Add MrGameEng.Pathfinding and MrGameEng.Collisions modules
CI / build-test (push) Failing after 1m5s

Pathfinding (depends on Core only): GridPathfinder with A* (octile/
Manhattan heuristic), Dijkstra and BFS over a game-implemented
IPathGrid; 4/8 connectivity, diagonals never cut corners. FlowField +
FlowFieldBuilder (multi-source Dijkstra) give crowds O(1) steering per
agent per frame. All buffers are grid-sized once and invalidated by a
generation stamp - repeated queries allocate nothing and clear nothing.

Collisions (Graphics exception: Transform2D, RectF): Collider component
(circle/AABB, offset, two-way layer masks), CollisionWorld - a uniform
spatial hash on flat arrays rebuilt from scratch each tick (O(n) for
movers, zero alloc after warm-up, deterministic pair order), pair
collection, QueryAabb and closest-hit Raycast. scene.UseCollisions()
registers CollisionSystem after movement systems.

30 new tests (string-map mazes, cost weighting, corner cutting, flow
descent; pair/mask/query/raycast). Sample gains a PathfindingScene
('path' console command): click to set the goal, 250 agents follow the
flow field, the A* path is highlighted, colliding agents flash red.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-11 13:39:28 +03:00
co-authored by Claude Fable 5
parent b3415120c3
commit a395e58458
20 changed files with 2053 additions and 2 deletions
@@ -0,0 +1,101 @@
using Microsoft.Xna.Framework;
using Xunit;
namespace MrGameEng.Pathfinding.Tests;
public class FlowFieldTests
{
[Fact]
public void Build_DistancesGrowFromGoal_DirectionsDescend()
{
var grid = new TestGrid(
".....",
".###.",
".....");
var builder = new FlowFieldBuilder(grid);
var field = new FlowField();
builder.Build([new Point(0, 0)], field);
Assert.Equal(0f, field.DistanceAt(0, 0));
Assert.True(field.DistanceAt(4, 2) > field.DistanceAt(1, 0));
// Из любой достижимой не-целевой клетки направление ведёт к клетке с меньшей дистанцией.
for (var y = 0; y < grid.Height; y++)
{
for (var x = 0; x < grid.Width; x++)
{
if (!grid.IsPassable(x, y) || !field.IsReachable(x, y) || field.DistanceAt(x, y) == 0f)
{
continue;
}
var direction = field.DirectionAt(x, y);
Assert.NotEqual(Vector2.Zero, direction);
var nx = x + Math.Sign(MathF.Round(direction.X * 10f));
var ny = y + Math.Sign(MathF.Round(direction.Y * 10f));
Assert.True(field.DistanceAt(nx, ny) < field.DistanceAt(x, y),
$"direction at ({x},{y}) does not descend");
}
}
}
[Fact]
public void Build_UnreachablePocket_IsFlagged()
{
var grid = new TestGrid(
"..#..",
"..#..",
"..#..");
var builder = new FlowFieldBuilder(grid);
var field = new FlowField();
builder.Build([new Point(0, 1)], field);
Assert.False(field.IsReachable(4, 1));
Assert.Equal(Vector2.Zero, field.DirectionAt(4, 1));
Assert.True(field.IsReachable(1, 2));
}
[Fact]
public void Build_MultipleGoals_EachCellFlowsToNearest()
{
var grid = new TestGrid("..........");
var builder = new FlowFieldBuilder(grid);
var field = new FlowField();
builder.Build([new Point(0, 0), new Point(9, 0)], field);
Assert.True(field.DirectionAt(2, 0).X < 0f); // ближе к левой цели
Assert.True(field.DirectionAt(7, 0).X > 0f); // ближе к правой
Assert.Equal(0f, field.DistanceAt(9, 0));
}
[Fact]
public void Build_Rebuild_OverwritesPreviousField()
{
var grid = new TestGrid(".....");
var builder = new FlowFieldBuilder(grid);
var field = new FlowField();
builder.Build([new Point(0, 0)], field);
Assert.True(field.DirectionAt(4, 0).X < 0f);
builder.Build([new Point(4, 0)], field);
Assert.True(field.DirectionAt(0, 0).X > 0f);
Assert.Equal(0f, field.DistanceAt(4, 0));
}
[Fact]
public void Build_NoValidGoals_EverythingUnreachable()
{
var grid = new TestGrid(".#.");
var builder = new FlowFieldBuilder(grid);
var field = new FlowField();
builder.Build([new Point(1, 0)], field); // цель — стена
Assert.False(field.IsReachable(0, 0));
Assert.False(field.IsReachable(2, 0));
}
}
@@ -0,0 +1,199 @@
using Microsoft.Xna.Framework;
using Xunit;
namespace MrGameEng.Pathfinding.Tests;
public class GridPathfinderTests
{
private static List<Point> Path(IPathGrid grid, Point start, Point goal,
PathAlgorithm algorithm = PathAlgorithm.AStar,
GridConnectivity connectivity = GridConnectivity.Eight)
{
var pathfinder = new GridPathfinder(grid, connectivity);
var path = new List<Point>();
Assert.True(pathfinder.FindPath(start, goal, path, algorithm));
return path;
}
private static void AssertValidPath(IPathGrid grid, List<Point> path, Point start, Point goal)
{
Assert.Equal(start, path[0]);
Assert.Equal(goal, path[^1]);
for (var i = 0; i < path.Count; i++)
{
Assert.True(grid.IsPassable(path[i].X, path[i].Y), $"impassable cell {path[i]}");
if (i > 0)
{
var dx = Math.Abs(path[i].X - path[i - 1].X);
var dy = Math.Abs(path[i].Y - path[i - 1].Y);
Assert.True(dx <= 1 && dy <= 1 && dx + dy > 0, $"non-adjacent step {path[i - 1]} -> {path[i]}");
}
}
}
[Theory]
[InlineData(PathAlgorithm.AStar)]
[InlineData(PathAlgorithm.Dijkstra)]
[InlineData(PathAlgorithm.BreadthFirst)]
public void FindPath_OpenField_StraightLine(PathAlgorithm algorithm)
{
var grid = new TestGrid(
".....",
".....",
".....");
var path = Path(grid, new Point(0, 1), new Point(4, 1), algorithm);
AssertValidPath(grid, path, new Point(0, 1), new Point(4, 1));
Assert.Equal(5, path.Count); // прямая, без лишних шагов
}
[Theory]
[InlineData(PathAlgorithm.AStar)]
[InlineData(PathAlgorithm.Dijkstra)]
[InlineData(PathAlgorithm.BreadthFirst)]
public void FindPath_WallsForceDetour(PathAlgorithm algorithm)
{
var grid = new TestGrid(
".....",
"####.",
".....");
var path = Path(grid, new Point(0, 0), new Point(0, 2), algorithm);
AssertValidPath(grid, path, new Point(0, 0), new Point(0, 2));
Assert.Contains(new Point(4, 1), path); // единственный проход
}
[Fact]
public void FindPath_NoRoute_ReturnsFalse()
{
var grid = new TestGrid(
".#.",
".#.",
".#.");
var pathfinder = new GridPathfinder(grid);
var path = new List<Point>();
Assert.False(pathfinder.FindPath(new Point(0, 0), new Point(2, 0), path));
Assert.Empty(path);
}
[Fact]
public void FindPath_StartEqualsGoal_SinglePoint()
{
var grid = new TestGrid("...");
var path = Path(grid, new Point(1, 0), new Point(1, 0));
Assert.Equal([new Point(1, 0)], path);
}
[Fact]
public void FindPath_DiagonalNeverCutsCorners()
{
var grid = new TestGrid(
".#",
"#.");
var pathfinder = new GridPathfinder(grid, GridConnectivity.Eight);
var path = new List<Point>();
// Диагональ (0,0)->(1,1) зажата стенами — пути нет.
Assert.False(pathfinder.FindPath(new Point(0, 0), new Point(1, 1), path));
}
[Fact]
public void FindPath_FourConnectivity_NoDiagonalSteps()
{
var grid = new TestGrid(
"...",
"...",
"...");
var path = Path(grid, new Point(0, 0), new Point(2, 2), connectivity: GridConnectivity.Four);
Assert.Equal(5, path.Count); // манхэттен: 4 шага
for (var i = 1; i < path.Count; i++)
{
var dx = Math.Abs(path[i].X - path[i - 1].X);
var dy = Math.Abs(path[i].Y - path[i - 1].Y);
Assert.Equal(1, dx + dy);
}
}
[Theory]
[InlineData(PathAlgorithm.AStar)]
[InlineData(PathAlgorithm.Dijkstra)]
public void FindPath_CostAware_AvoidsExpensiveTerrain(PathAlgorithm algorithm)
{
// Прямой путь через болото (цена 9) дороже обхода по краю.
var grid = new TestGrid(
".....",
".999.",
".....");
var path = Path(grid, new Point(0, 1), new Point(4, 1), algorithm);
Assert.DoesNotContain(path, p => grid.Cost(p.X, p.Y) > 1f);
}
[Fact]
public void FindPath_BreadthFirst_IgnoresCosts()
{
var grid = new TestGrid(
".....",
".999.",
".....");
var path = Path(grid, new Point(0, 1), new Point(4, 1), PathAlgorithm.BreadthFirst);
Assert.Equal(5, path.Count); // идёт напрямик через дорогие клетки
}
[Fact]
public void FindPath_ReusedInstance_GivesCleanResults()
{
var grid = new TestGrid(
".....",
".###.",
".....");
var pathfinder = new GridPathfinder(grid);
var path = new List<Point>();
Assert.True(pathfinder.FindPath(new Point(0, 0), new Point(4, 2), path));
var first = path.ToArray();
Assert.True(pathfinder.FindPath(new Point(0, 0), new Point(4, 2), path));
Assert.Equal(first, path); // generation-сброс не оставляет мусора между запросами
}
[Fact]
public void FindPath_AStarMatchesDijkstraCost()
{
var grid = new TestGrid(
"..3..",
".#3#.",
"..3..",
".###.",
".....");
var start = new Point(0, 0);
var goal = new Point(4, 4);
var aStar = Path(grid, start, goal, PathAlgorithm.AStar);
var dijkstra = Path(grid, start, goal, PathAlgorithm.Dijkstra);
Assert.Equal(PathCost(grid, dijkstra), PathCost(grid, aStar), 3);
}
private static float PathCost(IPathGrid grid, List<Point> path)
{
var total = 0f;
for (var i = 1; i < path.Count; i++)
{
var diagonal = path[i].X != path[i - 1].X && path[i].Y != path[i - 1].Y;
total += (diagonal ? 1.4142135f : 1f) * grid.Cost(path[i].X, path[i].Y);
}
return total;
}
}
@@ -0,0 +1,19 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<OutputType>Exe</OutputType>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" />
<PackageReference Include="xunit.v3" />
<PackageReference Include="xunit.runner.visualstudio" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\MrGameEng.Pathfinding\MrGameEng.Pathfinding.csproj" />
</ItemGroup>
</Project>
@@ -0,0 +1,23 @@
using MrGameEng.Pathfinding;
namespace MrGameEng.Pathfinding.Tests;
/// <summary>Грид из строк: '#' — стена, '.' — клетка с ценой 1, '2'..'9' — клетка с этой ценой.</summary>
public sealed class TestGrid : IPathGrid
{
private readonly string[] _rows;
public TestGrid(params string[] rows) => _rows = rows;
public int Width => _rows[0].Length;
public int Height => _rows.Length;
public bool IsPassable(int x, int y) => _rows[y][x] != '#';
public float Cost(int x, int y)
{
var cell = _rows[y][x];
return cell is >= '2' and <= '9' ? cell - '0' : 1f;
}
}