Stacked on #2594. Fixes jerky creature movement (lich / Fast-bucket melee chases) by choosing the client animation flag from the actual step pace instead of a caller-supplied `run` argument, and fixes three step-pacing defects in the move budget found while verifying it with paired server/client traces. ### Why The `Direction.Running` bit does nothing for creatures server-side (`Mobile.OnMove` reads it only for the player throttle and stealth reveal). Its whole effect is on the client, which animates each step over a fixed time selected by that bit: walk 400 ms / run 200 ms on foot, 200 / 100 ms mounted. ClassicUO queues up to 5 steps and *drops* the sixth, so a creature stepping every 300 ms while flagged as walking backs the queue up until it snaps forward — the observed jerk. The `run` argument never carried the one fact that matters (the step interval). RunUO passed `true` in combat / `false` for pets and gated it on `dist > 5`; #2271 flipped every combat site to `false`; pets passed `currentDistance > 2`. None of that is a coherent signal. ### What **Pace-derived run flag** - `BaseAI.ShouldRun()`: run iff the effective step delay (move clock + badly-hurt inflation) is shorter than `Movement.WalkFootDelay` / `WalkMountDelay` (mounted or flying) — with a continuity rule: an *isolated* step (taken after standing at least a walk interval) goes out as a walk, because the client renders each step alone and a lone run-flagged step is a 200 ms dart. Only a continuing cadence flags run; a true sprinter (pace under the run interpolation) always runs, since a walk-rendered first step would flood the client's 5-step queue. This reproduces RunUO's close-in feel (its `dist > 5` gate) from first principles. - `DoMoveImpl` stamps the bit; it is the single place the flag is set. - `run` removed from `MoveTo`, `WalkMobileRange`, `ApproachTarget`, `MoveToPoint`, `MoveToWithGroup`, `MoveToWithCollisionAvoidance`, the move intent, and `PathFollower.Follow`. All 35 call sites updated. **API change** for custom scripts — documented in the RunUO migration docs (`09-items-mobiles-creatures.md`, `11-api-reference.md`) and `content-patterns.md` § Creature Speeds. **Move-budget pacing fixes** (each confirmed by UTC-aligned server/client step traces) - A stall no longer banks catch-up steps: the budget's snap-to-now released up to three steps in ~300 ms when a creature resumed chasing after standing beside its target — rendered as a teleport. - Debt accrual removed entirely: a step landing sub-period late (think-grid vs budget misalignment during reactive mirroring) kept the remainder and fired a follow-up ~100 ms later — a dart pair. `ConsumeMoveBudget` now paces every step from when it was actually taken; in continuous pursuit the move-wake lands within wheel resolution of the deadline, so the cost is single-digit-ms drift. - Net effect: a creature can never step faster than its pace, verified across a full chase session (zero sub-pace steps; metronomic 350 ms cadence for a 0.3 s lich). - Test fixture now runs `Movement.Configure()` (the walk delays were 0 in tests). ### Accepted trade-off Animal (LOW group) bodies without a run animation slide on their stand frames when flagged as running. Most are slow enough to stay flagged as walking; the client-side fallback is in ClassicUO/ClassicUO#1930. ### Tests `RunFlagTests`: foot thresholds (0.3 / 0.125 run; 0.4 / 0.45 / 1.05 walk), flying uses the mount threshold, badly-hurt inflation flips a 0.35 s creature back to walk, a real `DoMove` stamps the bit, isolated steps drop to walk (sprinters keep running), a stall restarts the cadence with no banked steps, and a late step earns no quicker follow-up. Full suite: 837 Server + 747 UOContent green.
285 lines
8.7 KiB
C#
285 lines
8.7 KiB
C#
using System.Collections.Generic;
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using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Xunit;
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namespace Server.Tests.Mobiles.AI;
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// AI movement tests drive the real BaseAI primitives against live map statics. The
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// pathfinder uses non-reentrant static buffers, so we share the pathfinding sequential
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// collection to avoid parallel interference.
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[Collection("Sequential Pathfinding Tests")]
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public class ApproachTargetTests
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{
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private sealed class FollowerStub : BaseCreature
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{
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// Serial ctor + DefaultMobileInit bypasses NPCSpeeds JSON (absent in tests).
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public FollowerStub(Serial serial) : base(serial) => Body = 0xC9;
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}
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private sealed class TargetStub : Mobile
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{
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public TargetStub() => Body = 0xC9;
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}
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private static (FollowerStub bc, BaseAI ai) NewFollower(Map map, Point3D loc)
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{
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var bc = new FollowerStub(World.NewMobile);
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bc.DefaultMobileInit();
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bc.MoveToWorld(loc, map);
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BaseAI ai = new AnimalAI(bc);
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ai.AITimer?.Stop(); // we drive movement manually; no background timer
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return (bc, ai);
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}
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// Drives the pet follow primitive once per tick; returns true once it reaches within
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// arriveDist tiles. Uses InRange (Chebyshev) to match the game's own range semantics —
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// a diagonal neighbor at Euclidean ~2.24 is "within 2" to the engine.
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private static bool DriveFollow(BaseAI ai, Mobile bc, Mobile target, int arriveDist, int maxTicks)
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{
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for (var i = 0; i < maxTicks; i++)
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{
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ai.NextMove = 0;
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ai.WalkMobileRange(target, 1, 1, 2);
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if (bc.InRange(target, arriveDist))
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{
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return true;
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}
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}
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return false;
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}
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private static ushort FirstImpassableItemId()
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{
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for (ushort id = 1; id < TileData.MaxItemValue; id++)
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{
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if (TileData.ItemTable[id].ImpassableSurface)
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{
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return id;
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}
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}
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return 0;
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}
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[Fact]
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public void OpenTerrain_ReachesTarget_WithoutPathfinding()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1495, 1600, (sbyte)z), map); // 5 tiles west, open
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StepCache.Instance.Clear();
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var buildsBefore = StepCache.Instance.GetStats().BuildsTotal;
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var arrived = DriveFollow(ai, bc, target, 2, 40);
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var buildsAfter = StepCache.Instance.GetStats().BuildsTotal;
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bc.Delete();
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target.Delete();
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Assert.True(arrived, "creature should reach an open-terrain target by stepping");
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Assert.Equal(buildsBefore, buildsAfter); // greedy fast path: no chunk builds
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}
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[Fact]
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public void BritainInnDesk_PetReachesMaster()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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// Exact in-game repro: pet south of the L-desk, master north of it.
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var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1494, 1605, 21), map);
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StepCache.Instance.Clear();
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// 200 ticks is generous for the ~17-step detour at one step per tick.
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var arrived = DriveFollow(ai, bc, target, 2, 200);
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bc.Delete();
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target.Delete();
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Assert.True(arrived, "pet must navigate around the L-desk to reach the master");
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}
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[Fact]
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public void MoveTo_ReachesTargetAroundDesk()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1494, 1605, 21), map);
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StepCache.Instance.Clear();
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var arrived = false;
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for (var i = 0; i < 200; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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if (bc.InRange(target, 1))
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{
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arrived = true;
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break;
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}
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}
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bc.Delete();
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target.Delete();
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Assert.True(arrived, "MoveTo chaser must reach the target around the desk");
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}
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[Fact]
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public void MoveTo_CatchesTargetWalkingAway_OpenTerrain()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1498, 1600, (sbyte)z), map);
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StepCache.Instance.Clear();
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var caught = false;
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for (var i = 0; i < 60; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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// Target walks west every other tick for its first several steps, then stops,
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// so a same-speed chaser eventually closes the gap.
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if (i % 2 == 0 && i < 16 && target.X > 1490)
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{
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target.MoveToWorld(new Point3D(target.X - 1, target.Y, target.Z), map);
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}
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if (bc.InRange(target, 1))
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{
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caught = true;
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break;
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}
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}
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bc.Delete();
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target.Delete();
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Assert.True(caught, "chaser must catch a target that walks away then stops");
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}
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[SkippableFact]
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public void UnreachableTarget_GivesUp_AndIdles()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1601, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1601, (sbyte)z));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1500, 1596, (sbyte)z), map);
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// Full impassable ring around the target cell -> no path to within range 1.
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var id = FirstImpassableItemId();
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Assert.NotEqual<ushort>(0, id);
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var ring = new List<Item>();
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for (var x = 1499; x <= 1501; x++)
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{
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for (var y = 1595; y <= 1597; y++)
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{
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if (x == 1500 && y == 1596)
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{
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continue; // leave the target's own cell
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}
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map.GetAverageZ(x, y, out _, out var rz, out _);
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ring.Add(new Item(World.NewItem)
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{
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ItemID = id, Map = map, Location = new Point3D(x, y, (sbyte)rz)
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});
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}
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}
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StepCache.Instance.Clear();
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// Run well past the stuck window so give-up engages.
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for (var i = 0; i < 120; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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}
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// After giving up, the creature must idle (not oscillate) while the goal is still.
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var idleStart = bc.Location;
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var stayedIdle = true;
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for (var i = 0; i < 20; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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if (bc.Location != idleStart)
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{
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stayedIdle = false;
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break;
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}
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}
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var reached = bc.InRange(target, 1);
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bc.Delete();
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target.Delete();
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foreach (var it in ring)
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{
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it.Delete();
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}
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Assert.False(reached, "walled-off target must not be reached");
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Assert.True(stayedIdle, "after giving up, the creature must idle, not shuffle");
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}
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[SkippableFact]
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public void WallBetween_RoutesAround_ReachesTarget()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
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var target = new TargetStub();
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target.MoveToWorld(new Point3D(1500, 1595, (sbyte)z), map); // 5 tiles north
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// Impassable wall on Y=1598 from X=1497..1503: blocks the straight line; ends open.
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var id = FirstImpassableItemId();
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Assert.NotEqual<ushort>(0, id);
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var wall = new List<Item>();
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for (var x = 1497; x <= 1503; x++)
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{
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map.GetAverageZ(x, 1598, out _, out var wz, out _);
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wall.Add(new Item(World.NewItem)
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{
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ItemID = id, Map = map, Location = new Point3D(x, 1598, (sbyte)wz)
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});
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}
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StepCache.Instance.Clear();
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var arrived = DriveFollow(ai, bc, target, 2, 200);
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bc.Delete();
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target.Delete();
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foreach (var it in wall)
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{
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it.Delete();
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}
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Assert.True(arrived, "creature must route around the wall to reach the target");
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}
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}
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