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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@ -10,11 +10,6 @@ public class MeleeAI : BaseAI
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public override bool DoActionWander()
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I have no combatant");
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}
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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if (m_Mobile.Debug)
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@ -27,6 +22,13 @@ public class MeleeAI : BaseAI
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}
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else
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am wandering");
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}
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m_Mobile.Warmode = false;
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base.DoActionWander();
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}
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@ -79,6 +81,7 @@ public class MeleeAI : BaseAI
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if (!MoveTo(combatant, true, m_Mobile.RangeFight))
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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if (m_Mobile.Debug)
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@ -107,6 +110,10 @@ public class MeleeAI : BaseAI
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m_Mobile.DebugSay($"I cannot find {combatant.Name}, so my guard is up");
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}
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}
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else if (Core.TickCount - m_Mobile.LastMoveTime > 400)
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
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}
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if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee)
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{
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@ -128,7 +135,6 @@ public class MeleeAI : BaseAI
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}
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}
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m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
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if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
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{
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if (m_Mobile.Debug)
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