fix: Reverts to RunUO speeds, fixes direction glitching, adds movement speed interpolation (#1695)
> [!IMPORTANT] > Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work. > Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement. ### Summary - **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer. - Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning. - Reverted AI thinking speeds back to RunUO specific speeds. - Reverted the AI thinking to moving conversion delays back to RunUO. - For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3` > [!NOTE] > **Developer Note** > BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.
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20 changed files with 354 additions and 223 deletions
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@ -1,8 +1,14 @@
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[
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{
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"level": "VerySlow",
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"active": 0.4,
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"passive": 0.8,
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"types": []
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},
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{
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"level": "Slow",
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"active": 0.35,
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"passive": 0.5,
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"active": 0.3,
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"passive": 0.6,
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"types": [
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"AntLion", "ArcticOgreLord", "BogThing",
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"Bogle", "BoneKnight", "EarthElemental",
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@ -20,8 +26,8 @@
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},
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{
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"level": "Medium",
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"active": 0.275,
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"passive": 0.45,
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"active": 0.25,
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"passive": 0.5,
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"types": [
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"AcidElemental", "AgapiteElemental", "Alligator",
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"AncientLich", "Betrayer", "Bird",
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@ -132,7 +138,7 @@
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{
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"level": "VeryFast",
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"active": 0.125,
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"passive": 0.3,
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"passive": 0.30,
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"types": [
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"Barracoon", "Mephitis", "Neira",
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"Rikktor", "Semidar", "EnergyVortex",
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