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:
parent
9e37879f19
commit
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20 changed files with 354 additions and 223 deletions
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@ -42,6 +42,8 @@ public enum ActionType
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public abstract class BaseAI
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{
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// How many milliseconds until our next move can we consider it ok to move without deferring/blocking.
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private const int FuzzyTimeUntilNextMove = 24;
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private static readonly SkillName[] m_KeywordTable =
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{
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SkillName.Parry,
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@ -96,7 +98,7 @@ public abstract class BaseAI
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protected ActionType m_Action;
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public BaseCreature m_Mobile;
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public readonly BaseCreature m_Mobile;
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private long m_NextDetectHidden;
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private long m_NextStopGuard;
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@ -869,7 +871,7 @@ public abstract class BaseAI
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m_Mobile.Warmode = false;
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m_Mobile.Combatant = null;
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m_Mobile.FocusMob = null;
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m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
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m_Mobile.SetCurrentSpeedToPassive();
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break;
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}
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@ -877,7 +879,7 @@ public abstract class BaseAI
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{
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m_Mobile.Warmode = true;
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m_Mobile.FocusMob = null;
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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m_Mobile.SetCurrentSpeedToActive();
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break;
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}
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@ -886,9 +888,8 @@ public abstract class BaseAI
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m_Mobile.Warmode = true;
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m_Mobile.FocusMob = null;
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m_Mobile.Combatant = null;
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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m_NextStopGuard = Core.TickCount + (int)TimeSpan.FromSeconds(10).TotalMilliseconds;
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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m_Mobile.SetCurrentSpeedToActive();
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break;
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}
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@ -896,21 +897,21 @@ public abstract class BaseAI
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{
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m_Mobile.Warmode = true;
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m_Mobile.FocusMob = null;
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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m_Mobile.SetCurrentSpeedToActive();
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break;
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}
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case ActionType.Interact:
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{
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m_Mobile.Warmode = false;
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m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
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m_Mobile.SetCurrentSpeedToPassive();
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break;
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}
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case ActionType.Backoff:
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{
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m_Mobile.Warmode = false;
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m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
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m_Mobile.SetCurrentSpeedToPassive();
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break;
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}
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}
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@ -968,12 +969,9 @@ public abstract class BaseAI
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WalkRandomInHome(2, 2, 1);
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}
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}
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else if (CheckMove())
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else if (CheckMove() && CanMoveNow(out _) && !m_Mobile.CheckIdle())
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{
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if (!m_Mobile.CheckIdle())
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{
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WalkRandomInHome(2, 2, 1);
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}
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WalkRandomInHome(2, 2, 1);
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}
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if (m_Mobile.Combatant?.Deleted == false && m_Mobile.Combatant.Alive &&
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@ -1123,7 +1121,7 @@ public abstract class BaseAI
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.Home = m_Mobile.Location;
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m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
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m_Mobile.SetCurrentSpeedToPassive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = false;
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m_Mobile.Combatant = null;
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@ -1133,7 +1131,7 @@ public abstract class BaseAI
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case OrderType.Come:
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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m_Mobile.SetCurrentSpeedToActive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = false;
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m_Mobile.Combatant = null;
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@ -1143,7 +1141,7 @@ public abstract class BaseAI
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case OrderType.Drop:
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
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m_Mobile.SetCurrentSpeedToPassive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = false;
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m_Mobile.Combatant = null;
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@ -1160,7 +1158,7 @@ public abstract class BaseAI
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case OrderType.Guard:
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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m_Mobile.SetCurrentSpeedToActive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = true;
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m_Mobile.Combatant = null;
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@ -1171,7 +1169,7 @@ public abstract class BaseAI
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case OrderType.Attack:
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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m_Mobile.SetCurrentSpeedToActive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = true;
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@ -1182,7 +1180,7 @@ public abstract class BaseAI
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case OrderType.Patrol:
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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m_Mobile.SetCurrentSpeedToActive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = false;
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m_Mobile.Combatant = null;
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@ -1192,7 +1190,7 @@ public abstract class BaseAI
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case OrderType.Release:
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
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m_Mobile.SetCurrentSpeedToPassive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = false;
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m_Mobile.Combatant = null;
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@ -1202,7 +1200,7 @@ public abstract class BaseAI
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case OrderType.Stay:
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
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m_Mobile.SetCurrentSpeedToPassive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = false;
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m_Mobile.Combatant = null;
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@ -1213,7 +1211,7 @@ public abstract class BaseAI
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.Home = m_Mobile.Location;
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m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
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m_Mobile.SetCurrentSpeedToPassive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = false;
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m_Mobile.Combatant = null;
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@ -1223,7 +1221,7 @@ public abstract class BaseAI
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case OrderType.Follow:
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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m_Mobile.SetCurrentSpeedToActive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = false;
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@ -1234,7 +1232,7 @@ public abstract class BaseAI
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case OrderType.Transfer:
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{
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m_Mobile.ControlMaster.RevealingAction();
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m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
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m_Mobile.SetCurrentSpeedToPassive();
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m_Mobile.PlaySound(m_Mobile.GetIdleSound());
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m_Mobile.Warmode = false;
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@ -1988,115 +1986,123 @@ public abstract class BaseAI
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return;
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}
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if (iChanceToNotMove <= 0)
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{
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return;
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}
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for (var i = 0; i < iSteps; i++)
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{
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if (Utility.Random(8 * iChanceToNotMove) <= 8)
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if (Utility.Random(1 + iChanceToNotMove) == 0)
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{
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var iRndMove = Utility.Random(0, 8 + 9 * iChanceToDir);
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switch (iRndMove)
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{
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case 0:
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{
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DoMove(Direction.Up);
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break;
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}
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case 1:
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{
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DoMove(Direction.North);
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break;
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}
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case 2:
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{
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DoMove(Direction.Left);
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break;
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}
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case 3:
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{
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DoMove(Direction.West);
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break;
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}
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case 5:
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{
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DoMove(Direction.Down);
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break;
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}
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case 6:
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{
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DoMove(Direction.South);
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break;
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}
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case 7:
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{
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DoMove(Direction.Right);
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break;
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}
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case 8:
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{
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DoMove(Direction.East);
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break;
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}
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default:
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{
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DoMove(m_Mobile.Direction);
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break;
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}
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}
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// iChanceToDir = 2, total weight is 18
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// 7/26 chance of other direction
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var iRndMove = Utility.Random(8 * (iChanceToDir + 1));
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Direction direction = iRndMove < 8 ? (Direction)iRndMove : m_Mobile.Direction;
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DoMove(direction);
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}
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}
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}
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public double TransformMoveDelay(double thinkingSpeed)
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public static double TransformMoveDelay(BaseCreature bc, bool isPassive = false)
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{
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var isControlled = m_Mobile.Controlled || m_Mobile.Summoned;
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// Monster is passive
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if (!isControlled && Math.Abs(thinkingSpeed - m_Mobile.PassiveSpeed) < 0.0001)
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if (bc == null)
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{
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thinkingSpeed *= 3; // Monster passive is 3x slower than thinking
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}
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else if (!isControlled || m_Mobile.ControlOrder != OrderType.Follow || m_Mobile.ControlTarget != m_Mobile.ControlMaster)
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{
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thinkingSpeed *= 2; // Monster active speed is 2x slower than thinking
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return 0.1;
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}
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if (!m_Mobile.IsDeadPet && (m_Mobile.ReduceSpeedWithDamage || m_Mobile.IsSubdued))
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if (bc.MoveSpeedMod > 0)
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{
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return bc.MoveSpeedMod;
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}
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var moveSpeed = bc.CurrentSpeed;
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var isControlled = bc.Controlled || bc.Summoned;
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/*
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* Movement Speed Table based on RunUO
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* <0.075 -> 0.0375
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* 0.075 -> 0.05
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* 0.1 -> 0.125
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* 0.2 -> 0.3
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* 0.25 -> 0.45
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* 0.3 -> 0.6
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* 0.4 -> 0.85
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* 0.5 -> 1.05
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* 0.6 -> 1.2,
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* 0.8 -> 1.5
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* 1.0 -> 1.8
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* Above 1.0 is linear
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*/
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// Linear interpolated
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var movementSpeed = moveSpeed switch
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{
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>= 1.0 => 1.8 * moveSpeed,
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>= 0.5 => 1.05 + (moveSpeed - 0.5) * 1.5,
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>= 0.4 => 0.85 + (moveSpeed - 0.4) * 2,
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>= 0.3 => 0.6 + (moveSpeed - 0.3) * 2.5,
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>= 0.2 => 0.3 + (moveSpeed - 0.2) * 3,
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>= 0.1 => 0.125 + (moveSpeed - 0.1) * 1.75,
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>= 0.075 => 0.05 + (moveSpeed - 0.075) * 3,
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_ => 0.0375 // 30 ticks, 37.5ms
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};
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if (isPassive)
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{
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movementSpeed += 0.2;
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}
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if (!isControlled)
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{
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movementSpeed += 0.1;
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}
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else if (!bc.Summoned)
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{
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if (bc.ControlOrder == OrderType.Follow && bc.ControlTarget == bc.ControlMaster)
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{
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movementSpeed *= 0.5;
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}
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movementSpeed -= 0.075;
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}
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if (!bc.IsDeadPet && (bc.ReduceSpeedWithDamage || bc.IsSubdued))
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{
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int stats, statsMax;
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if (Core.HS)
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{
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stats = m_Mobile.Stam;
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statsMax = m_Mobile.StamMax;
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stats = bc.Stam;
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statsMax = bc.StamMax;
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}
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else
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{
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stats = m_Mobile.Hits;
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statsMax = m_Mobile.HitsMax;
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stats = bc.Hits;
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statsMax = bc.HitsMax;
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}
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var offset = statsMax <= 0 ? 1.0 : Math.Max(0, stats) / (double)statsMax;
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if (offset < 1.0)
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{
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thinkingSpeed += m_Mobile.PassiveSpeed * (1.0 - offset);
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}
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movementSpeed += (1.0 - offset) * 0.8;
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}
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return thinkingSpeed;
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return movementSpeed;
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}
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public virtual bool CheckMove() => Core.TickCount - NextMove >= 0;
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public bool CanMoveNow(out long delay) => (delay = NextMove - Core.TickCount) <= FuzzyTimeUntilNextMove;
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public virtual bool CheckMove() => true;
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public virtual bool DoMove(Direction d, bool badStateOk = false)
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{
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var res = DoMoveImpl(d);
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var res = DoMoveImpl(d, badStateOk);
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return res is MoveResult.Success or MoveResult.SuccessAutoTurn || badStateOk && res == MoveResult.BadState;
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}
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public virtual MoveResult DoMoveImpl(Direction d)
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public virtual MoveResult DoMoveImpl(Direction d, bool badStateOk)
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{
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if (m_Mobile.Deleted || m_Mobile.Frozen || m_Mobile.Paralyzed ||
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if (m_Mobile == null || m_Mobile.Deleted || m_Mobile.Frozen || m_Mobile.Paralyzed ||
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m_Mobile.Spell?.IsCasting == true || m_Mobile.DisallowAllMoves)
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{
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return MoveResult.BadState;
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@ -2107,11 +2113,22 @@ public abstract class BaseAI
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return MoveResult.BadState;
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}
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var delay = (int)(TransformMoveDelay(m_Mobile) * 1000);
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if (!CanMoveNow(out var timeUntilMove))
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{
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// When bad state is ok, we can still move if the time until move is less than the fuzzy time
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if (badStateOk)
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{
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AIMovementTimerPool.GetTimer(TimeSpan.FromMilliseconds(timeUntilMove), this, d).Start();
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}
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return MoveResult.BadState;
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}
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// This makes them always move one step, never any direction changes
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// TODO: This is firing off deltas which aren't needed. Look into replacing/removing this
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m_Mobile.Direction = d;
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var delay = (int)(TransformMoveDelay(m_Mobile.CurrentSpeed) * 1000);
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NextMove += delay;
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if (Core.TickCount - NextMove > 0)
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@ -2120,21 +2137,31 @@ public abstract class BaseAI
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}
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m_Mobile.Pushing = false;
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var mobDirection = m_Mobile.Direction;
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// Do the actual move
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MoveImpl.IgnoreMovableImpassables = m_Mobile.CanMoveOverObstacles && !m_Mobile.CanDestroyObstacles;
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var moveResult = m_Mobile.Move(d);
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MoveImpl.IgnoreMovableImpassables = false;
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if ((m_Mobile.Direction & Direction.Mask) != (d & Direction.Mask))
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if (moveResult)
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{
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var v = m_Mobile.Move(d);
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MoveImpl.IgnoreMovableImpassables = false;
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return v ? MoveResult.Success : MoveResult.Blocked;
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// If we don't delay combat, then a direction change will happen and cause a glitchy sliding effect.
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if (m_Mobile.Warmode && m_Mobile.Combatant != null)
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{
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var remaining = m_Mobile.NextCombatTime - Core.TickCount;
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var maxWait = Math.Min(delay, 400);
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if (remaining < maxWait)
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{
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m_Mobile.NextCombatTime = Core.TickCount + maxWait;
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}
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}
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return MoveResult.Success;
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}
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if (m_Mobile.Move(d))
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if ((mobDirection & Direction.Mask) != (d & Direction.Mask))
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{
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MoveImpl.IgnoreMovableImpassables = false;
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return MoveResult.Success;
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return MoveResult.Blocked;
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}
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var wasPushing = m_Mobile.Pushing;
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@ -2271,16 +2298,13 @@ public abstract class BaseAI
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if (m_Mobile.Move(m_Mobile.Direction))
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{
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MoveImpl.IgnoreMovableImpassables = false;
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return MoveResult.SuccessAutoTurn;
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}
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}
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MoveImpl.IgnoreMovableImpassables = false;
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return wasPushing ? MoveResult.BadState : MoveResult.Blocked;
|
||||
}
|
||||
|
||||
MoveImpl.IgnoreMovableImpassables = false;
|
||||
return MoveResult.Success;
|
||||
}
|
||||
|
||||
|
|
@ -2305,7 +2329,7 @@ public abstract class BaseAI
|
|||
}
|
||||
else
|
||||
{
|
||||
if (region.GoLocation != Point3D.Zero && Utility.Random(10) > 5)
|
||||
if (region.GoLocation != Point3D.Zero && Utility.RandomBool())
|
||||
{
|
||||
DoMove(m_Mobile.GetDirectionTo(region.GoLocation));
|
||||
}
|
||||
|
|
@ -2336,16 +2360,13 @@ public abstract class BaseAI
|
|||
{
|
||||
DoMove(m_Mobile.GetDirectionTo(m_Mobile.Home));
|
||||
}
|
||||
else if (Utility.Random(10) > 5)
|
||||
{
|
||||
DoMove(m_Mobile.GetDirectionTo(m_Mobile.Home));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Utility.Random(10) > 5)
|
||||
{
|
||||
DoMove(m_Mobile.GetDirectionTo(m_Mobile.Home));
|
||||
}
|
||||
else
|
||||
{
|
||||
WalkRandom(iChanceToNotMove, iChanceToDir, 1);
|
||||
}
|
||||
WalkRandom(iChanceToNotMove, iChanceToDir, 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
@ -2447,7 +2468,7 @@ public abstract class BaseAI
|
|||
* iWantDistMax : The maximum distance we want to be
|
||||
*
|
||||
*/
|
||||
public virtual bool WalkMobileRange(Mobile m, int iSteps, bool bRun, int iWantDistMin, int iWantDistMax)
|
||||
public virtual bool WalkMobileRange(Mobile m, int iSteps, bool run, int iWantDistMin, int iWantDistMax)
|
||||
{
|
||||
if (m_Mobile.Deleted || m_Mobile.DisallowAllMoves)
|
||||
{
|
||||
|
|
@ -2467,11 +2488,10 @@ public abstract class BaseAI
|
|||
if (iCurrDist < iWantDistMin || iCurrDist > iWantDistMax)
|
||||
{
|
||||
var needCloser = iCurrDist > iWantDistMax;
|
||||
var needFurther = !needCloser;
|
||||
|
||||
if (needCloser && m_Path != null && m_Path.Goal == m)
|
||||
{
|
||||
if (m_Path.Follow(bRun, 1))
|
||||
if (m_Path.Follow(run, 1))
|
||||
{
|
||||
m_Path = null;
|
||||
}
|
||||
|
|
@ -2479,13 +2499,13 @@ public abstract class BaseAI
|
|||
else
|
||||
{
|
||||
var dirTo = iCurrDist > iWantDistMax ?
|
||||
m_Mobile.GetDirectionTo(m, bRun) : m.GetDirectionTo(m_Mobile, bRun);
|
||||
m_Mobile.GetDirectionTo(m, run) : m.GetDirectionTo(m_Mobile, run);
|
||||
|
||||
if (!DoMove(dirTo, true) && needCloser)
|
||||
{
|
||||
m_Path = new PathFollower(m_Mobile, m) { Mover = DoMoveImpl };
|
||||
|
||||
if (m_Path.Follow(bRun, 1))
|
||||
if (m_Path.Follow(run, 1))
|
||||
{
|
||||
m_Path = null;
|
||||
}
|
||||
|
|
@ -2882,9 +2902,6 @@ public abstract class BaseAI
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* The mobile changed speeds, we must adjust the timer
|
||||
*/
|
||||
public virtual void OnCurrentSpeedChanged()
|
||||
{
|
||||
m_Timer.Interval = TimeSpan.FromSeconds(Math.Max(0.008, m_Mobile.CurrentSpeed));
|
||||
|
|
@ -3247,4 +3264,64 @@ public abstract class BaseAI
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static class AIMovementTimerPool
|
||||
{
|
||||
private const int _poolSize = 1024;
|
||||
private static readonly Queue<AIMovementTimer> _pool = new (_poolSize);
|
||||
|
||||
public static void Configure()
|
||||
{
|
||||
var i = 0;
|
||||
while (i++ < _poolSize)
|
||||
{
|
||||
_pool.Enqueue(new AIMovementTimer());
|
||||
}
|
||||
}
|
||||
|
||||
public static AIMovementTimer GetTimer(TimeSpan delay, BaseAI ai, Direction direction)
|
||||
{
|
||||
AIMovementTimer timer;
|
||||
if (_pool.Count > 0)
|
||||
{
|
||||
timer = _pool.Dequeue();
|
||||
}
|
||||
else
|
||||
{
|
||||
timer = new AIMovementTimer();
|
||||
}
|
||||
|
||||
timer.Set(delay, ai, direction);
|
||||
return timer;
|
||||
}
|
||||
|
||||
public class AIMovementTimer : Timer
|
||||
{
|
||||
public BaseAI AI { get; private set; }
|
||||
public Direction Direction { get; private set; }
|
||||
|
||||
public AIMovementTimer() : base(TimeSpan.Zero)
|
||||
{
|
||||
}
|
||||
|
||||
public void Set(TimeSpan delay, BaseAI ai, Direction direction)
|
||||
{
|
||||
if (Running)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Delay = delay;
|
||||
AI = ai;
|
||||
Direction = direction;
|
||||
}
|
||||
|
||||
protected override void OnTick()
|
||||
{
|
||||
AI?.DoMove(Direction);
|
||||
AI = null;
|
||||
_pool.Enqueue(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue