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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Kamron Batman 2025-07-18 22:39:57 -07:00 committed by GitHub
parent f89150735e
commit aab731ed96
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26 changed files with 3688 additions and 3429 deletions

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/*************************************************************************
* ModernUO *
* Copyright 2019-2025 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: AITimer.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System;
namespace Server.Mobiles;
internal sealed class AITimer : Timer
{
private readonly BaseAI _owner;
private int _detectHiddenMinDelay;
private int _detectHiddenMaxDelay;
public AITimer(BaseAI owner) : base(TimeSpan.FromMilliseconds(Utility.Random(3000)),
TimeSpan.FromMilliseconds(GetBaseInterval(owner)))
{
_owner = owner;
_owner._nextDetectHidden = Core.TickCount;
}
private static double GetBaseInterval(BaseAI owner)
{
double interval;
if (owner.IsFollowingMaster())
{
interval = Core.AOS ? 100 : owner.Mobile.CurrentSpeed * 400;
}
else if (owner.Mobile.CurrentSpeed <= 0.4)
{
interval = owner.Mobile.CurrentSpeed * 1000;
}
else
{
interval = owner.Mobile.CurrentSpeed * 3000;
}
return Math.Max(interval, 100);
}
protected override void OnTick()
{
if (ShouldStop())
{
Stop();
return;
}
Interval = TimeSpan.FromMilliseconds(GetBaseInterval(_owner));
_owner.Mobile.OnThink();
if (ShouldStop())
{
Stop();
return;
}
HandleBardEffects();
if (_owner.Mobile.Controlled ? !_owner.Obey() : !_owner.Think())
{
Stop();
return;
}
HandleDetectHidden();
}
private bool ShouldStop()
{
if (_owner.Mobile.Deleted)
{
return true;
}
if (_owner.Mobile.Map != null && _owner.Mobile.Map != Map.Internal &&
(!_owner.Mobile.PlayerRangeSensitive || _owner.Mobile.Map.GetSector(_owner.Mobile.Location).Active))
{
return false;
}
_owner.Deactivate();
return true;
}
private void HandleBardEffects()
{
if (_owner.Mobile.BardPacified)
{
_owner.DoBardPacified();
}
else if (_owner.Mobile.BardProvoked)
{
_owner.DoBardProvoked();
}
}
private void CacheDetectHiddenDelays()
{
var delay = Math.Min(30000 / _owner.Mobile.Int, 120);
_detectHiddenMinDelay = delay * 900; // 26s to 108s
_detectHiddenMaxDelay = delay * 1100; // 32s to 132s
}
private void HandleDetectHidden()
{
if (!_owner.CanDetectHidden || Core.TickCount - _owner._nextDetectHidden < 0)
{
return;
}
_owner.DetectHidden();
if (_detectHiddenMinDelay == 0 || _detectHiddenMaxDelay == 0)
{
CacheDetectHiddenDelays();
}
_owner._nextDetectHidden = Core.TickCount + Utility.RandomMinMax(_detectHiddenMinDelay, _detectHiddenMaxDelay);
}
}