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