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.
This commit is contained in:
Kamron Batman 2024-03-18 14:13:41 -07:00 committed by GitHub
parent 9e37879f19
commit 3332fabc39
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GPG key ID: B5690EEEBB952194
20 changed files with 354 additions and 223 deletions

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@ -4339,10 +4339,9 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
if (m_NetState != null)
{
m_NetState._nextMovementTime += ComputeMovementSpeed(d);
m_NetState.SendMovementAck(m_NetState.Sequence, this);
}
m_NetState?.SendMovementAck(m_NetState.Sequence, this);
SetLocation(newLocation, false);
SetDirection(d);
@ -7282,12 +7281,15 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
box.Close();
}
m_NetState?.ValidateAllTrades();
if (isTeleport && m_NetState != null && (!m_NetState.HighSeas || !NoMoveHS))
if (m_NetState != null)
{
m_NetState.Sequence = 0;
m_NetState.SendMobileUpdate(this);
m_NetState.ValidateAllTrades();
if (isTeleport && (!m_NetState.HighSeas || !NoMoveHS))
{
m_NetState.Sequence = 0;
m_NetState.SendMobileUpdate(this);
}
}
var map = m_Map;
@ -7367,6 +7369,7 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
m.SendOPLPacketTo(ourState);
}
foreach (var item in map.GetItemsInRange(newLocation, Core.GlobalMaxUpdateRange))
{
var range = item.GetUpdateRange(this);
@ -8916,7 +8919,12 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
};
}
return ret | (run ? Direction.Running : 0);
if (run)
{
ret |= Direction.Running;
}
return ret;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]