## Summary Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped. ## What changed - **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte. - **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before. - **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply. - **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely. - **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site. - **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap. - **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters). - **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior. `RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
248 lines
8.8 KiB
C#
248 lines
8.8 KiB
C#
using Server.Engines.Pathing.Cache;
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using Xunit;
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using Xunit.Abstractions;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class StepProbeTests
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{
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private readonly ITestOutputHelper _output;
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public StepProbeTests(ITestOutputHelper output)
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{
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_output = output;
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}
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[Fact]
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public void ComputeMaskAt_NullMap_ReturnsDefault()
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{
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var result = StepProbe.ComputeMaskAt(null, 100, 100, 0);
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Assert.Equal(0, result.WalkMask);
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for (var d = 0; d < 8; d++)
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{
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Assert.Equal(0, result.GetWalkZ((Direction)d));
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}
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}
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[Fact]
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public void ComputeMaskAt_InternalMap_ReturnsDefault()
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{
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var result = StepProbe.ComputeMaskAt(Map.Internal, 100, 100, 0);
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Assert.Equal(0, result.WalkMask);
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for (var d = 0; d < 8; d++)
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{
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Assert.Equal(0, result.GetWalkZ((Direction)d));
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}
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}
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[Fact]
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public void ComputeMaskAt_TopLeftCorner_OffMapDirectionsBlocked()
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{
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// From source (0, 0), these neighbor cells are off-map and MUST be blocked,
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// regardless of map content:
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// N = (0, -1) bit 0
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// NE = (1, -1) bit 1
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// SW = (-1, 1) bit 5
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// W = (-1, 0) bit 6
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// NW = (-1, -1) bit 7
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// Bits 2 (E), 3 (SE), 4 (S) depend on map content and aren't asserted.
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var result = StepProbe.ComputeMaskAt(map, 0, 0, 0);
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Assert.False(result.IsWalkable(Direction.North), "N should be off-map");
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Assert.False(result.IsWalkable(Direction.Right), "NE should be off-map");
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Assert.False(result.IsWalkable(Direction.Left), "SW should be off-map");
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Assert.False(result.IsWalkable(Direction.West), "W should be off-map");
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Assert.False(result.IsWalkable(Direction.Up), "NW should be off-map");
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}
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[Fact]
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public void ComputeMaskAt_BottomRightCorner_OffMapDirectionsBlocked()
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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 x = map.Width - 1;
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var y = map.Height - 1;
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var result = StepProbe.ComputeMaskAt(map, x, y, 0);
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// From the SE corner, S/SE/SW/E/NE all go off-map (only N/NW/W in-map).
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Assert.False(result.IsWalkable(Direction.Right), "NE should be off-map");
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Assert.False(result.IsWalkable(Direction.East), "E should be off-map");
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Assert.False(result.IsWalkable(Direction.Down), "SE should be off-map");
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Assert.False(result.IsWalkable(Direction.South), "S should be off-map");
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Assert.False(result.IsWalkable(Direction.Left), "SW should be off-map");
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}
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[Fact]
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public void ComputeMaskAt_TrammelOpenPlain_HasFlatCellWithAllDirectionsWalkable()
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{
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// Invariant: somewhere in the open-plain region, there must be a fully-flat cell
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// whose mask is 0xFF and all 8 destZ values equal sourceZ (no slope).
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// This protects against a regression where the baker stops detecting flat cells.
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var found = false;
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for (var x = 1500; x < 1532 && !found; x++)
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{
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for (var y = 1600; y < 1632 && !found; y++)
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{
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var result = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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if (result.WalkMask != 0xFF)
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{
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continue;
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}
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var allSameZ = true;
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for (var d = 0; d < 8; d++)
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{
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if (result.GetWalkZ((Direction)d) != sourceZ)
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{
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allSameZ = false;
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break;
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}
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}
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if (allSameZ)
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{
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found = true;
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_output.WriteLine($"Flat-open cell found at ({x}, {y}, {sourceZ})");
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}
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}
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}
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Assert.True(found, "Expected at least one fully-flat open cell in (1500..1532, 1600..1632)");
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}
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[Fact]
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public void ComputeMaskAt_BritainInnDense_HasCellWithBlockedDirections()
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{
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// Invariant: inside the dense Britain inn region, at least one cell must have
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// at least one direction blocked by a static. Protects against a regression
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// where the baker reports everything as walkable (the original false-pass bug).
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var blockedCellCount = 0;
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for (var x = 1480; x < 1512; x++)
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{
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for (var y = 1610; y < 1642; y++)
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{
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var result = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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if (result.WalkMask != 0xFF)
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{
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blockedCellCount++;
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}
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}
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}
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_output.WriteLine($"Cells with at least one blocked direction: {blockedCellCount} / 1024");
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Assert.True(blockedCellCount > 0, "Expected at least one cell with a blocked direction in the dense region");
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}
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[Theory]
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[InlineData(1500, 1600)]
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[InlineData(1480, 1610)]
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[InlineData(0, 0)]
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public void ComputeMaskAt_IsDeterministic(int x, int y)
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{
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// Same inputs must always produce identical output. Catches accidental
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// statefulness in the baker (e.g., a static cache that gets corrupted).
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var first = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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var second = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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var third = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
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Assert.Equal(first.WalkMask, second.WalkMask);
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Assert.Equal(first.WalkMask, third.WalkMask);
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for (var d = 0; d < 8; d++)
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{
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Assert.Equal(first.GetWalkZ((Direction)d), second.GetWalkZ((Direction)d));
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Assert.Equal(first.GetWalkZ((Direction)d), third.GetWalkZ((Direction)d));
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}
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}
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[Fact]
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public void ComputeMaskAt_PinnedCell_TrammelOpenPlainOrigin()
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{
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// PINNING test: locks specific output for Trammel (1500, 1600).
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// Cell at z=10 with mask 0xC1 (N + W + NW only walkable). The other five
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// directions are blocked by water (E/SE/S/SW are wet tiles, NE is shore).
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// If this changes, either the baker logic changed or the underlying tile
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// data changed; re-run the parity test to confirm before updating expected values.
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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 avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var result = StepProbe.ComputeMaskAt(map, 1500, 1600, sourceZ);
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Assert.Equal((sbyte)10, sourceZ);
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Assert.Equal((byte)0xC1, result.WalkMask);
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Assert.True(result.IsWalkable(Direction.North));
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Assert.False(result.IsWalkable(Direction.Right));
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Assert.False(result.IsWalkable(Direction.East));
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Assert.False(result.IsWalkable(Direction.Down));
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Assert.False(result.IsWalkable(Direction.South));
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Assert.False(result.IsWalkable(Direction.Left));
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Assert.True(result.IsWalkable(Direction.West));
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Assert.True(result.IsWalkable(Direction.Up));
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Assert.Equal((sbyte)10, result.GetWalkZ(Direction.North));
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Assert.Equal((sbyte)10, result.GetWalkZ(Direction.West));
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Assert.Equal((sbyte)10, result.GetWalkZ(Direction.Up));
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}
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[Fact]
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public void ComputeMaskAt_PinnedCell_BritainInnDenseOrigin()
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{
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// PINNING test: locks specific output for Trammel (1480, 1610).
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// Cell at z=20 with mask 0x3F (N/NE/E/SE/S/SW walkable, W/NW blocked by
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// a wall to the west). All walkable directions stay flat at z=20.
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1480, 1610, out _, out var avgZ, out _);
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var sourceZ = (sbyte)avgZ;
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var result = StepProbe.ComputeMaskAt(map, 1480, 1610, sourceZ);
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Assert.Equal((sbyte)20, sourceZ);
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Assert.Equal((byte)0x3F, result.WalkMask);
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Assert.True(result.IsWalkable(Direction.North));
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Assert.True(result.IsWalkable(Direction.Right));
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Assert.True(result.IsWalkable(Direction.East));
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Assert.True(result.IsWalkable(Direction.Down));
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Assert.True(result.IsWalkable(Direction.South));
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Assert.True(result.IsWalkable(Direction.Left));
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Assert.False(result.IsWalkable(Direction.West));
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Assert.False(result.IsWalkable(Direction.Up));
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for (var d = 0; d < 6; d++)
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{
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Assert.Equal((sbyte)20, result.GetWalkZ((Direction)d));
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}
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}
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}
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