pixtuoid 0.9.0

Terminal pixel-art office for AI coding agents
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
//! Pathfinding façade — `Router` trait + `AStarRouter` impl.
//!
//! `Router` is the abstraction the renderer codes against: give it a static
//! `WalkableMask` and a per-frame `OccupancyOverlay`, ask for a polyline
//! from A to B, get back the route. The trait stays small so future impls
//! (Theta*, HPA*, navmesh) can drop in without touching `pose.rs` or
//! `renderer.rs`.
//!
//! `AStarRouter` is the concrete impl: A* on a coarsened 4×4 cell grid
//! with a permissive cell-walkability threshold (≥8/16 px walkable, 50% —
//! see `CELL_WALKABLE_MIN` for why tighter thresholds were rejected).
//! Memoizes results in a per-(from, to) cache; auto-invalidates when
//! the overlay signature changes so per-frame agent movement still routes
//! around live agents.

use std::cmp::Ordering;
use std::collections::{BinaryHeap, HashMap};

use pixtuoid_core::walkable::{OccupancyOverlay, WalkableMask};

use crate::tui::layout::{Bounds, Point};

/// Cell size in pixels. Smaller = more accurate paths, more work per query.
/// 4 px gives a ~40×60 grid on a typical 160×240 buffer — A* finishes in
/// well under 1 ms uncached.
pub const CELL_SIZE: u16 = 4;
/// Cell-walkable threshold (out of CELL_SIZE^2 = 16 pixels). At 8 (50%) the
/// coarsened grid can squeeze through 2-pixel-wide corridors, which is
/// what the meeting-room interior needs after furniture obstacle padding.
/// Tighter (e.g. 12 = 75%) made the meeting room unreachable; looser (e.g.
/// 4 = 25%) lets paths graze furniture edges. 50% is the sweet spot.
const CELL_WALKABLE_MIN: u16 = 8;

// The core-side `ReachSet` MUST coarsen identically to this router, or
// "reachable" in `approach_point` would diverge from what A* actually routes.
// Locked at compile time so a CELL_SIZE / threshold edit can't silently desync.
const _: () = assert!(CELL_SIZE == pixtuoid_core::layout::REACH_CELL_SIZE);
const _: () = assert!(CELL_WALKABLE_MIN == pixtuoid_core::layout::REACH_CELL_WALKABLE_MIN);

/// Abstract pathfinder — implementations route from `from` to `to` over
/// the supplied mask + overlay, returning a polyline (first = `from`,
/// last = `to`, intermediate = corners). Renderer + pose layer use this
/// trait so the algorithm can be swapped without touching them.
pub trait Router {
    /// Compute or look up the route. The returned slice is owned by the
    /// router (cache-backed); copy if you need to outlive the next call.
    fn route(
        &mut self,
        mask: &WalkableMask,
        overlay: &OccupancyOverlay,
        from: Point,
        to: Point,
    ) -> Vec<Point>;

    /// Drop any cached state — call when the static mask is replaced
    /// (terminal resize, layout shape change).
    fn invalidate(&mut self);

    /// Optional: bias the cost function toward a preferred zone (e.g. the
    /// office corridor). Cells inside `zone` get a small cost discount so
    /// paths naturally hug the hallway instead of cutting diagonally
    /// across the cubicle floor. Default impl is a no-op so a Router
    /// that doesn't care about zones can skip it.
    fn set_preferred_zone(&mut self, zone: Option<Bounds>) {
        let _ = zone;
    }
}

/// Path-cache entry cap. The (from, to) key space is unbounded in steady
/// state: aimless wander mints a fresh pseudo-random destination every cycle
/// and snap-back/exit legs route from live interpolated origins, so an
/// always-on office accumulates keys forever — and the per-overlay-change
/// `retain` scan inside `route` grows linearly with the map. Keys are
/// per-agent jittered (from, to) PAIRS, not shared anchors: a fully loaded
/// floor (16 agents × ~12-16 waypoints × 2 directions) recurs ~400-500
/// keys, which 512 covers. If the working set ever cycles past the cap
/// anyway, the failure mode is graceful: on overflow the whole map is
/// cleared, and each evicted route is a sub-ms uncached A* on its next
/// request — at most #walking-agents re-misses per frame. A mid-leg clear
/// is safe by construction: cornered in-flight legs are frozen on
/// `MotionState.walk_path` (they never re-consult the router), and a
/// straight 2-point leg recomputes bit-identically only while the overlay
/// is unchanged — after a clear it re-routes under the CURRENT overlay,
/// the same self-healing re-route class the design already accepts for
/// unfrozen legs.
const PATH_CACHE_CAP: usize = 512;

/// A* router with internal path cache. Cache invalidates on overlay
/// signature change so per-frame occupancy movement (live agents) still
/// produces correct routes.
#[derive(Debug, Default, Clone)]
pub struct AStarRouter {
    paths: HashMap<(Point, Point), Vec<Point>>,
    last_overlay_sig: u64,
    /// Cells inside this zone get a cost discount during A*. When `None`,
    /// every cell has uniform cost. Changing this drops the cached paths
    /// (different zone = different optimal route).
    preferred_zone: Option<Bounds>,
}

impl AStarRouter {
    pub fn new() -> Self {
        Self::default()
    }

    pub fn len(&self) -> usize {
        self.paths.len()
    }

    pub fn is_empty(&self) -> bool {
        self.paths.is_empty()
    }
}

impl Router for AStarRouter {
    fn route(
        &mut self,
        mask: &WalkableMask,
        overlay: &OccupancyOverlay,
        from: Point,
        to: Point,
    ) -> Vec<Point> {
        let overlay_sig = overlay.signature();
        // Per-path validity (replaces the old global cache wipe): when the
        // overlay changes, check each cached path to see if it now crosses
        // an obstacle. Only invalidate entries that actually conflict —
        // paths in unaffected corridors stay cached.
        if overlay_sig != self.last_overlay_sig {
            self.paths.retain(|_, path| path_clear_under(path, overlay));
            self.last_overlay_sig = overlay_sig;
        }
        if let Some(p) = self.paths.get(&(from, to)) {
            return p.clone();
        }
        let path = find_path(mask, overlay, self.preferred_zone, from, to)
            .unwrap_or_else(|| vec![from, to]);
        self.paths.insert((from, to), path.clone());
        if self.paths.len() > PATH_CACHE_CAP {
            self.paths.clear();
        }
        path
    }

    fn invalidate(&mut self) {
        self.paths.clear();
    }

    fn set_preferred_zone(&mut self, zone: Option<Bounds>) {
        // Different zone produces different optimal paths — invalidate the
        // cache. Cheap to do unconditionally; the layout's corridor only
        // changes on terminal resize so this fires rarely.
        if self.preferred_zone != zone {
            self.paths.clear();
            self.preferred_zone = zone;
        }
    }
}

/// Is `path` still walkable under the current `overlay`? Samples each
/// segment at a small stride and checks whether any sample falls inside
/// an overlay rect. Faster than re-running A* per path; tolerates a tiny
/// overshoot (a 1-px clip into an obstacle won't invalidate, but a
/// real intersection at any corner will).
fn path_clear_under(path: &[Point], overlay: &OccupancyOverlay) -> bool {
    if overlay.is_empty() {
        return true;
    }
    for w in path.windows(2) {
        let (a, b) = (w[0], w[1]);
        let dx = b.x as i32 - a.x as i32;
        let dy = b.y as i32 - a.y as i32;
        let steps = dx.abs().max(dy.abs()).max(1) / 4;
        let n = steps.max(2);
        for i in 0..=n {
            let x = (a.x as i32 + dx * i / n).max(0) as u16;
            let y = (a.y as i32 + dy * i / n).max(0) as u16;
            if overlay.blocks(x, y) {
                return false;
            }
        }
    }
    true
}

#[derive(Eq, PartialEq)]
struct Node {
    f: u32,
    g: u32,
    cell: (u16, u16),
}

impl Ord for Node {
    fn cmp(&self, other: &Self) -> Ordering {
        other.f.cmp(&self.f).then(other.g.cmp(&self.g))
    }
}

impl PartialOrd for Node {
    fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
        Some(self.cmp(other))
    }
}

const NEIGHBORS_8: [(i32, i32); 8] = [
    (1, 0),
    (-1, 0),
    (0, 1),
    (0, -1),
    (1, 1),
    (1, -1),
    (-1, 1),
    (-1, -1),
];

fn heuristic(a: (u16, u16), b: (u16, u16)) -> u32 {
    let dx = (a.0 as i32 - b.0 as i32).unsigned_abs();
    let dy = (a.1 as i32 - b.1 as i32).unsigned_abs();
    14 * dx.min(dy) + 10 * (dx.max(dy) - dx.min(dy))
}

/// Is the center of cell `(cx, cy)` inside `zone`? Used by the preferred-
/// zone discount: cells whose center lands in the corridor get a cheaper
/// step cost so A* hugs the hallway.
fn cell_in_zone(zone: Option<Bounds>, cx: u16, cy: u16) -> bool {
    let Some(z) = zone else {
        return false;
    };
    let cp = cell_center(cx, cy);
    cp.x >= z.x && cp.x < z.x + z.width && cp.y >= z.y && cp.y < z.y + z.height
}

fn cell_walkable(mask: &WalkableMask, overlay: &OccupancyOverlay, cx: u16, cy: u16) -> bool {
    let px_start = cx.saturating_mul(CELL_SIZE);
    let py_start = cy.saturating_mul(CELL_SIZE);
    let mut walk_count = 0u16;
    for dy in 0..CELL_SIZE {
        for dx in 0..CELL_SIZE {
            let px = px_start + dx;
            let py = py_start + dy;
            if mask.is_walkable(px, py) && !overlay.blocks(px, py) {
                walk_count += 1;
            }
        }
    }
    walk_count >= CELL_WALKABLE_MIN
}

fn cell_of(p: Point) -> (u16, u16) {
    (p.x / CELL_SIZE, p.y / CELL_SIZE)
}

fn cell_center(cx: u16, cy: u16) -> Point {
    Point {
        x: cx * CELL_SIZE + CELL_SIZE / 2,
        y: cy * CELL_SIZE + CELL_SIZE / 2,
    }
}

/// Coarse-grid dimensions (`mask` pixel size ÷ `CELL_SIZE`), or `None` when
/// either axis is 0 — a degenerate grid the A* loop can't index. Callers pick
/// their own degenerate return (straight `[from,to]`, `None`, `false`).
fn grid_dims(mask: &WalkableMask) -> Option<(u16, u16)> {
    let cell_w = mask.width / CELL_SIZE;
    let cell_h = mask.height / CELL_SIZE;
    if cell_w == 0 || cell_h == 0 {
        return None;
    }
    Some((cell_w, cell_h))
}

const MAX_SNAP_RADIUS: u16 = 12;

fn snap_to_walkable(
    mask: &WalkableMask,
    overlay: &OccupancyOverlay,
    cell: (u16, u16),
    cell_w: u16,
    cell_h: u16,
) -> Option<(u16, u16)> {
    if cell.0 < cell_w && cell.1 < cell_h && cell_walkable(mask, overlay, cell.0, cell.1) {
        return Some(cell);
    }
    for r in 1..=MAX_SNAP_RADIUS {
        let r_i = r as i32;
        for dy in -r_i..=r_i {
            for dx in -r_i..=r_i {
                if dx.abs() != r_i && dy.abs() != r_i {
                    continue;
                }
                let nx = cell.0 as i32 + dx;
                let ny = cell.1 as i32 + dy;
                if nx < 0 || ny < 0 {
                    continue;
                }
                let (nx, ny) = (nx as u16, ny as u16);
                if nx >= cell_w || ny >= cell_h {
                    continue;
                }
                if cell_walkable(mask, overlay, nx, ny) {
                    return Some((nx, ny));
                }
            }
        }
    }
    None
}

/// Run A* on the layout's walkability mask + per-frame occupancy. When
/// `preferred` is `Some(rect)`, cells whose center falls inside the rect
/// get a 30% step-cost discount — paths naturally hug that zone (e.g.
/// the office corridor) when an off-zone diagonal cut would otherwise
/// be slightly shorter.
pub fn find_path(
    mask: &WalkableMask,
    overlay: &OccupancyOverlay,
    preferred: Option<Bounds>,
    from: Point,
    to: Point,
) -> Option<Vec<Point>> {
    let Some((cell_w, cell_h)) = grid_dims(mask) else {
        return Some(vec![from, to]);
    };

    let start = snap_to_walkable(mask, overlay, cell_of(from), cell_w, cell_h)?;
    let goal = snap_to_walkable(mask, overlay, cell_of(to), cell_w, cell_h)?;

    if start == goal {
        return Some(vec![from, to]);
    }

    let mut open: BinaryHeap<Node> = BinaryHeap::new();
    let mut came_from: HashMap<(u16, u16), (u16, u16)> = HashMap::new();
    let mut g_score: HashMap<(u16, u16), u32> = HashMap::new();
    g_score.insert(start, 0);
    open.push(Node {
        f: heuristic(start, goal),
        g: 0,
        cell: start,
    });

    while let Some(current) = open.pop() {
        if current.cell == goal {
            return Some(reconstruct(&came_from, goal, from, to));
        }
        if current.g > *g_score.get(&current.cell).unwrap_or(&u32::MAX) {
            continue;
        }
        for (dx, dy) in NEIGHBORS_8.iter() {
            let nx = current.cell.0 as i32 + dx;
            let ny = current.cell.1 as i32 + dy;
            if nx < 0 || ny < 0 {
                continue;
            }
            let (nx, ny) = (nx as u16, ny as u16);
            if nx >= cell_w || ny >= cell_h {
                continue;
            }
            if !cell_walkable(mask, overlay, nx, ny) {
                continue;
            }
            let base_step = if dx.abs() + dy.abs() == 2 { 14 } else { 10 };
            let step = if cell_in_zone(preferred, nx, ny) {
                base_step * 7 / 10
            } else {
                base_step
            };
            let tentative = current.g + step;
            if tentative < *g_score.get(&(nx, ny)).unwrap_or(&u32::MAX) {
                came_from.insert((nx, ny), current.cell);
                g_score.insert((nx, ny), tentative);
                open.push(Node {
                    f: tentative + heuristic((nx, ny), goal),
                    g: tentative,
                    cell: (nx, ny),
                });
            }
        }
    }
    None
}

/// Is the coarse routing cell containing `p` walkable (the SAME predicate A*
/// expands on — ≥`CELL_WALKABLE_MIN`/16 px open)? This is the granularity the
/// router actually guarantees: a position can fail a per-pixel `is_walkable`
/// (it's in the obstacle PAD band, or a transient diagonal corner-graze) yet
/// still be in a walkable routing cell — exactly like every agent sprite, which
/// rides the same coarse grid. Test/diagnostic helper.
pub fn point_in_walkable_cell(mask: &WalkableMask, p: Point) -> bool {
    let Some((cell_w, cell_h)) = grid_dims(mask) else {
        return false;
    };
    let (cx, cy) = cell_of(p);
    cx < cell_w && cy < cell_h && cell_walkable(mask, &OccupancyOverlay::new(), cx, cy)
}

/// Snap a pixel-space `Point` to the nearest walkable coarse-cell *center* on
/// the STATIC mask (no dynamic overlay). Returns `None` only when the grid is
/// degenerate or no walkable cell exists within `MAX_SNAP_RADIUS`.
///
/// This is the pet's rest/leg anchor: pass a raw furniture-adjacent spot to get
/// the nearest floor pixel it can actually stand on. Distinct from `find_path`'s
/// internal snapping, whose `reconstruct` overwrites the polyline endpoints with
/// the RAW `from`/`to` — so callers that need a guaranteed-walkable endpoint must
/// re-anchor with this.
pub fn snap_point_to_walkable(mask: &WalkableMask, p: Point) -> Option<Point> {
    let (cell_w, cell_h) = grid_dims(mask)?;
    let empty = OccupancyOverlay::new();
    let (cx, cy) = snap_to_walkable(mask, &empty, cell_of(p), cell_w, cell_h)?;
    Some(cell_center(cx, cy))
}

fn reconstruct(
    came_from: &HashMap<(u16, u16), (u16, u16)>,
    end: (u16, u16),
    from: Point,
    to: Point,
) -> Vec<Point> {
    let mut cells = vec![end];
    let mut cur = end;
    while let Some(&prev) = came_from.get(&cur) {
        cells.push(prev);
        cur = prev;
    }
    cells.reverse();
    let mut pts: Vec<Point> = cells.iter().map(|&(cx, cy)| cell_center(cx, cy)).collect();
    if pts.is_empty() {
        return vec![from, to];
    }
    pts[0] = from;
    let last = pts.len() - 1;
    pts[last] = to;
    simplify_polyline(pts)
}

fn simplify_polyline(pts: Vec<Point>) -> Vec<Point> {
    if pts.len() < 3 {
        return pts;
    }
    let mut out: Vec<Point> = Vec::with_capacity(pts.len());
    out.push(pts[0]);
    for i in 1..pts.len() - 1 {
        // `out` is non-empty (pushed pts[0] above); index instead of unwrap.
        let prev = out[out.len() - 1];
        let here = pts[i];
        let next = pts[i + 1];
        let dx_in = here.x as i32 - prev.x as i32;
        let dy_in = here.y as i32 - prev.y as i32;
        let dx_out = next.x as i32 - here.x as i32;
        let dy_out = next.y as i32 - here.y as i32;
        if dx_in * dy_out != dy_in * dx_out {
            out.push(here);
        }
    }
    // `pts.len() >= 3` here (early-returned otherwise), so indexing is safe.
    out.push(pts[pts.len() - 1]);
    out
}

#[cfg(test)]
mod tests {
    use super::*;
    use crate::tui::layout::{Layout, WallSegment};

    fn make_layout() -> Layout {
        Layout::compute(160, 200, 4).expect("layout fits")
    }

    #[test]
    fn straight_line_when_unobstructed() {
        let l = make_layout();
        let overlay = OccupancyOverlay::new();
        let from = Point {
            x: l.corridor.unwrap().x + 10,
            y: l.corridor.unwrap().y + 2,
        };
        let to = Point {
            x: l.corridor.unwrap().x + 60,
            y: l.corridor.unwrap().y + 2,
        };
        let path = find_path(&l.walkable, &overlay, None, from, to).expect("path");
        assert!(path.len() >= 2);
        assert_eq!(path[0], from);
        assert_eq!(*path.last().unwrap(), to);
    }

    #[test]
    fn simplify_collapses_collinear() {
        let pts = vec![
            Point { x: 0, y: 0 },
            Point { x: 4, y: 0 },
            Point { x: 8, y: 0 },
            Point { x: 12, y: 0 },
            Point { x: 12, y: 4 },
        ];
        let s = simplify_polyline(pts);
        assert_eq!(s.len(), 3);
    }

    #[test]
    fn routes_around_meeting_room_wall() {
        let l = make_layout();
        let overlay = OccupancyOverlay::new();
        let from = l.home_desks[0];
        let pantry = l
            .waypoints
            .iter()
            .find(|w| w.kind == crate::tui::layout::WaypointKind::Pantry)
            .expect("pantry wp")
            .pos;
        let path = find_path(&l.walkable, &overlay, None, from, pantry).expect("path");
        assert!(path.len() >= 3, "expected routed path, got {path:?}");
    }

    #[test]
    fn vertical_wall_is_impassable_except_through_the_door() {
        // Regression: a vertical (N-S) room divider has a 1px walkable
        // footprint (WALL_THICK_V, edge-on top-down rule). With NO clearance
        // pad that 1px strip is invisible to the coarse 4×4 router — only
        // 1 of a cell's 4 columns is blocked, so the cell keeps ≥12/16 px
        // walkable and stays "walkable", letting A* route STRAIGHT THROUGH
        // the wall. OBSTACLE_PAD_PX drives the wall's whole cell-column under
        // the threshold; this test pins that the wall is a real barrier.
        let l = make_layout();
        let overlay = OccupancyOverlay::new();
        let WallSegment { start, end } = l
            .room_walls
            .iter()
            .copied()
            .find(|w| w.start.x == w.end.x)
            .expect("layout has a vertical wall");
        let wall_x = start.x;
        // A y inside the wall body, near its top — clear of the mid door gap.
        let y = start.y.min(end.y) + 3;
        let from = Point {
            x: wall_x.saturating_sub(12),
            y,
        };
        let to = Point { x: wall_x + 12, y };
        let path = find_path(&l.walkable, &overlay, None, from, to)
            .expect("rooms stay connected through the door gap");
        let direct = crate::tui::pose::octile_distance(from, to);
        let routed: u32 = path
            .windows(2)
            .map(|w| crate::tui::pose::octile_distance(w[0], w[1]))
            .sum();
        // A straight crossing is ~24px; detouring through the mid door is far
        // longer. A passable wall would yield a near-straight path (≈ direct).
        assert!(
            routed > direct * 2,
            "expected a detour around the wall (routed {routed} vs direct {direct}); \
             a near-direct path means A* crossed the wall. path={path:?}"
        );
    }

    #[test]
    fn every_wander_waypoint_is_routable_on_the_coarse_grid() {
        // Teleport guard (#22): a waypoint A* can't reach on the coarse 4×4 grid
        // makes an idle agent SNAP/teleport there — find_path returns None and
        // route() falls back to a straight [from,to] line. The core connectivity
        // sweep only checks full-PIXEL BFS from the door; this checks COARSE-grid
        // reachability of EVERY emitted wander destination (meeting seats, pantry,
        // couch, AND the pod-aisle decor — phone booth / standing desk / vending /
        // printer, which also pins the INTER_POD_AISLE_X width: narrow the aisle
        // and the decor disconnects the grid here). Across seeds × sizes incl. the
        // 96×70 floor. It caught the narrow-meeting-room teleport (now gated).
        use crate::tui::layout::MAX_VISIBLE_DESKS;
        let overlay = OccupancyOverlay::new();
        let sizes = [
            (96u16, 70u16),
            (128, 80),
            (160, 120),
            (192, 160),
            (240, 160),
        ];
        for (w, h) in sizes {
            for seed in 0..5u64 {
                let Some(l) = Layout::compute_with_seed(w, h, MAX_VISIBLE_DESKS, seed) else {
                    continue;
                };
                let Some(origin) = l.door_threshold else {
                    continue;
                };
                for wp in &l.waypoints {
                    assert!(
                        find_path(&l.walkable, &overlay, None, origin, wp.pos).is_some(),
                        "seed {seed} {w}x{h}: {:?} at ({},{}) is unreachable on the coarse \
                         routing grid — an idle agent sent there would teleport",
                        wp.kind,
                        wp.pos.x,
                        wp.pos.y
                    );
                }
            }
        }
    }

    #[test]
    fn every_approach_point_is_routable_from_its_home_desk() {
        // STRONGER routability guard for the approach model: the cell A* actually
        // targets — `approach_point` on a reachable allowed side — must be
        // find_path-routable from the agent's OWN home desk, for EVERY
        // desk × waypoint × size × seed. The test above uses the DOOR origin + the
        // blocked furniture CENTER, so it can pass while a specific desk's chosen
        // approach side is unroutable (a teleport). `reaches ⇒ routable` (the
        // ReachSet contract) makes this hold. When NO allowed+reachable side
        // exists, approach_point returns the `wp.pos` sentinel (NO fallback — the
        // wander skips the furniture), which isn't a real destination, so we
        // exclude it below.
        use crate::tui::layout::MAX_VISIBLE_DESKS;
        use pixtuoid_core::layout::approach_point;
        let overlay = OccupancyOverlay::new();
        for (w, h) in [
            (96u16, 70u16),
            (128, 80),
            (160, 120),
            (192, 160),
            (240, 160),
        ] {
            for seed in 0..5u64 {
                let Some(l) = Layout::compute_with_seed(w, h, MAX_VISIBLE_DESKS, seed) else {
                    continue;
                };
                for &desk in &l.home_desks {
                    for wp in &l.waypoints {
                        let a = approach_point(
                            wp.kind.furniture(),
                            wp.pos,
                            wp.facing,
                            l.pantry_counter_size,
                            &l.walkable,
                            desk,
                            &l.reachable,
                        );
                        if a == wp.pos {
                            continue; // "no valid approach" sentinel — skipped, not routed to
                        }
                        assert!(
                            find_path(&l.walkable, &overlay, None, desk, a).is_some(),
                            "{w}x{h} seed {seed}: {:?} approach_point {a:?} unroutable from \
                             desk {desk:?} — the agent would teleport",
                            wp.kind,
                        );
                    }
                }
            }
        }
    }

    #[test]
    fn reachset_never_claims_an_unroutable_cell() {
        // The core ReachSet must never be a FALSE POSITIVE vs the real router:
        // every cell it reports reachable MUST be find_path-routable from the
        // door. (Conservative false negatives at coarse boundaries are fine —
        // approach_point simply won't pick those.) Pins the core↔router
        // coarsening agreement on REAL layouts, not just synthetic masks, so
        // approach_point can never select an unroutable approach side.
        use crate::tui::layout::MAX_VISIBLE_DESKS;
        let overlay = OccupancyOverlay::new();
        for (w, h) in [(160u16, 120u16), (200, 80), (96, 70)] {
            for seed in 0..3u64 {
                let Some(l) = Layout::compute_with_seed(w, h, MAX_VISIBLE_DESKS, seed) else {
                    continue;
                };
                let Some(door) = l.door_threshold else {
                    continue;
                };
                let mut y = 0;
                while y < l.buf_h {
                    let mut x = 0;
                    while x < l.buf_w {
                        let p = Point { x, y };
                        if l.reachable.reaches(p) {
                            assert!(
                                find_path(&l.walkable, &overlay, None, door, p).is_some(),
                                "{w}x{h} seed {seed}: ReachSet claims {p:?} reachable but \
                                 find_path can't route there from the door {door:?}",
                            );
                        }
                        x += 8;
                    }
                    y += 8;
                }
            }
        }
    }

    #[test]
    fn router_caches_until_overlay_changes() {
        let l = make_layout();
        let mut router = AStarRouter::new();
        let mut overlay = OccupancyOverlay::new();
        let from = Point { x: 30, y: 80 };
        let to = Point { x: 30, y: 120 };
        let _ = router.route(&l.walkable, &overlay, from, to);
        assert_eq!(router.len(), 1);
        let _ = router.route(&l.walkable, &overlay, from, to);
        assert_eq!(router.len(), 1, "should hit cache");

        // Push an occupancy rect — cache should drop.
        overlay.add(100, 100, 8, 8);
        let _ = router.route(&l.walkable, &overlay, from, to);
        assert_eq!(router.len(), 1, "cache rebuilt after overlay change");
    }

    #[test]
    fn path_cache_is_bounded_and_still_routes_after_the_clear() {
        // Regression: aimless wander destinations + live-position snap-back/
        // exit origins mint ever-new (from, to) keys, so without the cap the
        // cache (and the per-overlay retain scan over it) grew without bound
        // in an always-on office.
        let mask = WalkableMask::new_open(400, 400);
        let overlay = OccupancyOverlay::new();
        let mut router = AStarRouter::new();
        // On a cell-center (x % 4 == 2) so same-row routes collapse to the
        // straight 2-point polyline (see routes_around_dynamic_obstacle).
        let from = Point { x: 10, y: 50 };
        // Strictly more distinct (from, to) pairs than the cap holds, so the
        // overflow clear provably fires at least once.
        let distinct_routes = PATH_CACHE_CAP + 100;
        for i in 0..distinct_routes {
            let to = Point {
                x: (8 + (i % 90) * 4) as u16,
                y: (8 + (i / 90) * 4) as u16,
            };
            let _ = router.route(&mask, &overlay, from, to);
            assert!(
                router.len() <= PATH_CACHE_CAP,
                "cache must stay bounded: {} entries after {} distinct routes",
                router.len(),
                i + 1
            );
        }
        // Routing stays correct after the overflow clear: a same-row route on
        // an open mask yields the straight [from, to], recomputed
        // bit-identically.
        let to = Point { x: 90, y: 50 };
        assert_eq!(
            router.route(&mask, &overlay, from, to),
            vec![from, to],
            "post-clear routing must still return correct paths"
        );
    }

    #[test]
    fn routes_around_dynamic_obstacle() {
        // Synthetic open mask isolates the routing behaviour from the
        // production layout's obstacle clutter.
        let mask = pixtuoid_core::walkable::WalkableMask::new_open(100, 100);
        let mut overlay = OccupancyOverlay::new();
        let from = Point { x: 10, y: 50 };
        let to = Point { x: 90, y: 50 };
        let baseline = find_path(&mask, &overlay, None, from, to).expect("baseline");
        assert_eq!(baseline.len(), 2, "open mask should yield straight line");

        overlay.add(40, 40, 20, 20);
        let detour = find_path(&mask, &overlay, None, from, to).expect("detour");
        assert!(
            detour.len() > 2,
            "detour must add at least one corner around the dynamic block, got {detour:?}"
        );
    }

    #[test]
    fn path_clear_under_empty_overlay_always_true() {
        let overlay = OccupancyOverlay::new();
        let path = vec![Point { x: 0, y: 0 }, Point { x: 100, y: 100 }];
        assert!(path_clear_under(&path, &overlay));
    }

    #[test]
    fn path_clear_under_blocked_returns_false() {
        let mut overlay = OccupancyOverlay::new();
        overlay.add(50, 50, 10, 10);
        let path = vec![Point { x: 0, y: 0 }, Point { x: 100, y: 100 }];
        assert!(!path_clear_under(&path, &overlay));
    }

    #[test]
    fn path_clear_under_misses_obstacle_returns_true() {
        let mut overlay = OccupancyOverlay::new();
        overlay.add(50, 50, 10, 10);
        let path = vec![Point { x: 0, y: 0 }, Point { x: 40, y: 0 }];
        assert!(path_clear_under(&path, &overlay));
    }

    #[test]
    fn snap_to_walkable_returns_cell_when_already_walkable() {
        let l = make_layout();
        let overlay = OccupancyOverlay::new();
        let corridor = l.corridor.unwrap();
        let cell_w = l.buf_w / 4;
        let cell_h = l.buf_h / 4;
        let cx = (corridor.x + corridor.width / 2) / 4;
        let cy = (corridor.y + corridor.height / 2) / 4;
        let result = snap_to_walkable(&l.walkable, &overlay, (cx, cy), cell_w, cell_h);
        assert_eq!(result, Some((cx, cy)));
    }

    #[test]
    fn snap_to_walkable_finds_nearby_cell_when_blocked() {
        let l = make_layout();
        let cell_w = l.buf_w / 4;
        let cell_h = l.buf_h / 4;
        let wall_cell_y = l.top_margin / CELL_SIZE;
        let result = snap_to_walkable(
            &l.walkable,
            &OccupancyOverlay::new(),
            (0, wall_cell_y),
            cell_w,
            cell_h,
        );
        assert!(result.is_some(), "should snap to a nearby walkable cell");
    }

    #[test]
    fn heuristic_zero_for_same_cell() {
        assert_eq!(heuristic((5, 5), (5, 5)), 0);
    }

    #[test]
    fn heuristic_straight_horizontal() {
        assert_eq!(heuristic((0, 0), (3, 0)), 30);
    }

    #[test]
    fn heuristic_diagonal_uses_octile() {
        let h = heuristic((0, 0), (2, 2));
        assert_eq!(h, 28);
    }

    #[test]
    fn cell_of_maps_pixel_to_cell() {
        assert_eq!(cell_of(Point { x: 0, y: 0 }), (0, 0));
        assert_eq!(cell_of(Point { x: 7, y: 11 }), (1, 2));
        assert_eq!(cell_of(Point { x: 4, y: 4 }), (1, 1));
    }

    #[test]
    fn cell_center_is_midpoint_of_cell() {
        let c = cell_center(0, 0);
        assert_eq!(c, Point { x: 2, y: 2 });
        let c = cell_center(3, 5);
        assert_eq!(c, Point { x: 14, y: 22 });
    }

    #[test]
    fn cell_in_zone_false_when_none() {
        assert!(!cell_in_zone(None, 5, 5));
    }

    #[test]
    fn cell_in_zone_true_when_inside() {
        let zone = Bounds {
            x: 0,
            y: 0,
            width: 40,
            height: 40,
        };
        assert!(cell_in_zone(Some(zone), 2, 2));
    }

    #[test]
    fn cell_in_zone_false_when_outside() {
        let zone = Bounds {
            x: 0,
            y: 0,
            width: 10,
            height: 10,
        };
        assert!(!cell_in_zone(Some(zone), 20, 20));
    }

    #[test]
    fn cell_walkable_on_open_mask() {
        let mask = WalkableMask::new_open(100, 100);
        let overlay = OccupancyOverlay::new();
        assert!(cell_walkable(&mask, &overlay, 5, 5));
    }

    #[test]
    fn cell_walkable_false_when_blocked_by_overlay() {
        let mask = WalkableMask::new_open(100, 100);
        let mut overlay = OccupancyOverlay::new();
        overlay.add(20, 20, CELL_SIZE, CELL_SIZE);
        assert!(!cell_walkable(&mask, &overlay, 5, 5));
    }

    #[test]
    fn find_path_returns_none_when_target_completely_surrounded() {
        // 200×200 mask so the wall around (100,100) doesn't saturate to
        // origin and accidentally cover from=(4,4). This ensures
        // snap_to_walkable succeeds on `from` but fails on the goal.
        let mask = WalkableMask::new_open(200, 200);
        let mut overlay = OccupancyOverlay::new();
        let target = Point { x: 100, y: 100 };
        let wall_size = (MAX_SNAP_RADIUS + 1) * CELL_SIZE * 2;
        let wall_origin = 100u16 - wall_size / 2;
        overlay.add(wall_origin, wall_origin, wall_size, wall_size);

        let from = Point { x: 4, y: 4 };
        let result = find_path(&mask, &overlay, None, from, target);
        assert!(
            result.is_none(),
            "completely surrounded target should return None, got {result:?}"
        );
    }

    #[test]
    fn router_falls_back_to_straight_line_when_path_is_none() {
        let mask = WalkableMask::new_open(200, 200);
        let mut overlay = OccupancyOverlay::new();
        let from = Point { x: 4, y: 4 };
        let to = Point { x: 100, y: 100 };
        let wall_size = (MAX_SNAP_RADIUS + 1) * CELL_SIZE * 2;
        let wall_origin = 100u16 - wall_size / 2;
        overlay.add(wall_origin, wall_origin, wall_size, wall_size);

        let mut router = AStarRouter::new();
        let path = router.route(&mask, &overlay, from, to);
        assert_eq!(
            path,
            vec![from, to],
            "router should fall back to [from, to] when find_path returns None"
        );
    }

    #[test]
    fn snap_point_to_walkable_returns_walkable_cell() {
        let l = make_layout();
        // A point inside a desk footprint (blocked, with obstacle pad).
        let desk = l.home_desks[0];
        let blocked_p = Point {
            x: desk.x + 4,
            y: desk.y + 2,
        };
        let snapped = snap_point_to_walkable(&l.walkable, blocked_p)
            .expect("blocked desk should snap nearby");
        assert!(
            l.walkable.is_walkable(snapped.x, snapped.y),
            "snapped point ({},{}) must be walkable",
            snapped.x,
            snapped.y
        );
        // An already-open corridor point must also resolve to a walkable cell.
        let c = l.corridor.unwrap();
        let open_p = Point {
            x: c.x + c.width / 2,
            y: c.y + c.height / 2,
        };
        let open = snap_point_to_walkable(&l.walkable, open_p).expect("corridor center snaps");
        assert!(
            l.walkable.is_walkable(open.x, open.y),
            "open-floor snap walkable"
        );
    }

    // ── Router accessor / trait-default coverage ───────────────────────────

    /// A Router that does NOT override `set_preferred_zone`, so calling it hits
    /// the trait DEFAULT no-op body (pathfind.rs:63-65).
    struct NoZoneRouter;
    impl Router for NoZoneRouter {
        fn route(
            &mut self,
            _: &WalkableMask,
            _: &OccupancyOverlay,
            from: Point,
            to: Point,
        ) -> Vec<Point> {
            vec![from, to]
        }
        fn invalidate(&mut self) {}
        // set_preferred_zone intentionally NOT overridden.
    }

    #[test]
    fn router_default_set_preferred_zone_is_a_noop() {
        let mut r = NoZoneRouter;
        // The default impl just drops the argument — calling it must not panic
        // and must leave routing unchanged.
        r.set_preferred_zone(Some(Bounds {
            x: 0,
            y: 0,
            width: 8,
            height: 8,
        }));
        r.set_preferred_zone(None);
        assert_eq!(
            r.route(
                &WalkableMask::new_open(40, 40),
                &OccupancyOverlay::new(),
                Point { x: 0, y: 0 },
                Point { x: 10, y: 0 },
            ),
            vec![Point { x: 0, y: 0 }, Point { x: 10, y: 0 }]
        );
    }

    #[test]
    fn astar_is_empty_then_invalidate_clears_cache() {
        let mask = WalkableMask::new_open(80, 80);
        let overlay = OccupancyOverlay::new();
        let mut router = AStarRouter::new();
        // Fresh router has an empty cache.
        assert!(router.is_empty(), "fresh router cache must be empty");
        assert_eq!(router.len(), 0);

        // One route populates the cache.
        let _ = router.route(
            &mask,
            &overlay,
            Point { x: 4, y: 4 },
            Point { x: 60, y: 60 },
        );
        assert!(!router.is_empty(), "cache must be non-empty after a route");
        assert_ne!(router.len(), 0);

        // invalidate() drops every cached path.
        router.invalidate();
        assert!(router.is_empty(), "invalidate must clear the cache");
        assert_eq!(router.len(), 0);
    }

    // ── Degenerate sub-CELL_SIZE grid ──────────────────────────────────────

    #[test]
    fn degenerate_grid_returns_fallbacks() {
        // A 3×3 mask: 3 / CELL_SIZE(4) == 0 on both axes ⇒ grid_dims None.
        let mask = WalkableMask::new_open(3, 3);
        let overlay = OccupancyOverlay::new();
        let a = Point { x: 0, y: 0 };
        let b = Point { x: 2, y: 2 };
        // find_path hits the grid_dims-None early return ⇒ straight [a,b].
        assert_eq!(
            find_path(&mask, &overlay, None, a, b),
            Some(vec![a, b]),
            "degenerate grid must fall back to the straight [from,to]"
        );
        // point_in_walkable_cell hits its grid_dims-None branch ⇒ false.
        assert!(
            !point_in_walkable_cell(&mask, a),
            "degenerate grid: no point is in a walkable cell"
        );
    }

    #[test]
    fn snap_to_walkable_skips_out_of_bounds_corner_neighbours() {
        // Block the bottom-right CORNER cell so the expanding ring at r>=1 pokes
        // PAST the grid's far edge (nx>=cell_w / ny>=cell_h), forcing the
        // out-of-range `continue` (pathfind.rs:274) before it lands on an
        // interior walkable cell. Must still return Some.
        let mut mask = WalkableMask::new_open(40, 40); // 10×10 cells
        let overlay = OccupancyOverlay::new();
        let (cell_w, cell_h) = grid_dims(&mask).expect("non-degenerate");
        // Block the corner cell (cell_w-1, cell_h-1) at the pixel level.
        let corner_px = ((cell_w - 1) * CELL_SIZE, (cell_h - 1) * CELL_SIZE);
        mask.mark_blocked(corner_px.0, corner_px.1, CELL_SIZE, CELL_SIZE, 0);

        let result = snap_to_walkable(&mask, &overlay, (cell_w - 1, cell_h - 1), cell_w, cell_h);
        assert!(
            result.is_some(),
            "snap from the corner must still find an interior walkable cell"
        );
    }

    #[test]
    fn find_path_none_when_two_regions_split_by_a_full_wall() {
        // Two open regions split by a full-height blocked strip with NO door gap.
        // `from`/`to` are each in open cells (snap succeeds) but the search
        // exhausts the open set without reaching the goal ⇒ None AFTER the loop
        // (pathfind.rs:356) — distinct from the goal-snap-fails None at 302.
        let mut mask = WalkableMask::new_open(80, 40);
        let overlay = OccupancyOverlay::new();
        // Block x ∈ [36, 44) across the full height: 2 fully-blocked cell
        // columns (cells 9,10) — impassable to the coarse diagonal stepper.
        mask.mark_blocked(36, 0, 8, 40, 0);

        let from = Point { x: 10, y: 20 }; // left region
        let to = Point { x: 70, y: 20 }; // right region
                                         // Sanity: both endpoints are in walkable cells, so snapping succeeds and
                                         // the A* loop actually runs (start != goal).
        assert!(point_in_walkable_cell(&mask, from));
        assert!(point_in_walkable_cell(&mask, to));

        assert!(
            find_path(&mask, &overlay, None, from, to).is_none(),
            "a wall with no gap must leave the two regions unconnected (loop exhausts → None)"
        );
    }
}