## Summary Phase #3b (final roadmap item), stacked on #2470. Compacts the index trailer from 20 to 8 bytes/chunk. Trammel: 19.2 MB → 17.9 MB. Roadmap total: 565 MB → 17.9 MB (−96.8%). ## Details - Trailer stores `{ u32 packedKey = (ChunkX << 16) | ChunkY, u32 recordLength }` per chunk, in record write order; the file offset is dropped and reconstructed by cumulative recordLength from HeaderSize. - No record reordering, no varint; fixed-stride, TryReadChunk unchanged. - Also simplifies the accumulated `.swb` code comments across the stack. - Format v8; v7 files rejected and re-baked once. ## Tests v8 multi-chunk round-trip (cumulative offset reconstruction) + the v6/v7 suite; full pathfinding suite green; Release build clean.
496 lines
16 KiB
C#
496 lines
16 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 readonly struct ComputedStratum(sbyte zCenter, StepMask mask)
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{
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public readonly sbyte ZCenter = zCenter;
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public readonly StepMask Mask = mask;
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}
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/// <summary>
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/// Tier 4 strata builder: enumerates the distinct walkable standing-Zs at (x, y)
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/// — one per land surface plus one per walkable static — and runs
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/// <see cref="ComputeMaskAt"/> at each, producing a per-stratum walkability snapshot.
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/// Returns null when the cell has 0 or 1 strata (single-Z; the caller should use
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/// the chunk's main mask).
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/// </summary>
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public static ComputedStratum[] ComputeStrataAt(Map map, int x, int y)
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{
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if (map == null || map == Map.Internal)
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{
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return null;
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}
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if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return null;
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}
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// Collect candidate Zs. 16 slots is generous — multi-Z cells in practice rarely
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// exceed 3-4 surfaces (bridge over land, paver-over-ground, multi-floor stairs).
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Span<int> zs = stackalloc int[16];
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var count = 0;
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var landTile = map.Tiles.GetLandTile(x, y);
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var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0)
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{
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map.GetAverageZ(x, y, out _, out var landCenter, out _);
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zs[count++] = landCenter;
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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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if (count >= zs.Length)
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{
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break;
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}
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (!data.Surface || data.Impassable)
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{
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continue;
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}
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zs[count++] = tile.Z + data.CalcHeight;
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}
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if (count <= 1)
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{
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return null;
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}
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// Sort and merge near-equal Zs. Two Zs separated by less than 2*StepHeight collapse
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// into a single stratum — the slow path's tolerance treats them as the same surface.
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zs[..count].Sort();
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Span<int> distinct = stackalloc int[16];
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var distinctCount = 0;
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for (var i = 0; i < count; i++)
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{
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if (distinctCount == 0 || zs[i] - distinct[distinctCount - 1] > 2 * StepHeight)
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{
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distinct[distinctCount++] = zs[i];
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}
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}
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if (distinctCount <= 1)
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{
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return null;
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}
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var strata = new ComputedStratum[distinctCount];
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for (var i = 0; i < distinctCount; i++)
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{
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var z = (sbyte)Math.Clamp(distinct[i], sbyte.MinValue, sbyte.MaxValue);
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strata[i] = new ComputedStratum(z, ComputeMaskAt(map, x, y, z));
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}
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return strata;
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}
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/// <summary>
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/// Writes the distinct surface Zs at (x, y) that a default walker (PersonHeight envelope)
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/// can actually STAND on — each candidate surface (walkable land center + every walkable
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/// static top) that has PersonHeight of vertical clearance free of impassable statics —
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/// into <paramref name="zs"/>, ascending, and returns the count.
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///
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/// This is the clearance-aware counterpart to <see cref="ComputeStrataAt"/>'s candidate
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/// gather: it drops surfaces a creature cannot occupy (land under a sewer walkway, ground
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/// under a low bridge), so the result is exactly the set of standing Zs the slow path can
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/// resolve to. Two standable surfaces are inherently >= PersonHeight apart (an upper
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/// surface within PersonHeight of a lower one removes the lower one's clearance), so a
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/// single ascending pass with an exact-duplicate skip is sufficient.
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///
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/// Used by the baker to capture walkable static-over-land surfaces (sewer/dungeon
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/// walkways, bridges, raised foundations, upper building floors) that the land-anchored
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/// main mask would otherwise miss.
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/// </summary>
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public static int ComputeStandableSurfaceZs(Map map, int x, int y, Span<sbyte> zs)
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{
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if (map == null || map == Map.Internal)
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{
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return 0;
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}
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if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return 0;
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}
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Span<int> cand = stackalloc int[16];
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var count = 0;
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var landTile = map.Tiles.GetLandTile(x, y);
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var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0)
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{
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map.GetAverageZ(x, y, out _, out var landCenter, out _);
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cand[count++] = landCenter;
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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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if (count >= cand.Length)
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{
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break;
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}
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (!data.Surface || data.Impassable)
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{
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continue;
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}
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cand[count++] = tile.Z + data.CalcHeight;
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}
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if (count == 0)
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{
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return 0;
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}
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cand[..count].Sort();
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var n = 0;
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for (var i = 0; i < count && n < zs.Length; i++)
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{
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var cz = (sbyte)Math.Clamp(cand[i], sbyte.MinValue + 1, sbyte.MaxValue);
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if (n > 0 && zs[n - 1] == cz)
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{
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continue;
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}
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// Standable iff the creature's PersonHeight body envelope above this surface is
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// free of impassable statics. The surface itself never blocks (its top == cz,
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// which is the envelope floor, not inside it).
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if (StaticsBlockAt(map, x, y, cz, cz + PersonHeight))
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{
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continue;
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}
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zs[n++] = cz;
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}
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return n;
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}
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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, out _, out _, out var zCenter);
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return zCenter;
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}
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/// <summary>
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/// Returns the water-surface standing Z at (x, y) — the Z a swim-only mob would stand
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/// at on this cell — or <see cref="int.MinValue"/> if no water surface exists. Used
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/// by <see cref="StepCache"/> to detect shore cells (cells with both walk and swim
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/// surfaces separated by > StepHeight) and bake their swim layer at swim-perspective Z.
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/// </summary>
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public static int ComputeSwimStandingZ(Map map, int x, int y)
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{
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if (map == null || map == Map.Internal || x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return int.MinValue;
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}
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// Land tile flagged Wet — its center Z is the swim surface.
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var landTile = map.Tiles.GetLandTile(x, y);
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var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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if (!landTile.Ignored && (landFlags & TileFlag.Wet) != 0)
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{
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map.GetAverageZ(x, y, out _, out var landCenter, out _);
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return landCenter;
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}
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// Otherwise scan statics for a wet surface.
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foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
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{
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (data.Wet)
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{
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return tile.Z + data.CalcHeight;
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}
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}
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return int.MinValue;
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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, 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) && !(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, 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) && !(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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