | ~36 µs | 36 µs | | 4 | causeway | 1,533 µs | ~39 µs | 39 µs | | 6 | pet 2-tile | 2,364 µs | ~80 µs | 81 µs | | 8 | npc 5-tile | 3,708 µs | ~140 µs | 141 µs | | 9 | npc 8-tile | 2,386 µs | ~200 µs | 197 µs | WarmNoFile and LazyWarm rows should be unchanged — they were always cache-warm. The miss tracker only fires when neither resident chunks nor the lazy reader can satisfy the request. ## Future work (not in this PR) - **Background-thread bake**: builds outside the game thread so even promoted chunks don't pay the 700 µs build cost on the main thread. Rule 10 (no Task.Run) applies, so this needs careful design — the bake is a pure data transform but main-thread synchronization on chunk-state transitions has to be threaded through. Defer to a follow-up. - **Long-traverse BDN scenario**: a multi-Find benchmark simulating 50 pet repaths across chunk transitions. Requires restructuring the bench harness; the existing 10-scenario corpus + Cold provider already exercises the gate. - **Swim sourceZ bake**: scenario 5 (sea serpent) shows 56 B alloc on warm paths because the cache's SourceZ is computed under default-walker rules. Swim creatures fall through to slow path. Independent of this PR.
553 lines
20 KiB
C#
553 lines
20 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: BitmapAStarAlgorithm.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Server.Systems.FeatureFlags;
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using CalcMoves = Server.Movement.Movement;
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using MoveImpl = Server.Movement.MovementImpl;
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namespace Server.PathAlgorithms.BitmapAStar;
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/// <summary>
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/// A* pathfinder with a single bitmap-cache lookup per cell expansion. Default walkers
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/// take one <see cref="StepCache.TryGetMask"/> call returning the 8-direction
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/// mask + per-direction Z. Non-default walkers (non-GM players, creatures with swim/fly/
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/// door/clip capabilities) and per-cell cache fallthroughs route through
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/// <see cref="GetSuccessorsSlowPath"/>, which runs the per-direction
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/// <see cref="CalcMoves.CheckMovement"/> loop for that one cell.
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/// </summary>
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public class BitmapAStarAlgorithm : PathAlgorithm
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{
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private struct PathNode
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{
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public int cost;
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public int total;
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public int parent;
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public int z;
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}
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private const int MaxDepth = 300;
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private const int AreaSize = 38;
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private const int NodeCount = AreaSize * AreaSize * PlaneCount;
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private const int PlaneOffset = 128;
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private const int PlaneCount = 13;
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private const int PlaneHeight = 20;
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public static readonly PathAlgorithm Instance = new BitmapAStarAlgorithm();
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private static readonly Direction[] _path = new Direction[AreaSize * AreaSize];
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private static readonly PathNode[] _nodes = new PathNode[NodeCount];
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private static readonly byte[] _nodeStates = new byte[NodeCount];
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private static readonly int[] _successors = new int[8];
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private static readonly PriorityQueue<int, int> _openQueue = new();
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private static int _xOffset;
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private static int _yOffset;
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// When set, GetSuccessors delegates to the per-cell slow path on every expansion
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// (creature has CanFly — Z-jumping is beyond the cache's static-only scope).
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private static bool _currentMobileNeedsSlowPath;
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// When set, diagonal corner-cut uses the strict AND-rule (BOTH cardinal partners
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// must be walkable) instead of the lenient creature OR-rule. Cache still applies —
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// partner bits live in the same source-cell mask byte. Non-GM players only.
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private static bool _currentMobilePlayerStrict;
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// Capability overlay applied to cache results. Layered each cell:
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// effective = (walkMask & !cantWalk) | (wetMask & canSwim)
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// Reset at end of Find.
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private static bool _currentMobileCanSwim;
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private static bool _currentMobileCantWalk;
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// Dynamic-obstacle pass capability flags (per-mobile, captured in Find).
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// Mirrors MovementImpl.Check's per-mobile derivations so per-cell items/mobiles
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// checks can be evaluated without re-deriving.
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private static bool _currentMobileIgnoreDoors;
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private static bool _currentMobileIgnoreSpellFields;
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private static bool _currentMobileIgnoreMovableImpassables;
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private Point3D _goal;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int Heuristic(int x, int y, int z)
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{
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x -= _goal.X - _xOffset;
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y -= _goal.Y - _yOffset;
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z -= _goal.Z;
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x *= 11;
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y *= 11;
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return x * x + y * y + z * z;
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}
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public override bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal) =>
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Utility.InRange(start, goal, AreaSize);
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public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
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{
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if (!Utility.InRange(start, goal, AreaSize))
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{
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return null;
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}
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// Mark a new Find generation so the StepCache promotion gate counts THIS pathfind
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// as one touch per chunk regardless of how many times the expansion frontier
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// probes a given chunk. Without this, A* hits each visited chunk dozens of times
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// and trips the threshold immediately.
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StepCache.Instance.BeginFindGeneration();
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Server.Engines.Pathing.PathfindRecorder.RecordIfEnabled(m, map, start, goal);
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_currentMobileNeedsSlowPath = RequiresSlowPath(m);
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_currentMobilePlayerStrict = m.Player && m.AccessLevel < AccessLevel.GameMaster;
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if (m is BaseCreature creature)
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{
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_currentMobileCanSwim = creature.CanSwim;
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_currentMobileCantWalk = creature.CantWalk;
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_currentMobileIgnoreDoors = creature.CanOpenDoors;
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_currentMobileIgnoreMovableImpassables = creature.CanMoveOverObstacles;
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}
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else
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{
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_currentMobileCanSwim = false;
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_currentMobileCantWalk = false;
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_currentMobileIgnoreDoors = false;
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_currentMobileIgnoreMovableImpassables = false;
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}
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// Mirrors MovementImpl: dead/spectral mobiles also ignore doors.
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_currentMobileIgnoreDoors |= !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet;
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_currentMobileIgnoreSpellFields = m is PlayerMobile && map != Map.Felucca;
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Array.Clear(_nodeStates);
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_goal = goal;
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_xOffset = (start.X + goal.X - AreaSize) / 2;
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_yOffset = (start.Y + goal.Y - AreaSize) / 2;
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var fromNode = GetIndex(start.X, start.Y, start.Z);
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var destNode = GetIndex(goal.X, goal.Y, goal.Z);
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_nodes[fromNode].cost = 0;
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_nodes[fromNode].total = Heuristic(start.X - _xOffset, start.Y - _yOffset, start.Z);
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_nodes[fromNode].parent = -1;
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_nodes[fromNode].z = start.Z;
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_openQueue.Enqueue(fromNode, _nodes[fromNode].total);
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_nodeStates[fromNode] = 1;
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var bc = m as BaseCreature;
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int backtrack = 0, depth = 0;
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var path = _path;
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while (_openQueue.Count > 0)
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{
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if (++depth > MaxDepth)
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{
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break;
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}
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if (!_openQueue.TryDequeue(out var bestNode, out var bestTotal))
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{
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break;
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}
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// Duplicate, lower priority
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if (_nodeStates[bestNode] == 2 || _nodes[bestNode].total != bestTotal)
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{
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continue;
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}
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_nodeStates[bestNode] = 2;
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// Set MovementImpl globals so per-cell slow-path fallthroughs see the right state.
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if (bc != null)
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{
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MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
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MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
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}
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MoveImpl.Goal = goal;
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var vals = _successors;
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var count = GetSuccessors(bestNode, m, map);
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MoveImpl.AlwaysIgnoreDoors = false;
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MoveImpl.IgnoreMovableImpassables = false;
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MoveImpl.Goal = Point3D.Zero;
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if (count == 0)
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{
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continue;
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}
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for (var i = 0; i < count; ++i)
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{
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var newNode = vals[i];
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// Skip if the node is already closed
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if (_nodeStates[newNode] == 2)
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{
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continue;
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}
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var isDiagonal = i % 2 == 1;
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var moveCost = isDiagonal ? 14 : 10;
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var newCost = _nodes[bestNode].cost + moveCost;
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var newTotal = newCost + Heuristic(
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newNode % AreaSize,
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newNode / AreaSize % AreaSize,
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_nodes[newNode].z
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);
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if (_nodeStates[newNode] == 0 || newTotal < _nodes[newNode].total)
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{
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_nodes[newNode].parent = bestNode;
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_nodes[newNode].cost = newCost;
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_nodes[newNode].total = newTotal;
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// Requeue (duplicates allowed), and mark as open
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_openQueue.Enqueue(newNode, newTotal);
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_nodeStates[newNode] = 1;
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}
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if (newNode != destNode)
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{
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continue;
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}
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var pathCount = 0;
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var parent = _nodes[newNode].parent;
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while (parent != -1)
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{
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path[pathCount++] = GetDirection(
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parent % AreaSize,
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parent / AreaSize % AreaSize,
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newNode % AreaSize,
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newNode / AreaSize % AreaSize
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);
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newNode = parent;
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parent = _nodes[newNode].parent;
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if (newNode == fromNode)
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{
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break;
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}
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}
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var dirs = new Direction[pathCount];
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while (pathCount > 0)
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{
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dirs[backtrack++] = path[--pathCount];
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}
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_openQueue.Clear();
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_currentMobileNeedsSlowPath = false;
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_currentMobilePlayerStrict = false;
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_currentMobileCanSwim = false;
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_currentMobileCantWalk = false;
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_currentMobileIgnoreDoors = false;
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_currentMobileIgnoreSpellFields = false;
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_currentMobileIgnoreMovableImpassables = false;
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return dirs;
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}
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}
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_openQueue.Clear();
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_currentMobileNeedsSlowPath = false;
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_currentMobilePlayerStrict = false;
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_currentMobileCanSwim = false;
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_currentMobileCantWalk = false;
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_currentMobileIgnoreDoors = false;
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_currentMobileIgnoreSpellFields = false;
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_currentMobileIgnoreMovableImpassables = false;
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return null;
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}
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private static int GetIndex(int x, int y, int z)
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{
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x -= _xOffset;
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y -= _yOffset;
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z += PlaneOffset;
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z /= PlaneHeight;
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return x + y * AreaSize + z * AreaSize * AreaSize;
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}
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/// <summary>
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/// One <see cref="StepCache.TryGetMask"/> call returns the 8-direction
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/// walkable mask + destination Zs. Diagonal corner-cut applies the lenient creature
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/// OR-rule using partner bits in the same mask byte — no neighbor-chunk lookup needed.
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/// On cache fallthrough or for non-default walkers, defers to
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/// <see cref="GetSuccessorsSlowPath"/> for THIS cell only.
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/// </summary>
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private static int GetSuccessors(int p, Mobile m, Map map)
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{
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var px = p % AreaSize;
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var py = p / AreaSize % AreaSize;
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var pz = _nodes[p].z;
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var p3D = new Point3D(px + _xOffset, py + _yOffset, pz);
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var vals = _successors;
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if (_currentMobileNeedsSlowPath || !ContentFeatureFlags.BitmapPathfindingCache)
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{
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return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
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}
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var count = 0;
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var lookup = StepCache.Instance.TryGetMask(map, p3D.X, p3D.Y, (sbyte)p3D.Z);
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if (!lookup.IsHit)
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{
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return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
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}
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// Capability overlay: walking allowed unless cantWalk; swimming allowed if canSwim.
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// Partner bits used for diagonal corner-cut also use the effective mask.
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var walkBits = _currentMobileCantWalk ? (byte)0 : lookup.WalkMask;
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var swimBits = _currentMobileCanSwim ? lookup.WetMask : (byte)0;
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var mask = (byte)(walkBits | swimBits);
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for (var i = 0; i < 8; ++i)
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{
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var x = px;
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var y = py;
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CalcMoves.Offset((Direction)i, ref x, ref y);
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if (x is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
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{
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continue;
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}
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if ((mask & (1 << i)) == 0)
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{
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continue;
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}
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// Diagonal corner-cut. Creatures (default): OR-rule — at least one cardinal
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// partner walkable. Non-GM players: AND-rule — BOTH partners must be walkable.
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// Partner bits live in the same source-cell mask byte either way.
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if ((i & 1) == 1)
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{
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var leftBit = 1 << ((i - 1) & 0x7);
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var rightBit = 1 << ((i + 1) & 0x7);
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if (_currentMobilePlayerStrict
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? (mask & leftBit) == 0 || (mask & rightBit) == 0
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: (mask & leftBit) == 0 && (mask & rightBit) == 0)
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{
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continue;
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}
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}
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// Walking takes precedence over swimming when both apply (matches MovementImpl's
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// surface-selection: closest-to-startZ wins, and walk surface is always closer
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// when the creature is currently standing on land).
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var useWalkZ = (walkBits & (1 << i)) != 0;
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var z = useWalkZ
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? i switch
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{
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0 => lookup.WalkZ_N,
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1 => lookup.WalkZ_NE,
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2 => lookup.WalkZ_E,
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3 => lookup.WalkZ_SE,
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4 => lookup.WalkZ_S,
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5 => lookup.WalkZ_SW,
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6 => lookup.WalkZ_W,
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7 => lookup.WalkZ_NW,
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_ => (sbyte)0
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}
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: i switch
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{
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0 => lookup.SwimZ_N,
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1 => lookup.SwimZ_NE,
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2 => lookup.SwimZ_E,
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3 => lookup.SwimZ_SE,
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4 => lookup.SwimZ_S,
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5 => lookup.SwimZ_SW,
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6 => lookup.SwimZ_W,
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7 => lookup.SwimZ_NW,
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_ => (sbyte)0
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};
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var absX = x + _xOffset;
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var absY = y + _yOffset;
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// Dynamic-obstacle pass: items + mobiles at the target cell. Cache only
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// covers static walkability; dynamic state has to be checked at query time.
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if (IsBlockedByDynamic(m, map, absX, absY, z))
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{
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continue;
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}
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var idx = GetIndex(absX, absY, z);
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if (idx >= 0 && idx < NodeCount)
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{
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_nodes[idx].z = z;
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vals[count++] = idx;
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}
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}
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return count;
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}
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private const int PersonHeightConst = 16;
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private const int MobileHeight = 15;
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/// <summary>
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/// Mirrors MovementImpl's dynamic-item / mobile collision phase for a target cell.
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/// Items: ImpassableSurface that overlap (z, z+PersonHeight), respecting capability
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/// overrides (CanOpenDoors → ignore door items; CanMoveOverObstacles → ignore movables;
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/// non-Felucca players → ignore spell fields). Mobiles: any other mobile whose Z range
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/// overlaps and which we can't move over.
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/// </summary>
|
|
private static bool IsBlockedByDynamic(Mobile m, Map map, int x, int y, int z)
|
|
{
|
|
var ourTop = z + PersonHeightConst;
|
|
|
|
foreach (var item in map.GetItemsAt(x, y))
|
|
{
|
|
var itemData = item.ItemData;
|
|
if (!itemData.ImpassableSurface)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (_currentMobileIgnoreMovableImpassables && item.Movable)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var itemId = item.ItemID & TileData.MaxItemValue;
|
|
if (_currentMobileIgnoreDoors
|
|
&& (itemData.Door
|
|
|| itemId is 0x692 or 0x846 or 0x873
|
|
|| itemId >= 0x6F5 && itemId <= 0x6F6))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (_currentMobileIgnoreSpellFields && itemId is 0x82 or 0x3946 or 0x3956)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var checkZ = item.Z;
|
|
var checkTop = checkZ + itemData.CalcHeight;
|
|
if (checkTop > z && ourTop > checkZ)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// A* must be able to plan a path to the goal cell even when the target mobile is
|
|
// standing on it (the follower stops within range short of it). Skip the mob-block
|
|
// check at the goal cell ONLY; everywhere else dynamic mobiles still block.
|
|
var skipMobCheck = x == MoveImpl.Goal.X && y == MoveImpl.Goal.Y;
|
|
|
|
if (!skipMobCheck)
|
|
{
|
|
foreach (var mob in map.GetMobilesAt(x, y))
|
|
{
|
|
if (mob == m)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (mob.Z + MobileHeight > z && z + MobileHeight > mob.Z && !CanMoveOver(m, mob))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Mirrors MovementImpl.CanMoveOver — true when m can step onto t's cell (dead bodies,
|
|
/// hidden staff, etc.).
|
|
/// </summary>
|
|
private static bool CanMoveOver(Mobile m, Mobile t) =>
|
|
!t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet
|
|
|| t.Hidden && t.AccessLevel > AccessLevel.Player;
|
|
|
|
/// <summary>
|
|
/// Per-direction <see cref="CalcMoves.CheckMovement"/> loop for a single source cell.
|
|
/// Runs on cache fallthrough or when <see cref="_currentMobileNeedsSlowPath"/> is set.
|
|
/// CheckMovement validates land/statics/items via MovementImpl; dynamic mobile blocking
|
|
/// is layered on top because MovementImpl doesn't iterate same-cell mobiles.
|
|
/// </summary>
|
|
private static int GetSuccessorsSlowPath(Mobile m, Map map, int px, int py, Point3D p3D, int[] vals)
|
|
{
|
|
var count = 0;
|
|
|
|
for (var i = 0; i < 8; ++i)
|
|
{
|
|
var x = px;
|
|
var y = py;
|
|
CalcMoves.Offset((Direction)i, ref x, ref y);
|
|
|
|
if (x is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out var z))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var absX = x + _xOffset;
|
|
var absY = y + _yOffset;
|
|
if (IsBlockedByDynamic(m, map, absX, absY, z))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var idx = GetIndex(absX, absY, z);
|
|
if (idx >= 0 && idx < NodeCount)
|
|
{
|
|
_nodes[idx].z = z;
|
|
vals[count++] = idx;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// True for creatures whose movement rules the static cache can't model. Currently
|
|
/// only CanFly — flying creatures Z-jump arbitrarily and the cache's source-Z guard
|
|
/// would over-fire. CanSwim / CantWalk are handled via the capability overlay (walkMask
|
|
/// + wetMask). CanOpenDoors / CanMoveOverObstacles only affect dynamic items and don't
|
|
/// disqualify the cache.
|
|
/// </summary>
|
|
private static bool RequiresSlowPath(Mobile m) =>
|
|
m is BaseCreature bc && bc.CanFly;
|
|
}
|