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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@ -509,9 +509,6 @@ public partial class BaseEscortable : BaseCreature
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return;
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}
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ActiveSpeed = 0.1;
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PassiveSpeed = 0.2;
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ControlOrder = OrderType.Follow;
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ControlTarget = escorter;
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@ -520,18 +517,15 @@ public partial class BaseEscortable : BaseCreature
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CantWalk = false;
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}
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CurrentSpeed = 0.1;
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SetSpeed(0.1, 0.2, false);
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}
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public virtual void StopFollow()
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{
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ActiveSpeed = 0.2;
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PassiveSpeed = 1.0;
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ControlOrder = OrderType.None;
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ControlTarget = null;
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CurrentSpeed = 1.0;
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SetSpeed(0.2, 1.0);
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}
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public virtual Mobile GetEscorter()
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