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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Kamron Batman 2024-03-18 14:13:41 -07:00 • committed by GitHub
parent 9e37879f19
commit 3332fabc39
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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
return;
}
ActiveSpeed = 0.1;
PassiveSpeed = 0.2;
ControlOrder = OrderType.Follow;
ControlTarget = escorter;
@ -520,18 +517,15 @@ public partial class BaseEscortable : BaseCreature
CantWalk = false;
}
CurrentSpeed = 0.1;
SetSpeed(0.1, 0.2, false);
}
public virtual void StopFollow()
{
ActiveSpeed = 0.2;
PassiveSpeed = 1.0;
ControlOrder = OrderType.None;
ControlTarget = null;
CurrentSpeed = 1.0;
SetSpeed(0.2, 1.0);
}
public virtual Mobile GetEscorter()