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
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GPG key ID: B5690EEEBB952194
20 changed files with 354 additions and 223 deletions

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@ -261,7 +261,14 @@ namespace Server.Mobiles
private AIType m_CurrentAI; // The current AI
private double m_CurrentSpeed; // The current speed, lets say it could be changed by something;
private double _activeSpeed;
private double _passiveSpeed;
private double _currentSpeed;
// Herding - Overrides the AI to force the mob to move to a specific location
// Thinking: 0.3s, Movement: 0.6s.
private IPoint2D _targetLocation;
private int m_DamageMax = -1;
private int m_DamageMin = -1;
@ -541,9 +548,6 @@ namespace Server.Mobiles
[CommandProperty(AccessLevel.GameMaster)]
public WayPoint CurrentWayPoint { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public IPoint2D TargetLocation { get; set; }
public virtual Mobile ConstantFocus => null;
public virtual bool DisallowAllMoves => false;
@ -660,32 +664,60 @@ namespace Server.Mobiles
public int RangeHome { get; set; } = 10;
[CommandProperty(AccessLevel.GameMaster)]
public double ActiveSpeed { get; set; }
public virtual double ActiveSpeed
{
get => _activeSpeed;
set
{
if (Math.Abs(_activeSpeed - value) > .0001)
{
_activeSpeed = value;
}
}
}
[CommandProperty(AccessLevel.GameMaster)]
public double PassiveSpeed { get; set; }
public virtual double PassiveSpeed
{
get => _passiveSpeed;
set
{
_passiveSpeed = value;
if (Math.Abs(_passiveSpeed - value) > .0001)
{
_passiveSpeed = value;
}
}
}
[CommandProperty(AccessLevel.GameMaster)]
public double SpeedMod { get; set; }
public IPoint2D TargetLocation
{
get => _targetLocation;
set
{
_targetLocation = value;
AIObject?.OnCurrentSpeedChanged();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public double CurrentSpeed
{
get => TargetLocation != null ? 0.3 : SpeedMod <= 0 ? m_CurrentSpeed : SpeedMod;
get => _targetLocation != null ? 0.3 : _currentSpeed;
set
{
if (m_CurrentSpeed != value)
if (Math.Abs(_currentSpeed - value) > 0.0001)
{
m_CurrentSpeed = value;
if (SpeedMod <= 0)
{
AIObject?.OnCurrentSpeedChanged();
}
_currentSpeed = value;
AIObject?.OnCurrentSpeedChanged();
}
}
}
[CommandProperty(AccessLevel.GameMaster)]
public double MoveSpeedMod { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public Point3D Home
{
@ -1795,9 +1827,9 @@ namespace Server.Mobiles
writer.Write(m_Team);
writer.Write(ActiveSpeed);
writer.Write(PassiveSpeed);
writer.Write(m_CurrentSpeed);
writer.Write(_activeSpeed);
writer.Write(_passiveSpeed);
writer.Write(_currentSpeed);
writer.Write(m_Home.X);
writer.Write(m_Home.Y);
@ -1921,9 +1953,9 @@ namespace Server.Mobiles
m_Team = reader.ReadInt();
ActiveSpeed = reader.ReadDouble();
PassiveSpeed = reader.ReadDouble();
m_CurrentSpeed = reader.ReadDouble();
_activeSpeed = reader.ReadDouble();
_passiveSpeed = reader.ReadDouble();
_currentSpeed = reader.ReadDouble();
if (RangePerception == OldRangePerception)
{
@ -4478,13 +4510,19 @@ namespace Server.Mobiles
return false;
}
public void SetSpeed(double active, double passive)
public void SetSpeed(double active, double passive, bool isPassive = true)
{
ActiveSpeed = active;
PassiveSpeed = passive;
CurrentSpeed = PassiveSpeed;
CurrentSpeed = isPassive ? PassiveSpeed : ActiveSpeed;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetCurrentSpeedToActive() => CurrentSpeed = ActiveSpeed;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetCurrentSpeedToPassive() => CurrentSpeed = PassiveSpeed;
public void SetDamage(int val)
{
m_DamageMin = val;