ModernUO/Projects/UOContent/Engines/Pathing/BitmapAStarAlgorithm.cs
Kamron Batman cff9fbda29
fix(ai): creatures pathfind around concave obstacles instead of oscillating (#2461)
## Summary

Creatures (pets following, monsters chasing, NPCs approaching) would **oscillate — "pace back and forth really fast"** at concave obstacles (reported at the Britain Inn L-desk: a pet at `(1493,1614,20)` never reaching its master at `(1494,1605,21)`) instead of routing around them.

**Root cause** (the A* pathfinder itself was correct): all goal-seeking funnels through `MoveTo` and `WalkMobileRange` → `MoveTowardsOrAwayFrom`, which step greedily via `DoMove(dir, badStateOk:true)`. `DoMove` returns `true` even when the direct step was blocked and the creature merely **auto-turned and sidestepped** (`MoveResult.SuccessAutoTurn`), and the caller then set `Path = null`, discarding the `PathFollower`. So at a concave obstacle a non-progressing sidestep was mistaken for progress and the creature never committed to a route. (AOS pet-follow runs at `CurrentSpeed = 0.1`, hence the "really fast" shuffle.)

## What changed

- **New centralized `BaseAI.ApproachTarget(target, run, range)` primitive.** A greedy step is committed only when it **fully succeeds (`MoveResult.Success`) and actually gets closer**; otherwise the creature commits to a **persistent `PathFollower`** that routes around the obstacle and is never discarded by a greedy step. The open-terrain fast path (one greedy step, no pathfinding) is preserved. `MoveTo`, `MoveTowardsOrAwayFrom`, and `MoveToWithCollisionAvoidance` all delegate to it — public signatures unchanged, so no AI-class call site changes.
- **Best-distance give-up + idle.** A creature that cannot reach a **stationary** in-range goal stops shuffling and idles after `ApproachGiveUpTicks` (40) ticks without lowering its closest-ever distance; a **moving** goal (active chase) never gives up. It resumes the moment the goal moves.
- **Pathfinder fix (required):** `BitmapAStarAlgorithm.IsBlockedByDynamic` now skips the dynamic mobile-block check **at the goal cell only** (`MoveImpl.Goal`). Previously A* returned `null` whenever the target mobile stood on the goal cell, so creatures could never pathfind *toward* another mobile — only toward empty ground. The follower stops within `range` short of it. Static/item blocking and all non-goal mobile blocking are unchanged.

## Tests

New AI-loop integration tests in `ApproachTargetTests.cs` drive the real `BaseAI` primitives against live Britain Inn map statics: exact-repro pet follow, open-terrain (asserts zero pathfinding), `MoveTo` chase (static + walking-away target), route-around-a-dynamic-wall, and walled-off give-up-and-idle.

- Pathfinding + AI subset: **52/52** pass.
- Full `UOContent.Tests`: **301/301** pass. (Note: the test host lingers on shutdown — a pre-existing infra quirk unrelated to this change; all tests complete and pass.)
- Full solution build: clean (0 warnings / 0 errors).

## Notes

- Branched off `main`; independent of the in-flight step-cache work.
- Out of scope (future work): proactive "SmartAI" look-ahead pathfinding so clever creatures plan a route before walking into the obstacle, rather than reacting after they hit it.

## Test Plan

- [X] In-game: order a pet to `follow`/`come` across the Britain Inn L-desk; confirm it routes around and reaches you instead of pacing.
- [X] Aggro a monster and kite it around a building/treeline; confirm it chases around obstacles.
- [X] Confirm open-terrain following/chasing feels unchanged (no extra latency).
- [X] Confirm a creature with a genuinely unreachable target idles rather than shuffling forever.
2026-06-06 10:20:52 -07:00

537 lines
19 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: BitmapAStarAlgorithm.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Engines.Pathing.Cache;
using Server.Mobiles;
using Server.Systems.FeatureFlags;
using CalcMoves = Server.Movement.Movement;
using MoveImpl = Server.Movement.MovementImpl;
namespace Server.PathAlgorithms.BitmapAStar;
/// <summary>
/// A* pathfinder with a single bitmap-cache lookup per cell expansion. Default walkers
/// take one <see cref="StepCache.TryGetMask"/> call returning the 8-direction
/// mask + per-direction Z. Non-default walkers (non-GM players, creatures with swim/fly/
/// door/clip capabilities) and per-cell cache fallthroughs route through
/// <see cref="GetSuccessorsSlowPath"/>, which runs the per-direction
/// <see cref="CalcMoves.CheckMovement"/> loop for that one cell.
/// </summary>
public class BitmapAStarAlgorithm : PathAlgorithm
{
private struct PathNode
{
public int cost;
public int total;
public int parent;
public int z;
}
private const int MaxDepth = 300;
private const int AreaSize = 38;
private const int NodeCount = AreaSize * AreaSize * PlaneCount;
private const int PlaneOffset = 128;
private const int PlaneCount = 13;
private const int PlaneHeight = 20;
public static readonly PathAlgorithm Instance = new BitmapAStarAlgorithm();
private static readonly Direction[] _path = new Direction[AreaSize * AreaSize];
private static readonly PathNode[] _nodes = new PathNode[NodeCount];
private static readonly byte[] _nodeStates = new byte[NodeCount];
private static readonly int[] _successors = new int[8];
private static readonly PriorityQueue<int, int> _openQueue = new();
private static int _xOffset;
private static int _yOffset;
// When set, GetSuccessors delegates to the per-cell slow path on every expansion
// (creature has CanFly — Z-jumping is beyond the cache's static-only scope).
private static bool _currentMobileNeedsSlowPath;
// When set, diagonal corner-cut uses the strict AND-rule (BOTH cardinal partners
// must be walkable) instead of the lenient creature OR-rule. Cache still applies —
// partner bits live in the same source-cell mask byte. Non-GM players only.
private static bool _currentMobilePlayerStrict;
// Capability overlay applied to cache results. Layered each cell:
// effective = (walkMask & !cantWalk) | (wetMask & canSwim)
// Reset at end of Find.
private static bool _currentMobileCanSwim;
private static bool _currentMobileCantWalk;
// Dynamic-obstacle pass capability flags (per-mobile, captured in Find).
// Mirrors MovementImpl.Check's per-mobile derivations so per-cell items/mobiles
// checks can be evaluated without re-deriving.
private static bool _currentMobileIgnoreDoors;
private static bool _currentMobileIgnoreSpellFields;
private static bool _currentMobileIgnoreMovableImpassables;
private Point3D _goal;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int Heuristic(int x, int y, int z)
{
x -= _goal.X - _xOffset;
y -= _goal.Y - _yOffset;
z -= _goal.Z;
x *= 11;
y *= 11;
return x * x + y * y + z * z;
}
public override bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal) =>
Utility.InRange(start, goal, AreaSize);
public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
{
if (!Utility.InRange(start, goal, AreaSize))
{
return null;
}
Server.Engines.Pathing.PathfindRecorder.RecordIfEnabled(m, map, start, goal);
_currentMobileNeedsSlowPath = RequiresSlowPath(m);
_currentMobilePlayerStrict = m.Player && m.AccessLevel < AccessLevel.GameMaster;
if (m is BaseCreature creature)
{
_currentMobileCanSwim = creature.CanSwim;
_currentMobileCantWalk = creature.CantWalk;
_currentMobileIgnoreDoors = creature.CanOpenDoors;
_currentMobileIgnoreMovableImpassables = creature.CanMoveOverObstacles;
}
else
{
_currentMobileCanSwim = false;
_currentMobileCantWalk = false;
_currentMobileIgnoreDoors = false;
_currentMobileIgnoreMovableImpassables = false;
}
// Mirrors MovementImpl: dead/spectral mobiles also ignore doors.
_currentMobileIgnoreDoors |= !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet;
_currentMobileIgnoreSpellFields = m is PlayerMobile && map != Map.Felucca;
Array.Clear(_nodeStates);
_goal = goal;
_xOffset = (start.X + goal.X - AreaSize) / 2;
_yOffset = (start.Y + goal.Y - AreaSize) / 2;
var fromNode = GetIndex(start.X, start.Y, start.Z);
var destNode = GetIndex(goal.X, goal.Y, goal.Z);
_nodes[fromNode].cost = 0;
_nodes[fromNode].total = Heuristic(start.X - _xOffset, start.Y - _yOffset, start.Z);
_nodes[fromNode].parent = -1;
_nodes[fromNode].z = start.Z;
_openQueue.Enqueue(fromNode, _nodes[fromNode].total);
_nodeStates[fromNode] = 1;
var bc = m as BaseCreature;
int backtrack = 0, depth = 0;
var path = _path;
while (_openQueue.Count > 0)
{
if (++depth > MaxDepth)
{
break;
}
if (!_openQueue.TryDequeue(out var bestNode, out var bestTotal))
{
break;
}
// Duplicate, lower priority
if (_nodeStates[bestNode] == 2 || _nodes[bestNode].total != bestTotal)
{
continue;
}
_nodeStates[bestNode] = 2;
// Set MovementImpl globals so per-cell slow-path fallthroughs see the right state.
if (bc != null)
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
MoveImpl.Goal = goal;
var vals = _successors;
var count = GetSuccessors(bestNode, m, map);
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
MoveImpl.Goal = Point3D.Zero;
if (count == 0)
{
continue;
}
for (var i = 0; i < count; ++i)
{
var newNode = vals[i];
// Skip if the node is already closed
if (_nodeStates[newNode] == 2)
{
continue;
}
var isDiagonal = i % 2 == 1;
var moveCost = isDiagonal ? 14 : 10;
var newCost = _nodes[bestNode].cost + moveCost;
var newTotal = newCost + Heuristic(
newNode % AreaSize,
newNode / AreaSize % AreaSize,
_nodes[newNode].z
);
if (_nodeStates[newNode] == 0 || newTotal < _nodes[newNode].total)
{
_nodes[newNode].parent = bestNode;
_nodes[newNode].cost = newCost;
_nodes[newNode].total = newTotal;
// Requeue (duplicates allowed), and mark as open
_openQueue.Enqueue(newNode, newTotal);
_nodeStates[newNode] = 1;
}
if (newNode != destNode)
{
continue;
}
var pathCount = 0;
var parent = _nodes[newNode].parent;
while (parent != -1)
{
path[pathCount++] = GetDirection(
parent % AreaSize,
parent / AreaSize % AreaSize,
newNode % AreaSize,
newNode / AreaSize % AreaSize
);
newNode = parent;
parent = _nodes[newNode].parent;
if (newNode == fromNode)
{
break;
}
}
var dirs = new Direction[pathCount];
while (pathCount > 0)
{
dirs[backtrack++] = path[--pathCount];
}
_openQueue.Clear();
_currentMobileNeedsSlowPath = false;
_currentMobilePlayerStrict = false;
_currentMobileCanSwim = false;
_currentMobileCantWalk = false;
_currentMobileIgnoreDoors = false;
_currentMobileIgnoreSpellFields = false;
_currentMobileIgnoreMovableImpassables = false;
return dirs;
}
}
_openQueue.Clear();
_currentMobileNeedsSlowPath = false;
_currentMobilePlayerStrict = false;
_currentMobileCanSwim = false;
_currentMobileCantWalk = false;
_currentMobileIgnoreDoors = false;
_currentMobileIgnoreSpellFields = false;
_currentMobileIgnoreMovableImpassables = false;
return null;
}
private static int GetIndex(int x, int y, int z)
{
x -= _xOffset;
y -= _yOffset;
z += PlaneOffset;
z /= PlaneHeight;
return x + y * AreaSize + z * AreaSize * AreaSize;
}
/// <summary>
/// One <see cref="StepCache.TryGetMask"/> call returns the 8-direction
/// walkable mask + destination Zs. Diagonal corner-cut applies the lenient creature
/// OR-rule using partner bits in the same mask byte — no neighbor-chunk lookup needed.
/// On cache fallthrough or for non-default walkers, defers to
/// <see cref="GetSuccessorsSlowPath"/> for THIS cell only.
/// </summary>
private static int GetSuccessors(int p, Mobile m, Map map)
{
var px = p % AreaSize;
var py = p / AreaSize % AreaSize;
var pz = _nodes[p].z;
var p3D = new Point3D(px + _xOffset, py + _yOffset, pz);
var vals = _successors;
if (_currentMobileNeedsSlowPath || !ContentFeatureFlags.BitmapPathfindingCache)
{
return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
}
var count = 0;
var lookup = StepCache.Instance.TryGetMask(map, p3D.X, p3D.Y, (sbyte)p3D.Z);
if (!lookup.IsHit)
{
return GetSuccessorsSlowPath(m, map, px, py, p3D, vals);
}
// Capability overlay: walking allowed unless cantWalk; swimming allowed if canSwim.
// Partner bits used for diagonal corner-cut also use the effective mask.
var walkBits = _currentMobileCantWalk ? (byte)0 : lookup.WalkMask;
var swimBits = _currentMobileCanSwim ? lookup.WetMask : (byte)0;
var mask = (byte)(walkBits | swimBits);
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 ((mask & (1 << i)) == 0)
{
continue;
}
// Diagonal corner-cut. Creatures (default): OR-rule — at least one cardinal
// partner walkable. Non-GM players: AND-rule — BOTH partners must be walkable.
// Partner bits live in the same source-cell mask byte either way.
if ((i & 1) == 1)
{
var leftBit = 1 << ((i - 1) & 0x7);
var rightBit = 1 << ((i + 1) & 0x7);
if (_currentMobilePlayerStrict
? (mask & leftBit) == 0 || (mask & rightBit) == 0
: (mask & leftBit) == 0 && (mask & rightBit) == 0)
{
continue;
}
}
// Walking takes precedence over swimming when both apply (matches MovementImpl's
// surface-selection: closest-to-startZ wins, and walk surface is always closer
// when the creature is currently standing on land).
var useWalkZ = (walkBits & (1 << i)) != 0;
var z = useWalkZ
? i switch
{
0 => lookup.WalkZ_N,
1 => lookup.WalkZ_NE,
2 => lookup.WalkZ_E,
3 => lookup.WalkZ_SE,
4 => lookup.WalkZ_S,
5 => lookup.WalkZ_SW,
6 => lookup.WalkZ_W,
7 => lookup.WalkZ_NW,
_ => (sbyte)0
}
: i switch
{
0 => lookup.SwimZ_N,
1 => lookup.SwimZ_NE,
2 => lookup.SwimZ_E,
3 => lookup.SwimZ_SE,
4 => lookup.SwimZ_S,
5 => lookup.SwimZ_SW,
6 => lookup.SwimZ_W,
7 => lookup.SwimZ_NW,
_ => (sbyte)0
};
var absX = x + _xOffset;
var absY = y + _yOffset;
// Dynamic-obstacle pass: items + mobiles at the target cell. Cache only
// covers static walkability; dynamic state has to be checked at query time.
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;
}
private const int PersonHeightConst = 16;
private const int MobileHeight = 15;
/// <summary>
/// Mirrors MovementImpl's dynamic-item / mobile collision phase for a target cell.
/// Items: ImpassableSurface that overlap (z, z+PersonHeight), respecting capability
/// overrides (CanOpenDoors → ignore door items; CanMoveOverObstacles → ignore movables;
/// non-Felucca players → ignore spell fields). Mobiles: any other mobile whose Z range
/// overlaps and which we can't move over.
/// </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.
/// </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))
{
var idx = GetIndex(x + _xOffset, y + _yOffset, 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;
}