## 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.
537 lines
19 KiB
C#
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;
|
|
}
|