fix: restore pet obedience pacing and reschedule stale AI wakes
Pets slowed dramatically after #2591 (issue #2593): the per-step budget grew from half a think interval to the full RunUO-parity move table, and a guarding pet resolves passive (OnCombatantChange clears Warmode whenever the combatant clears), putting Guard/Come at ~1.05s/step for Medium-bucket pets. Order changes and speed-ups also waited out the previously scheduled AITimer wake, because the timer wheel reads Interval only after the next fire. - CurrentMoveSpeed: a controlled pet executing a master's movement order (Come/Follow/Guard, no combatant) paces steps on the think clock — the wild-creature move table no longer slows obedience. Combat chases and herding keep their own pacing. - AITimer: track the pending wake and reschedule (Stop, Delay = remaining, Start) when a speed-up or fresh order moves the earliest deadline up; changes inside a tick still flow through ScheduleNext. New Prod() wakes the AI immediately on player commands, including from a stopped timer (stable claims no longer wait out the random construction stagger). - DoOrderGuard: guard-following routes through WalkMobileRange so it registers a move intent (between-think move wakes) and paths around obstacles instead of bare greedy stepping quantized to the think grid. Closes #2593 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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7 changed files with 328 additions and 9 deletions
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@ -0,0 +1,48 @@
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using System.Collections.Generic;
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using Server;
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using Server.Mobiles;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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// Guard-order following drives real movement primitives (and may pathfind), so it shares
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// the pathfinding sequential collection like ApproachTargetTests.
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[Collection("Sequential Pathfinding Tests")]
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public class GuardFollowTests
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{
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[Fact]
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public void GuardFollow_StepsTowardMaster_AndRegistersMoveIntent()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var master = new PlayerMobile(World.NewMobile);
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master.DefaultMobileInit();
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master.MoveToWorld(new Point3D(1494, 1600, (sbyte)z), map);
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var pet = new PetTestStub();
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pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map); // 6 tiles east, open terrain
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pet.SetControlMaster(master);
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var ai = pet.AIObject;
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ai.AITimer?.Stop(); // drive manually
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pet.ControlOrder = OrderType.Guard;
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ai.AITimer?.Stop(); // the order change may restart the timer
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var start = pet.Location;
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ai.NextMove = 0;
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ai.Obey();
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var moved = pet.Location != start;
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var hasIntent = ai.TryGetMoveWake(out _);
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pet.Delete();
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master.Delete();
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Assert.True(moved, "a guarding pet beyond guard range must step toward its master");
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// Between-think move wakes require a registered move intent; bare greedy stepping
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// quantizes guard-following to the think grid (issue #2593).
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Assert.True(hasIntent, "guard-following must register a move intent");
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}
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}
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193
Projects/UOContent.Tests/Tests/Mobiles/AI/PetPacingTests.cs
Normal file
193
Projects/UOContent.Tests/Tests/Mobiles/AI/PetPacingTests.cs
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@ -0,0 +1,193 @@
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using System;
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using System.Collections.Generic;
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using Server;
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using Server.Mobiles;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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// Pins the pet-obedience pacing policy (issue #2593): a controlled pet executing a
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// master's movement order paces its steps on the think clock, not the wild-creature
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// move table; combat chases and herding keep their own pacing.
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[Collection("Sequential UOContent Tests")]
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public class PetPacingTests : IDisposable
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{
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private readonly List<Mobile> _created = new();
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private (PlayerMobile master, PetTestStub pet) Spawn(Point3D masterLoc, Point3D petLoc)
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{
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var pair = PetTestSetup.SpawnControlledPet(masterLoc, petLoc);
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_created.Add(pair.master);
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_created.Add(pair.pet);
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return pair;
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}
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public void Dispose()
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{
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foreach (var m in _created)
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{
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m?.Delete();
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}
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_created.Clear();
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}
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[Fact]
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public void ObeyingPet_PacesStepsOnThinkClock()
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{
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var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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pet.SetMoveSpeed(0.3, 0.9); // wild-creature table pace; must not slow obedience
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pet.SetCurrentSpeedToPassive();
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Assert.Equal(OrderType.Come, pet.ControlOrder);
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Assert.Equal(0.4, pet.CurrentMoveSpeed);
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pet.ControlOrder = OrderType.Guard;
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Assert.Equal(0.4, pet.CurrentMoveSpeed);
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pet.ControlTarget = master;
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pet.ControlOrder = OrderType.Follow;
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Assert.Equal(0.4, pet.CurrentMoveSpeed);
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}
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// Boundary guard: a pet chasing a combatant keeps the move table.
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[Fact]
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public void CombatChasingPet_KeepsMoveTable()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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var target = new PetTestStub();
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target.MoveToWorld(new Point3D(1003, 1000, 0), Map.Felucca);
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_created.Add(target);
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pet.SetMoveSpeed(0.3, 0.9);
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pet.ControlOrder = OrderType.Guard;
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pet.Combatant = target;
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pet.SetCurrentSpeedToActive();
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Assert.Equal(0.3, pet.CurrentMoveSpeed);
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}
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// Boundary guard: herding overrides obedience pacing.
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[Fact]
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public void HerdedObeyingPet_KeepsHerdingPace()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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pet.SetMoveSpeed(0.45, 0.9);
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pet.SetCurrentSpeedToPassive();
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pet.TargetLocation = new Point2D(1010, 1010);
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Assert.Equal(0.3, pet.CurrentMoveSpeed); // fixed herding pace
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}
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private sealed class ThinkProbe : PetTestStub
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{
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public int Thinks;
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public override void OnThink()
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{
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Thinks++;
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base.OnThink();
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}
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}
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private (PlayerMobile master, ThinkProbe pet) SpawnProbe()
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{
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var master = new PlayerMobile(World.NewMobile);
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master.DefaultMobileInit();
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master.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
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_created.Add(master);
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var pet = new ThinkProbe();
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pet.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
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pet.SetControlMaster(master);
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_created.Add(pet);
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return (master, pet);
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}
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// Advances simulated time in 8ms lockstep with the wheel, like the real event loop,
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// so wake schedules and Core.TickCount stay in sync.
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private static void RunFor(long ms)
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{
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var deadline = Core._tickCount + ms;
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while (Core._tickCount < deadline)
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{
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Core._tickCount += 8;
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Timer.Slice(Core._tickCount);
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}
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}
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private static bool RunUntil(Func<bool> condition, long maxMs)
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{
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var deadline = Core._tickCount + maxMs;
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while (Core._tickCount < deadline)
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{
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if (condition())
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{
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return true;
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}
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Core._tickCount += 8;
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Timer.Slice(Core._tickCount);
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}
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return condition();
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}
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// Runs past the random spawn-stagger delay to a known think-tick anchor: returns
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// right after a think fires, with the next one a full passive cadence (0.4s) away.
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private ThinkProbe SettledProbe(out PlayerMobile master)
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{
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Core._tickCount = 0;
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Timer.Init(0);
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var (m, pet) = SpawnProbe();
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master = m;
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pet.ForceIdle = true; // no wandering; pure cadence
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pet.ControlOrder = OrderType.Stay;
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var settled = RunUntil(() => pet.Thinks >= 2, 8000);
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Assert.True(settled, "the AI must reach a steady think cadence");
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return pet;
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}
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[Fact]
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public void OrderChange_WakesStaleThinkTimer()
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{
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var pet = SettledProbe(out var master);
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var thinksBefore = pet.Thinks;
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// Mid-wait on the passive cadence: the next think is ~200ms out.
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RunFor(200);
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Assert.Equal(thinksBefore, pet.Thinks);
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// The player issues a command; the pet must not wait out the stale wake.
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pet.ControlTarget = master;
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pet.ControlOrder = OrderType.Follow;
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RunFor(80);
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Assert.True(pet.Thinks > thinksBefore, "a fresh order must wake the AI promptly");
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}
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[Fact]
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public void SpeedUp_ReschedulesPendingWake()
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{
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var pet = SettledProbe(out _);
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var thinksBefore = pet.Thinks;
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// Mid-wait on the passive cadence: the next think is ~200ms out.
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RunFor(200);
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Assert.Equal(thinksBefore, pet.Thinks);
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// The pet is sped up (e.g. a buff): the next think must move up to the new
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// 0.1s cadence instead of waiting out the stale 0.4s deadline.
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pet.CurrentSpeed = 0.1;
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RunFor(120);
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Assert.True(pet.Thinks > thinksBefore, "a speed-up must reschedule the pending wake");
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}
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}
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@ -26,6 +26,8 @@ public sealed class AITimer : Timer
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{
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{
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private readonly BaseAI _owner;
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private readonly BaseAI _owner;
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private long _nextThink;
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private long _nextThink;
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private long _nextWake; // when the pending wheel entry fires; the wheel cannot tell us
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private bool _inTick;
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private int _detectHiddenMinDelay;
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private int _detectHiddenMinDelay;
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private int _detectHiddenMaxDelay;
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private int _detectHiddenMaxDelay;
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@ -40,8 +42,31 @@ public sealed class AITimer : Timer
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public void Activate()
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public void Activate()
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{
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{
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_nextThink = Core.TickCount;
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_nextThink = Core.TickCount;
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Interval = TimeSpan.FromSeconds(_owner.Mobile.CurrentSpeed);
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if (Running)
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{
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return;
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}
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Start(); // keeps the current Delay: the construction stagger for spawn/sector wakes
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_nextWake = Core.TickCount + (long)Delay.TotalMilliseconds;
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}
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// A fresh command must not wait out the previous cadence: think now. Pets are exempt
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// from sector deactivation, so dropping the stagger Delay here cannot bunch sector wakes.
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public void Prod()
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{
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_nextThink = Core.TickCount;
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if (Running)
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{
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Reschedule();
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return;
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}
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Delay = TimeSpan.Zero;
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Start();
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Start();
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_nextWake = Core.TickCount + (long)Delay.TotalMilliseconds;
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}
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}
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// A speed-up must not wait out a stale, longer think deadline.
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// A speed-up must not wait out a stale, longer think deadline.
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@ -52,12 +77,54 @@ public sealed class AITimer : Timer
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if (candidate - _nextThink < 0)
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if (candidate - _nextThink < 0)
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{
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{
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_nextThink = candidate;
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_nextThink = candidate;
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Reschedule();
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}
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}
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// Restarts the timer when the new earliest deadline lands before the pending wake.
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// The wheel reads Interval only after the next fire, so moving a pending wake earlier
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// requires Stop, Delay = remaining, Start.
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private void Reschedule()
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{
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if (_inTick || !Running)
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{
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return; // ScheduleNext reads the updated deadlines at tick end
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}
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}
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Interval = TimeSpan.FromSeconds(_owner.Mobile.CurrentSpeed);
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var now = Core.TickCount;
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var deadline = _nextThink;
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if (_owner.TryGetMoveWake(out var nextMove) && nextMove - now > 0 && nextMove - deadline < 0)
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{
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deadline = nextMove;
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}
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if (deadline - _nextWake >= 0)
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{
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return; // the pending wake is already at or before the new deadline
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}
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Stop();
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Delay = TimeSpan.FromMilliseconds(Math.Max(0, deadline - now));
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Start();
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_nextWake = now + (long)Delay.TotalMilliseconds;
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}
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}
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protected override void OnTick()
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protected override void OnTick()
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{
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_inTick = true;
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try
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{
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OnTickCore();
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}
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finally
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{
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_inTick = false;
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}
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}
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private void OnTickCore()
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{
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{
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if (ShouldStop())
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if (ShouldStop())
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{
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{
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@ -111,6 +178,7 @@ public sealed class AITimer : Timer
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// The wheel rounds up to its 8ms resolution; a non-positive delay becomes one turn.
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// The wheel rounds up to its 8ms resolution; a non-positive delay becomes one turn.
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Interval = TimeSpan.FromMilliseconds(delay);
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Interval = TimeSpan.FromMilliseconds(delay);
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_nextWake = now + (long)Interval.TotalMilliseconds;
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}
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}
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private bool ShouldStop()
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private bool ShouldStop()
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@ -64,7 +64,7 @@ public abstract partial class BaseAI
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if (!m.PlayerRangeSensitive || !World.Loading && m.Map != null && m.Map != Map.Internal && m.Map.GetSector(m.Location).Active)
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if (!m.PlayerRangeSensitive || !World.Loading && m.Map != null && m.Map != Map.Internal && m.Map.GetSector(m.Location).Active)
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{
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{
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AITimer.Start();
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AITimer.Activate();
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}
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}
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if (Action != ActionType.Wander)
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if (Action != ActionType.Wander)
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@ -26,7 +26,8 @@ public abstract partial class BaseAI
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return;
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return;
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}
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}
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Activate();
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// A fresh command wakes the AI immediately — never wait out the previous cadence.
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AITimer.Prod();
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switch (Mobile.ControlOrder)
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switch (Mobile.ControlOrder)
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{
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{
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@ -309,13 +309,13 @@ public abstract partial class BaseAI
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{
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{
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this.DebugSayFormatted($"Guarding my master, {controlMaster.Name}.");
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this.DebugSayFormatted($"Guarding my master, {controlMaster.Name}.");
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var guardLocation = controlMaster.Location;
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var distance = (int)Mobile.GetDistanceToSqrt(controlMaster);
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var distance = (int)Mobile.GetDistanceToSqrt(guardLocation);
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|
||||||
if (distance > 3)
|
if (distance > 3)
|
||||||
{
|
{
|
||||||
DoMove(Mobile.GetDirectionTo(guardLocation));
|
// Through the approach primitive so guard-following registers a move
|
||||||
|
// intent (between-think move wakes) and paths around obstacles.
|
||||||
|
WalkMobileRange(controlMaster, 1, true, 1, 3);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -751,7 +751,8 @@ namespace Server.Mobiles
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Resolved seconds per step: a verbatim active/passive <see cref="CurrentSpeed"/>
|
/// Resolved seconds per step: a verbatim active/passive <see cref="CurrentSpeed"/>
|
||||||
/// maps to the matching movement value; a bespoke pace stays fused to both clocks.
|
/// maps to the matching movement value; a bespoke pace stays fused to both clocks.
|
||||||
/// A herded creature is always driven at <see cref="HerdingMoveSpeed"/>.
|
/// A herded creature is always driven at <see cref="HerdingMoveSpeed"/>; a pet
|
||||||
|
/// executing a master's movement order paces on the think clock.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[CommandProperty(AccessLevel.GameMaster)]
|
[CommandProperty(AccessLevel.GameMaster)]
|
||||||
public double CurrentMoveSpeed
|
public double CurrentMoveSpeed
|
||||||
|
|
@ -763,6 +764,14 @@ namespace Server.Mobiles
|
||||||
return HerdingMoveSpeed;
|
return HerdingMoveSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Obedience is never slowed by the wild-creature move table; combat
|
||||||
|
// chases (combatant set) keep it.
|
||||||
|
if (Controlled && Combatant == null &&
|
||||||
|
ControlOrder is OrderType.Come or OrderType.Follow or OrderType.Guard)
|
||||||
|
{
|
||||||
|
return _currentSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
return _currentSpeed == _activeSpeed ? ActiveMoveSpeed
|
return _currentSpeed == _activeSpeed ? ActiveMoveSpeed
|
||||||
: _currentSpeed == _passiveSpeed ? PassiveMoveSpeed
|
: _currentSpeed == _passiveSpeed ? PassiveMoveSpeed
|
||||||
: _currentSpeed;
|
: _currentSpeed;
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue