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