feat: Overhauls AI (Speech/Movement) (#2232)
### Summary * Refactors AI so it is easier to read and maintain * Fixes NPC speed issues * Fixes pet sector AI issue that was causing stuttering * Fixes direction snapping for Melee/Mage AI * Refactors pet orders * Refactors speech commands * Removes scale speed by dex for HS+ (it was a stupid feature anyways)
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26 changed files with 3688 additions and 3429 deletions
134
Projects/UOContent/Mobiles/AI/BaseAI/AITimer.cs
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134
Projects/UOContent/Mobiles/AI/BaseAI/AITimer.cs
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/*************************************************************************
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* ModernUO *
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* Copyright 2019-2025 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: AITimer.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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************************************************************************/
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using System;
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namespace Server.Mobiles;
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internal sealed class AITimer : Timer
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{
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private readonly BaseAI _owner;
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private int _detectHiddenMinDelay;
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private int _detectHiddenMaxDelay;
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public AITimer(BaseAI owner) : base(TimeSpan.FromMilliseconds(Utility.Random(3000)),
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TimeSpan.FromMilliseconds(GetBaseInterval(owner)))
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{
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_owner = owner;
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_owner._nextDetectHidden = Core.TickCount;
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}
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private static double GetBaseInterval(BaseAI owner)
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{
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double interval;
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if (owner.IsFollowingMaster())
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{
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interval = Core.AOS ? 100 : owner.Mobile.CurrentSpeed * 400;
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}
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else if (owner.Mobile.CurrentSpeed <= 0.4)
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{
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interval = owner.Mobile.CurrentSpeed * 1000;
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}
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else
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{
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interval = owner.Mobile.CurrentSpeed * 3000;
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}
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return Math.Max(interval, 100);
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}
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protected override void OnTick()
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{
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if (ShouldStop())
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{
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Stop();
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return;
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}
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Interval = TimeSpan.FromMilliseconds(GetBaseInterval(_owner));
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_owner.Mobile.OnThink();
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if (ShouldStop())
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{
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Stop();
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return;
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}
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HandleBardEffects();
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if (_owner.Mobile.Controlled ? !_owner.Obey() : !_owner.Think())
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{
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Stop();
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return;
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}
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HandleDetectHidden();
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}
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private bool ShouldStop()
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{
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if (_owner.Mobile.Deleted)
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{
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return true;
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}
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if (_owner.Mobile.Map != null && _owner.Mobile.Map != Map.Internal &&
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(!_owner.Mobile.PlayerRangeSensitive || _owner.Mobile.Map.GetSector(_owner.Mobile.Location).Active))
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{
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return false;
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}
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_owner.Deactivate();
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return true;
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}
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private void HandleBardEffects()
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{
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if (_owner.Mobile.BardPacified)
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{
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_owner.DoBardPacified();
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}
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else if (_owner.Mobile.BardProvoked)
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{
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_owner.DoBardProvoked();
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}
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}
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private void CacheDetectHiddenDelays()
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{
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var delay = Math.Min(30000 / _owner.Mobile.Int, 120);
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_detectHiddenMinDelay = delay * 900; // 26s to 108s
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_detectHiddenMaxDelay = delay * 1100; // 32s to 132s
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}
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private void HandleDetectHidden()
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{
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if (!_owner.CanDetectHidden || Core.TickCount - _owner._nextDetectHidden < 0)
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{
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return;
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}
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_owner.DetectHidden();
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if (_detectHiddenMinDelay == 0 || _detectHiddenMaxDelay == 0)
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{
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CacheDetectHiddenDelays();
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}
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_owner._nextDetectHidden = Core.TickCount + Utility.RandomMinMax(_detectHiddenMinDelay, _detectHiddenMaxDelay);
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}
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}
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