fix: creatures track and chase targets reliably around corners (#2590)

### Summary

Fixes the long-standing reports of monsters losing track of players who run around a corner ("Is monster AI not using pathfinding? It seems to be LOS blocked by statics"). Root-cause investigation compared current behavior against RunUO line-by-line and traced the regressions through the AI overhaul era (#2232, #2246, #2379, #2401, #2461).

### Root causes and fixes

1. **Movement contract** — `MoveTo`/`ApproachTarget` returned false on every healthy mid-chase tick (true only on arrival), so MeleeAI's RunUO-inherited *"move failed and beyond RangePerception+1 → Guard"* clause — which RunUO only evaluated on genuine blockage — fired **every tick of every chase**. A mounted player trivially opens 17 tiles at a corner, the monster guards, Guard nulls the combatant, and re-acquisition is LOS-gated — unrecoverable through a wall. Movement now reports failure only on genuine failure (no step taken with no working path, or approach give-up). ArcherAI's equivalent clause moves to the hard leash.

2. **Last-known-position pursuit** — while a combatant is in LOS its position is recorded each think tick. When the target vanishes (corner, hiding, recall), the creature walks to the last-seen spot, stands guard there ~10s (restoring RunUO's guard grace, which had decayed to a single tick since #2246), and **re-engages instantly** if the same target re-enters view — bypassing the 10s reacquire throttle.

3. **`ChaseLeashRange`** — new virtual on BaseCreature (default `RangePerception * 2` = 32 tiles) replaces the inline `RangePerception * 3` (48) in Melee/Mage/Archer AI. Per-creature tunable via `[props`.

4. **Group movement demoted to a crowding refinement** — previously any uncontrolled creature with one ally within 8 tiles on the same target used greedy ring-stepping for the *entire* chase, with wall-slides counted as success, never invoking the pathfinder — the "aggroed but won't come around the corner" symptom for spawn groups. It now engages only near the target when allies actually contest the ring, and blocked/wall-slid steps escalate to the pathfinding approach primitive.

5. **Mages close distance on broken LOS** — a mage within casting range but LOS-blocked by geometry stood at the wall holding a spell target until the 60s combatant expiry (ProcessTarget short-circuits Think and its RunTo stands off at RangeFight). Geometry-blocked mages now close in until LOS returns, both pre-cast and while holding a target. Hidden targets (CanSee) and poison-cure priority unchanged. The new movement contract also stops the constant spurious `OnFailedMove` teleport rolls mid-chase.

6. **Move budget: one actual step per AI tick** — nothing advanced `NextMove` on a normal step (RunUO's `m_NextMove` budget was lost), so code paths attempting several moves in one think tick could cross multiple tiles at once — visible as "warping" when crowded creatures jockey for position. A successful step now consumes a half-step budget (floor 50ms): blocks intra-tick double moves, stays safely below the timer interval so legitimate next-tick moves are never jitter-throttled, and does not reintroduce `TransformMoveDelay` inflation. Blocked attempts consume nothing, so retry ladders (repath-and-step, the collision fan) are unaffected. `CanMoveNow` is also wraparound-safe now.

### Reference behavior

RunUO requires LOS to *acquire* a target and to *land* a hit or spell — never to *continue* a chase (its MeleeAI LOS bail-out is literally commented out in stock code). Chases drop only on: target hidden, target dead/off-map, beyond `RangePerception * 3`, 60s without combat interaction, or blocked movement while far away. This PR restores those semantics while adding the last-known-position investigation on top. NPC run flags are untouched — pace is AI-timer-driven and most NPC art has no run animation.
This commit is contained in:
Kamron Batman 2026-08-23 01:13:00 -07:00 • committed by GitHub
parent 2935eafe24
commit 8e39da2810
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GPG key ID: B5690EEEBB952194
7 changed files with 277 additions and 38 deletions

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@ -26,11 +26,25 @@ namespace Server.Mobiles;
public abstract partial class BaseAI
{
// Last-known-position tracking: recorded while the combatant is in LOS; drives the
// guard-time investigation and the instant re-engage.
private const int GuardGraceDuration = 10_000;
private const int LkpFreshDuration = 30_000;
private const int InvestigateDuration = 15_000;
private ActionType _action;
public long _nextDetectHidden;
public DateTime _lastOrder = DateTime.MinValue;
public Mobile _commandIssuer;
private Mobile _lkpTarget;
private Point3D _lkpLocation;
private IPoint3D _lkpGoal; // boxed _lkpLocation handed to the PathFollower
private long _lkpExpireTick;
private long _guardStopTick;
private long _investigateStopTick;
private bool _investigating;
public PathFollower Path { get; protected set; }
public AITimer AITimer { get; }
public long NextMove { get; set; }
@ -233,6 +247,15 @@ public abstract partial class BaseAI
return true;
}
if (_action == ActionType.Combat)
{
UpdateLastKnownLocation();
}
else if (_action is ActionType.Wander or ActionType.Guard)
{
TryReengageLastKnown();
}
switch (Action)
{
case ActionType.Wander:
@ -323,6 +346,15 @@ public abstract partial class BaseAI
{
Mobile.Warmode = true;
Mobile.Combatant = null;
// Investigate a fresh last-seen position that is not already in view; the guard
// grace period begins once the investigation ends.
_investigating = _lkpTarget != null && Core.TickCount - _lkpExpireTick < 0 &&
!(Mobile.InRange(_lkpLocation, 1) ||
Mobile.InLOS(_lkpLocation) && Mobile.InRange(_lkpLocation, Mobile.RangePerception));
_investigateStopTick = Core.TickCount + InvestigateDuration;
_guardStopTick = Core.TickCount + GuardGraceDuration;
_lkpGoal = null;
}
private void HandleFleeAction()
@ -453,18 +485,118 @@ public abstract partial class BaseAI
public virtual bool DoActionGuard()
{
if (Mobile.Combatant == null)
if (_investigating)
{
DebugSay("No threats found. Going home...");
Action = ActionType.Wander;
if (InvestigateLastKnown())
{
return true;
}
_investigating = false;
_guardStopTick = Core.TickCount + GuardGraceDuration;
}
DebugSay("I stopped being on guard.");
if (Core.TickCount - _guardStopTick < 0)
{
DebugSay("I am on guard.");
if (Utility.Random(8) == 0)
{
Mobile.Direction = (Direction)Utility.Random(8);
}
return true;
}
DebugSay("I stopped being on guard. Going home...");
Action = ActionType.Wander;
return true;
}
/// <summary>
/// Records the combatant's position while it is visible and in line of sight.
/// </summary>
private void UpdateLastKnownLocation()
{
var combatant = Mobile.Combatant;
if (combatant?.Deleted == false && combatant.Map == Mobile.Map &&
Mobile.CanSee(combatant) && Mobile.InLOS(combatant))
{
_lkpTarget = combatant;
_lkpLocation = combatant.Location;
_lkpExpireTick = Core.TickCount + LkpFreshDuration;
}
}
/// <summary>
/// Re-engages the last-seen target when it returns to view within perception range,
/// bypassing the reacquire throttle.
/// </summary>
private bool TryReengageLastKnown()
{
var target = _lkpTarget;
if (target == null)
{
return false;
}
if (target.Deleted || !target.Alive || target.Map != Mobile.Map ||
target is BaseCreature { IsDeadPet: true } || Core.TickCount - _lkpExpireTick >= 0)
{
ClearLastKnown();
return false;
}
if (Mobile.Controlled || Mobile.BardPacified || Mobile.BardProvoked || Mobile.FightMode == FightMode.None)
{
return false;
}
if (!Mobile.InRange(target, Mobile.RangePerception) || !Mobile.CanSee(target) ||
!Mobile.InLOS(target) || !Mobile.CanBeHarmful(target, false))
{
return false;
}
DebugSay("There you are!");
Mobile.Combatant = target;
Mobile.FocusMob = null;
Action = ActionType.Combat;
return true;
}
/// <summary>
/// Walks toward the last-seen position until it is in view, reached, timed out, or
/// unreachable. Returns false when the investigation is finished.
/// </summary>
private bool InvestigateLastKnown()
{
if (_lkpTarget == null || Core.TickCount - _investigateStopTick >= 0)
{
return false;
}
if (Mobile.InRange(_lkpLocation, 1) ||
Mobile.InLOS(_lkpLocation) && Mobile.InRange(_lkpLocation, Mobile.RangePerception))
{
DebugSay("They truly disappeared...");
return false;
}
_lkpGoal ??= _lkpLocation;
return MoveToPoint(_lkpGoal, false);
}
private void ClearLastKnown()
{
_lkpTarget = null;
_lkpGoal = null;
_investigating = false;
}
public virtual bool DoActionFlee()
{
var from = Mobile.Combatant;