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
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
20 changed files with 354 additions and 223 deletions

View file

@ -545,11 +545,7 @@ namespace Server.Factions
Action = ActionType.Combat;
}
if (m_Mobile.CurrentSpeed != m_Mobile.ActiveSpeed)
{
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
}
m_Mobile.SetCurrentSpeedToActive();
m_Guard.Warmode = true;
RunTo(toFollow);
@ -561,11 +557,7 @@ namespace Server.Factions
Action = ActionType.Wander;
}
if (m_Mobile.CurrentSpeed != m_Mobile.PassiveSpeed)
{
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
}
m_Mobile.SetCurrentSpeedToPassive();
m_Guard.Warmode = false;
WalkRandomInHome(2, 2, 1);

View file

@ -186,35 +186,29 @@ namespace Server.Engines.MLQuests.Objectives
quester.ControlSlots = 0;
quester.SetControlMaster(pm);
quester.ActiveSpeed = 0.1;
quester.PassiveSpeed = 0.2;
quester.ControlOrder = OrderType.Follow;
quester.ControlTarget = pm;
quester.CantWalk = false;
quester.CurrentSpeed = 0.1;
quester.SetSpeed(0.1, 0.2, false);
}
public static void EndFollow(BaseCreature quester)
{
quester.ActiveSpeed = 0.2;
quester.PassiveSpeed = 1.0;
quester.ControlOrder = OrderType.None;
quester.ControlTarget = null;
quester.CurrentSpeed = 1.0;
quester.SetControlMaster(null);
quester.SetSpeed(0.1, 0.2);
(quester as BaseEscortable)?.BeginDelete();
}
public override void OnQuestAccepted()
{
var instance = Instance;
var pm = instance.Player;
var pm = Instance.Player;
pm.LastEscortTime = Core.Now;

View file

@ -1,6 +1,6 @@
namespace Server
{
public delegate MoveResult MoveMethod(Direction d);
public delegate MoveResult MoveMethod(Direction d, bool badStateOk);
public enum MoveResult
{

View file

@ -30,7 +30,7 @@ namespace Server
}
public MoveResult Move(Direction d) =>
Mover?.Invoke(d) ?? (m_From.Move(d) ? MoveResult.Success : MoveResult.Blocked);
Mover?.Invoke(d, true) ?? (m_From.Move(d) ? MoveResult.Success : MoveResult.Blocked);
public Point3D GetGoalLocation() => (Goal as Item)?.GetWorldLocation() ?? new Point3D(Goal);
@ -102,14 +102,14 @@ namespace Server
if (!(Enabled && m_Path.Success))
{
d = m_From.GetDirectionTo(goal);
d = m_From.GetDirectionTo(goal, run);
m_From.SetDirection(d);
Move(d);
return Check(m_From.Location, goal, range);
return Move(d) is MoveResult.Success or MoveResult.SuccessAutoTurn
&& Check(m_From.Location, goal, range);
}
d = m_From.GetDirectionTo(m_Next);
d = m_From.GetDirectionTo(m_Next, run);
m_From.SetDirection(d);
var res = Move(d);
@ -127,9 +127,9 @@ namespace Server
{
d = m_From.GetDirectionTo(goal);
m_From.SetDirection(d);
Move(d);
return Check(m_From.Location, goal, range);
return Move(d) is MoveResult.Success or MoveResult.SuccessAutoTurn
&& Check(m_From.Location, goal, range);
}
d = m_From.GetDirectionTo(m_Next);