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>
This commit is contained in:
Kamron Batman 2026-08-24 12:26:42 -07:00
parent e7f85d404d
commit 1ce2efb1ed
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7 changed files with 328 additions and 9 deletions

View file

@ -0,0 +1,48 @@
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// Guard-order following drives real movement primitives (and may pathfind), so it shares
// the pathfinding sequential collection like ApproachTargetTests.
[Collection("Sequential Pathfinding Tests")]
public class GuardFollowTests
{
[Fact]
public void GuardFollow_StepsTowardMaster_AndRegistersMoveIntent()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var master = new PlayerMobile(World.NewMobile);
master.DefaultMobileInit();
master.MoveToWorld(new Point3D(1494, 1600, (sbyte)z), map);
var pet = new PetTestStub();
pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map); // 6 tiles east, open terrain
pet.SetControlMaster(master);
var ai = pet.AIObject;
ai.AITimer?.Stop(); // drive manually
pet.ControlOrder = OrderType.Guard;
ai.AITimer?.Stop(); // the order change may restart the timer
var start = pet.Location;
ai.NextMove = 0;
ai.Obey();
var moved = pet.Location != start;
var hasIntent = ai.TryGetMoveWake(out _);
pet.Delete();
master.Delete();
Assert.True(moved, "a guarding pet beyond guard range must step toward its master");
// Between-think move wakes require a registered move intent; bare greedy stepping
// quantizes guard-following to the think grid (issue #2593).
Assert.True(hasIntent, "guard-following must register a move intent");
}
}

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@ -0,0 +1,193 @@
using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// Pins the pet-obedience pacing policy (issue #2593): a controlled pet executing a
// master's movement order paces its steps on the think clock, not the wild-creature
// move table; combat chases and herding keep their own pacing.
[Collection("Sequential UOContent Tests")]
public class PetPacingTests : IDisposable
{
private readonly List<Mobile> _created = new();
private (PlayerMobile master, PetTestStub pet) Spawn(Point3D masterLoc, Point3D petLoc)
{
var pair = PetTestSetup.SpawnControlledPet(masterLoc, petLoc);
_created.Add(pair.master);
_created.Add(pair.pet);
return pair;
}
public void Dispose()
{
foreach (var m in _created)
{
m?.Delete();
}
_created.Clear();
}
[Fact]
public void ObeyingPet_PacesStepsOnThinkClock()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
pet.SetMoveSpeed(0.3, 0.9); // wild-creature table pace; must not slow obedience
pet.SetCurrentSpeedToPassive();
Assert.Equal(OrderType.Come, pet.ControlOrder);
Assert.Equal(0.4, pet.CurrentMoveSpeed);
pet.ControlOrder = OrderType.Guard;
Assert.Equal(0.4, pet.CurrentMoveSpeed);
pet.ControlTarget = master;
pet.ControlOrder = OrderType.Follow;
Assert.Equal(0.4, pet.CurrentMoveSpeed);
}
// Boundary guard: a pet chasing a combatant keeps the move table.
[Fact]
public void CombatChasingPet_KeepsMoveTable()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
var target = new PetTestStub();
target.MoveToWorld(new Point3D(1003, 1000, 0), Map.Felucca);
_created.Add(target);
pet.SetMoveSpeed(0.3, 0.9);
pet.ControlOrder = OrderType.Guard;
pet.Combatant = target;
pet.SetCurrentSpeedToActive();
Assert.Equal(0.3, pet.CurrentMoveSpeed);
}
// Boundary guard: herding overrides obedience pacing.
[Fact]
public void HerdedObeyingPet_KeepsHerdingPace()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
pet.SetMoveSpeed(0.45, 0.9);
pet.SetCurrentSpeedToPassive();
pet.TargetLocation = new Point2D(1010, 1010);
Assert.Equal(0.3, pet.CurrentMoveSpeed); // fixed herding pace
}
private sealed class ThinkProbe : PetTestStub
{
public int Thinks;
public override void OnThink()
{
Thinks++;
base.OnThink();
}
}
private (PlayerMobile master, ThinkProbe pet) SpawnProbe()
{
var master = new PlayerMobile(World.NewMobile);
master.DefaultMobileInit();
master.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
_created.Add(master);
var pet = new ThinkProbe();
pet.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
pet.SetControlMaster(master);
_created.Add(pet);
return (master, pet);
}
// Advances simulated time in 8ms lockstep with the wheel, like the real event loop,
// so wake schedules and Core.TickCount stay in sync.
private static void RunFor(long ms)
{
var deadline = Core._tickCount + ms;
while (Core._tickCount < deadline)
{
Core._tickCount += 8;
Timer.Slice(Core._tickCount);
}
}
private static bool RunUntil(Func<bool> condition, long maxMs)
{
var deadline = Core._tickCount + maxMs;
while (Core._tickCount < deadline)
{
if (condition())
{
return true;
}
Core._tickCount += 8;
Timer.Slice(Core._tickCount);
}
return condition();
}
// Runs past the random spawn-stagger delay to a known think-tick anchor: returns
// right after a think fires, with the next one a full passive cadence (0.4s) away.
private ThinkProbe SettledProbe(out PlayerMobile master)
{
Core._tickCount = 0;
Timer.Init(0);
var (m, pet) = SpawnProbe();
master = m;
pet.ForceIdle = true; // no wandering; pure cadence
pet.ControlOrder = OrderType.Stay;
var settled = RunUntil(() => pet.Thinks >= 2, 8000);
Assert.True(settled, "the AI must reach a steady think cadence");
return pet;
}
[Fact]
public void OrderChange_WakesStaleThinkTimer()
{
var pet = SettledProbe(out var master);
var thinksBefore = pet.Thinks;
// Mid-wait on the passive cadence: the next think is ~200ms out.
RunFor(200);
Assert.Equal(thinksBefore, pet.Thinks);
// The player issues a command; the pet must not wait out the stale wake.
pet.ControlTarget = master;
pet.ControlOrder = OrderType.Follow;
RunFor(80);
Assert.True(pet.Thinks > thinksBefore, "a fresh order must wake the AI promptly");
}
[Fact]
public void SpeedUp_ReschedulesPendingWake()
{
var pet = SettledProbe(out _);
var thinksBefore = pet.Thinks;
// Mid-wait on the passive cadence: the next think is ~200ms out.
RunFor(200);
Assert.Equal(thinksBefore, pet.Thinks);
// The pet is sped up (e.g. a buff): the next think must move up to the new
// 0.1s cadence instead of waiting out the stale 0.4s deadline.
pet.CurrentSpeed = 0.1;
RunFor(120);
Assert.True(pet.Thinks > thinksBefore, "a speed-up must reschedule the pending wake");
}
}

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@ -26,6 +26,8 @@ public sealed class AITimer : Timer
{
private readonly BaseAI _owner;
private long _nextThink;
private long _nextWake; // when the pending wheel entry fires; the wheel cannot tell us
private bool _inTick;
private int _detectHiddenMinDelay;
private int _detectHiddenMaxDelay;
@ -40,8 +42,31 @@ public sealed class AITimer : Timer
public void Activate()
{
_nextThink = Core.TickCount;
Interval = TimeSpan.FromSeconds(_owner.Mobile.CurrentSpeed);
if (Running)
{
return;
}
Start(); // keeps the current Delay: the construction stagger for spawn/sector wakes
_nextWake = Core.TickCount + (long)Delay.TotalMilliseconds;
}
// A fresh command must not wait out the previous cadence: think now. Pets are exempt
// from sector deactivation, so dropping the stagger Delay here cannot bunch sector wakes.
public void Prod()
{
_nextThink = Core.TickCount;
if (Running)
{
Reschedule();
return;
}
Delay = TimeSpan.Zero;
Start();
_nextWake = Core.TickCount + (long)Delay.TotalMilliseconds;
}
// A speed-up must not wait out a stale, longer think deadline.
@ -52,12 +77,54 @@ public sealed class AITimer : Timer
if (candidate - _nextThink < 0)
{
_nextThink = candidate;
Reschedule();
}
}
// Restarts the timer when the new earliest deadline lands before the pending wake.
// The wheel reads Interval only after the next fire, so moving a pending wake earlier
// requires Stop, Delay = remaining, Start.
private void Reschedule()
{
if (_inTick || !Running)
{
return; // ScheduleNext reads the updated deadlines at tick end
}
Interval = TimeSpan.FromSeconds(_owner.Mobile.CurrentSpeed);
var now = Core.TickCount;
var deadline = _nextThink;
if (_owner.TryGetMoveWake(out var nextMove) && nextMove - now > 0 && nextMove - deadline < 0)
{
deadline = nextMove;
}
if (deadline - _nextWake >= 0)
{
return; // the pending wake is already at or before the new deadline
}
Stop();
Delay = TimeSpan.FromMilliseconds(Math.Max(0, deadline - now));
Start();
_nextWake = now + (long)Delay.TotalMilliseconds;
}
protected override void OnTick()
{
_inTick = true;
try
{
OnTickCore();
}
finally
{
_inTick = false;
}
}
private void OnTickCore()
{
if (ShouldStop())
{
@ -111,6 +178,7 @@ public sealed class AITimer : Timer
// The wheel rounds up to its 8ms resolution; a non-positive delay becomes one turn.
Interval = TimeSpan.FromMilliseconds(delay);
_nextWake = now + (long)Interval.TotalMilliseconds;
}
private bool ShouldStop()

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@ -64,7 +64,7 @@ public abstract partial class BaseAI
if (!m.PlayerRangeSensitive || !World.Loading && m.Map != null && m.Map != Map.Internal && m.Map.GetSector(m.Location).Active)
{
AITimer.Start();
AITimer.Activate();
}
if (Action != ActionType.Wander)

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@ -26,7 +26,8 @@ public abstract partial class BaseAI
return;
}
Activate();
// A fresh command wakes the AI immediately — never wait out the previous cadence.
AITimer.Prod();
switch (Mobile.ControlOrder)
{

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@ -309,13 +309,13 @@ public abstract partial class BaseAI
{
this.DebugSayFormatted($"Guarding my master, {controlMaster.Name}.");
var guardLocation = controlMaster.Location;
var distance = (int)Mobile.GetDistanceToSqrt(guardLocation);
var distance = (int)Mobile.GetDistanceToSqrt(controlMaster);
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
{

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@ -751,7 +751,8 @@ namespace Server.Mobiles
/// <summary>
/// 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.
/// 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>
[CommandProperty(AccessLevel.GameMaster)]
public double CurrentMoveSpeed
@ -763,6 +764,14 @@ namespace Server.Mobiles
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
: _currentSpeed == _passiveSpeed ? PassiveMoveSpeed
: _currentSpeed;