## Problem Houses and boats (multis) were pathed correctly only by **delegation to the slow path**: `StepCache.TryGetMask` returns `Fallthrough_Multi` for any multi-covered cell, and `GetSuccessors` ran `CheckMovement` **8× per cell** (each re-resolving the tile stack via `GetStaticAndMultiTiles`) — a sustained per-step cost near every house/boat. There was also no automated test pinning multi pathfinding. This branch is the full multi-pathfinding effort in phases on one branch. ## Phase 1 — characterization tests (the oracle) Implementation-agnostic invariants: a cache-on≡cache-off whole-path invariant, a per-cell sweep vs `CheckMovement` over footprint+halo (incl. destination Z), hand-verified routing (around walls, demolish-reopens, foundation-redesign-honored), classic-house / foundation / boat fixtures, non-vacuity guards. These gate every later phase byte-for-byte. ## Phase 2 — live single-pass synthesizer `StepProbe.ComputeMultiMaskAt` synthesizes a covered cell's full 8-direction `StepMask` in one pass (the existing surface/step logic over `GetStaticAndMultiTiles` instead of 8× `CheckMovement`). `GetSuccessors` routes `Fallthrough_Multi` cells through it. No new cache, no `.swb` change. **~1.5×**, zero added allocations. ## Phase 3 / 3.1 — warm per-`multiID` interior cache (airtight) `MultiMaskCache` caches each fixed multi's local-frame `StepMask` for **interior** cells (cell + all 8 neighbours covered → terrain-neighbour-free → position-invariant), keyed by `multiID & 0x3FFF`, built lazily from the MCL. Interior cells become ~20 ns lookups. The cache is gated on a **per-instance footprint-clean flag** (`BaseMulti.PathInteriorCacheState`): an instance whose whole footprint terrain is below its floor (`maxTerrain < minFloor`) serves from the cache; a **dirty** instance (terrain intrudes — a contrived/GM placement) **degrades to live-synth, never a wrong mask**. This closes a cross-instance soundness gap (the cached mask depends on neighbour terrain too) found in a holistic review. The gate resets whenever the footprint's world-terrain relationship can change — **location, map, or ItemID** (a boat's heading swaps the MCL). **Boats are cached too.** Their per-`multiID` deck masks are movement-invariant (built once per heading), so a sailing boat never rebuilds them; only the cheap clean-flag rescan repeats per move (and only when pathed near). Narrow existing boats have little interior; wide galleons (`multi.mul`) would gain Castle-class. `HouseFoundation` (per-instance runtime `DesignState`) is the one type that stays on the live path. ## Verification - `UOContent.Tests` **454/454**, `Server.Tests` **708/708**, 0 failures. - The Phase-1 oracle (`MultiPathInvariantTests`, cache-on ≡ cache-off) stays **byte-identical** with the synthesizer + interior cache active. - Tests pin: footprint-cleanliness (clean vs sunk), dirty/cluttered placement degrades to live-synth while still pathing, clean placement serves, and the gate resets on move/ItemID change. ## Performance (modernuo/ModernUO-Benchmarks#8, full-fixture) Houses at **Green Acres** (flat staff region → clean footprints, the legit-placement case): | Route | Slow path | Phase 3.1 (interior cache) | Speedup | |-------|----------:|---------------------------:|--------:| | `around_a` (29 steps) | 238.3 µs | **49.1 µs** | **4.85×** | | `around_b` (29 steps) | 224.3 µs | **49.5 µs** | **4.53×** | ~130 of ~167 multi cells/route serve from the cache (~20 ns) vs 37 live-synth. Per-cell, the slow path's 8× `CheckMovement` grows with multi complexity (GuildHouse ~857 ns → Castle ~1,194 ns), the synthesizer is a flat ~780 ns, and the cache serve is ~20 ns — so big/tall multis (and wide galleons) gain most. Identical allocations throughout.
225 lines
7.6 KiB
C#
225 lines
7.6 KiB
C#
using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Server.Mobiles;
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using Server.PathAlgorithms;
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using Xunit;
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using Xunit.Abstractions;
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class HousePathRoutingTests
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{
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private readonly ITestOutputHelper _output;
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public HousePathRoutingTests(ITestOutputHelper output) => _output = output;
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private const int MapId = 1;
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private sealed class WalkerStub : Mobile
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{
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public WalkerStub() => Body = 0xC9;
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}
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[Fact]
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public void PathAround_NeverTraversesAWallCell()
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{
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StepCache.Instance.Clear();
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var prevThreshold = StepCache.Instance.MissPromotionThreshold;
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StepCache.Instance.MissPromotionThreshold = 1;
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var map = Map.Maps[MapId];
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Assert.NotNull(map);
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// Open area with lateral room to flank a 7x7 house (verified reachable all 8 dirs).
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const int hx = 1480, hy = 1620;
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const int sx = 1480, sy = 1630;
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const int gx = 1480, gy = 1610;
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map.GetAverageZ(hx, hy, out _, out var hz, out _);
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var multi = new TestMulti(0x74);
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multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
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var wall = MultiArt.FindWallCell(multi);
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Assert.True(wall.HasValue, "non-vacuity: house must have wall cells");
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var walker = new WalkerStub();
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map.GetAverageZ(sx, sy, out _, out var sz, out _);
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var start = new Point3D(sx, sy, (sbyte)sz);
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var goal = new Point3D(gx, gy, (sbyte)sz);
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walker.MoveToWorld(start, map);
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try
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{
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var path = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
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Assert.NotNull(path); // non-vacuity: a route around must exist
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Assert.NotEmpty(path);
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// Walk the path; assert it never lands on the known wall cell.
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var x = sx;
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var y = sy;
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foreach (var dir in path)
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{
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CalcMoves.Offset(dir, ref x, ref y);
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Assert.False(x == wall.Value.X && y == wall.Value.Y,
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$"path traversed wall cell ({wall.Value.X},{wall.Value.Y})");
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}
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_output.WriteLine($"around house: {path.Length} steps, avoided wall");
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}
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finally
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{
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StepCache.Instance.MissPromotionThreshold = prevThreshold;
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walker.Delete();
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multi.Delete();
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}
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}
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[Fact]
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public void Demolish_ReopensCoveredCells()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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Assert.NotNull(map);
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const int hx = 1480, hy = 1620;
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map.GetAverageZ(hx, hy, out _, out var hz, out _);
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var multi = new TestMulti(0x74);
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multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
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// Find a wall cell that is blocked purely by the multi — not by underlying static/land
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// terrain. FindWallCell returns the first MCL-impassable cell, which may land over
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// terrain that is itself impassable. Instead scan until we find one where the base
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// terrain is passable so that after demolish the cell provably reopens.
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var w = FindPureMultiWallCell(multi, map);
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Assert.True(w.HasValue, "non-vacuity: house must have a wall cell over passable terrain");
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var walker = new WalkerStub();
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var cell = w.Value;
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try
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{
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// Before demolish: every neighbour fails to step onto the wall cell (it is blocked).
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var blockedBefore = NeighbourBlockedInto(map, walker, cell);
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Assert.True(blockedBefore, "wall cell should block entry while the house stands");
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multi.Delete();
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// After demolish: the cell reverts to open ground; entry from a neighbour should now
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// succeed in at least one direction.
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StepCache.Instance.Clear();
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var openAfter = !NeighbourBlockedInto(map, walker, cell);
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Assert.True(openAfter, $"cell ({cell.X},{cell.Y}) should reopen after demolish");
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_output.WriteLine($"demolish reopened ({cell.X},{cell.Y})");
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}
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finally
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{
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if (!multi.Deleted)
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{
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multi.Delete();
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}
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walker.Delete();
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}
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}
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/// <summary>
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/// Find the first MCL wall cell (Impassable && !Surface) over terrain that is not
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/// independently blocked by land or statics. Using this instead of
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/// <see cref="MultiArt.FindWallCell"/> ensures the cell reopens after demolish.
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/// </summary>
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private static MultiArt.Cell? FindPureMultiWallCell(BaseMulti multi, Map map)
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{
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var mcl = multi.Components;
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for (var lx = 0; lx < mcl.Width; lx++)
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{
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for (var ly = 0; ly < mcl.Height; ly++)
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{
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var hasWall = false;
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var hasSurface = false;
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foreach (var t in mcl.Tiles[lx][ly])
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{
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var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
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if (data.Impassable && !data.Surface)
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{
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hasWall = true;
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}
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if (data.Surface)
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{
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hasSurface = true;
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}
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}
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if (!hasWall || hasSurface)
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{
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continue;
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}
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var wx = multi.X + mcl.Min.X + lx;
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var wy = multi.Y + mcl.Min.Y + ly;
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// Check the underlying terrain is not independently impassable.
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if (IsTerrainBlocked(map, wx, wy))
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{
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continue;
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}
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return new MultiArt.Cell(wx, wy);
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}
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}
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return null;
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}
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/// <summary>
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/// Returns true if land tile or any static tile (non-multi) at (x,y) is impassable.
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/// </summary>
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private static bool IsTerrainBlocked(Map map, int x, int y)
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{
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var lt = map.Tiles.GetLandTile(x, y);
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if (!lt.Ignored)
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{
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var landData = TileData.LandTable[lt.ID & TileData.MaxLandValue];
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if ((landData.Flags & TileFlag.Impassable) != 0)
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{
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return true;
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}
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}
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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{
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (data.Impassable)
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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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// True if EVERY in-range neighbour fails to step into target (target is blocked).
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private static bool NeighbourBlockedInto(Map map, Mobile walker, MultiArt.Cell target)
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{
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for (var d = 0; d < 8; d++)
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{
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var nx = target.X;
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var ny = target.Y;
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CalcMoves.Offset((Direction)((d + 4) & 7), ref nx, ref ny);
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if (nx < 0 || ny < 0 || nx >= map.Width || ny >= map.Height)
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{
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continue;
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}
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map.GetAverageZ(nx, ny, out _, out var nz, out _);
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walker.MoveToWorld(new Point3D(nx, ny, (sbyte)nz), map);
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if (CalcMoves.CheckMovement(walker, map, walker.Location, (Direction)d, out _))
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{
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var tx = nx;
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var ty = ny;
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CalcMoves.Offset((Direction)d, ref tx, ref ty);
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if (tx == target.X && ty == target.Y)
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{
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return false; // an entry succeeded → not blocked
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}
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}
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}
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return true;
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}
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}
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