fix: Fixes NPC slowness. (#955)

* Adds the following configurations:
  * `movement.delay.npcMinDelay` - 0.1 - Pets or Non-monster NPCs
  * `movement.delay.npcMaxDelay` - 0.4 - Pets or Non-monster NPCs
  * `movement.delay.monsterMinDelay` - 0.4 - Non-pet Monsters or NPC vs Player Combat
  * `movement.delay.monsterMaxDelay` - 0.8 - Non-pet Monsters or NPC vs Player Combat
  * `movement.delay.monsterMinDex` - 150 - Dex maximum for delay by dex
  * `movement.delay.MinDex` - 190 - Dex maximum for delay by dex
This commit is contained in:
Kamron Batman 2022-03-10 22:55:06 -08:00 • committed by GitHub
parent 44bd129734
commit bdee7bc671
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
357 changed files with 767 additions and 962 deletions

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@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.IO;
using Server.ContextMenus;
using Server.Engines.Quests;
using Server.Engines.Quests.Necro;
@ -810,31 +809,45 @@ namespace Server.Mobiles
switch (Action)
{
case ActionType.Wander:
m_Mobile.OnActionWander();
return DoActionWander();
{
m_Mobile.OnActionWander();
return DoActionWander();
}
case ActionType.Combat:
m_Mobile.OnActionCombat();
return DoActionCombat();
{
m_Mobile.OnActionCombat();
return DoActionCombat();
}
case ActionType.Guard:
m_Mobile.OnActionGuard();
return DoActionGuard();
{
m_Mobile.OnActionGuard();
return DoActionGuard();
}
case ActionType.Flee:
m_Mobile.OnActionFlee();
return DoActionFlee();
{
m_Mobile.OnActionFlee();
return DoActionFlee();
}
case ActionType.Interact:
m_Mobile.OnActionInteract();
return DoActionInteract();
{
m_Mobile.OnActionInteract();
return DoActionInteract();
}
case ActionType.Backoff:
m_Mobile.OnActionBackoff();
return DoActionBackoff();
{
m_Mobile.OnActionBackoff();
return DoActionBackoff();
}
default:
return false;
{
return false;
}
}
}
@ -843,42 +856,54 @@ namespace Server.Mobiles
switch (Action)
{
case ActionType.Wander:
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
{
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
}
case ActionType.Combat:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
{
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
}
case ActionType.Guard:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.Combatant = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_NextStopGuard = Core.TickCount + (int)TimeSpan.FromSeconds(10).TotalMilliseconds;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
{
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.Combatant = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_NextStopGuard = Core.TickCount + (int)TimeSpan.FromSeconds(10).TotalMilliseconds;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
}
case ActionType.Flee:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
{
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
}
case ActionType.Interact:
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
{
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
}
case ActionType.Backoff:
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
{
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
}
}
}
@ -1012,12 +1037,7 @@ namespace Server.Mobiles
public virtual bool Obey()
{
if (m_Mobile.Deleted)
{
return false;
}
return m_Mobile.ControlOrder switch
var shouldObey = !m_Mobile.Deleted && m_Mobile.ControlOrder switch
{
OrderType.None => DoOrderNone(),
OrderType.Come => DoOrderCome(),
@ -1034,6 +1054,15 @@ namespace Server.Mobiles
OrderType.Transfer => DoOrderTransfer(),
_ => false
};
if (shouldObey)
{
// TODO: This might cause the movement timer to reset too often if someone is spamming commands.
// Test this thoroughly.
m_Mobile.ResetSpeeds();
}
return shouldObey;
}
public virtual void OnCurrentOrderChanged()
@ -1046,104 +1075,128 @@ namespace Server.Mobiles
switch (m_Mobile.ControlOrder)
{
case OrderType.None:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Come:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Drop:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
break;
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
break;
}
case OrderType.Friend:
case OrderType.Unfriend:
m_Mobile.ControlMaster.RevealingAction();
break;
{
m_Mobile.ControlMaster.RevealingAction();
break;
}
case OrderType.Guard:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
var petname = $"{m_Mobile.Name}";
m_Mobile.ControlMaster.SendLocalizedMessage(1049671, petname); // ~1_PETNAME~ is now guarding you.
break;
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
var petname = $"{m_Mobile.Name}";
m_Mobile.ControlMaster.SendLocalizedMessage(1049671, petname); // ~1_PETNAME~ is now guarding you.
break;
}
case OrderType.Attack:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
break;
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
break;
}
case OrderType.Patrol:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Release:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Stay:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Stop:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Follow:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Transfer:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
}
}
@ -1824,32 +1877,50 @@ namespace Server.Mobiles
switch (iRndMove)
{
case 0:
DoMove(Direction.Up);
break;
{
DoMove(Direction.Up);
break;
}
case 1:
DoMove(Direction.North);
break;
{
DoMove(Direction.North);
break;
}
case 2:
DoMove(Direction.Left);
break;
{
DoMove(Direction.Left);
break;
}
case 3:
DoMove(Direction.West);
break;
{
DoMove(Direction.West);
break;
}
case 5:
DoMove(Direction.Down);
break;
{
DoMove(Direction.Down);
break;
}
case 6:
DoMove(Direction.South);
break;
{
DoMove(Direction.South);
break;
}
case 7:
DoMove(Direction.Right);
break;
{
DoMove(Direction.Right);
break;
}
case 8:
DoMove(Direction.East);
break;
{
DoMove(Direction.East);
break;
}
default:
DoMove(m_Mobile.Direction);
break;
{
DoMove(m_Mobile.Direction);
break;
}
}
}
}
@ -1857,100 +1928,24 @@ namespace Server.Mobiles
public double TransformMoveDelay(double delay)
{
var isPassive = delay == m_Mobile.PassiveSpeed;
var isControlled = m_Mobile.Controlled || m_Mobile.Summoned;
double max = m_Mobile.IsMonster ? SpeedInfo.MaxMonsterDelay : SpeedInfo.MaxDelay;
if (delay == 0.2)
if (!m_Mobile.IsDeadPet && (m_Mobile.ReduceSpeedWithDamage || m_Mobile.IsSubdued))
{
delay = 0.3;
}
else if (delay == 0.25)
{
delay = 0.45;
}
else if (delay == 0.3)
{
delay = 0.6;
}
else if (delay == 0.4)
{
delay = 0.9;
}
else if (delay == 0.5)
{
delay = 1.05;
}
else if (delay == 0.6)
{
delay = 1.2;
}
else if (delay == 0.8)
{
delay = 1.5;
}
double offset = m_Mobile.StamMax <= 0 ? 1.0 : m_Mobile.Stam / (double)m_Mobile.StamMax;
if (isPassive)
{
delay += 0.2;
}
if (!isControlled)
{
delay += 0.1;
}
else if (m_Mobile.Controlled)
{
if (m_Mobile.ControlOrder == OrderType.Follow && m_Mobile.ControlTarget == m_Mobile.ControlMaster)
if (offset < 1.0)
{
delay *= 0.5;
delay += (max - delay) * (1.0 - offset);
}
delay -= 0.075;
}
if (m_Mobile.ReduceSpeedWithDamage || m_Mobile.IsSubdued)
{
var offset = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if (offset < 0.0)
{
offset = 0.0;
}
else if (offset > 1.0)
{
offset = 1.0;
}
offset = 1.0 - offset;
delay += offset * 0.8;
}
if (delay < 0.0)
{
delay = 0.0;
}
if (double.IsNaN(delay))
{
using (var op = new StreamWriter("nan_transform.txt", true))
{
op.WriteLine(
$"NaN in TransformMoveDelay: {Core.Now}, {GetType()}, {m_Mobile?.GetType()}, {m_Mobile.HitsMax}"
);
}
return 1.0;
}
return delay;
return Math.Min(delay, max);
}
public virtual bool CheckMove() => Core.TickCount - NextMove >= 0;
public virtual bool DoMove(Direction d) => DoMove(d, false);
public virtual bool DoMove(Direction d, bool badStateOk)
public virtual bool DoMove(Direction d, bool badStateOk = false)
{
var res = DoMoveImpl(d);
@ -2712,7 +2707,7 @@ namespace Server.Mobiles
public virtual void OnCurrentSpeedChanged()
{
m_Timer.Stop();
m_Timer.Delay = TimeSpan.FromSeconds(Utility.RandomDouble());
m_Timer.Delay = TimeSpan.FromMilliseconds(Utility.Random(128) * 8);
m_Timer.Interval = TimeSpan.FromSeconds(Math.Max(0.0, m_Mobile.CurrentSpeed));
m_Timer.Start();
}
@ -2740,70 +2735,72 @@ namespace Server.Mobiles
public override void OnClick()
{
if (!m_Mobile.Deleted && m_Mobile.Controlled && m_From.CheckAlive())
if (m_Mobile.Deleted || !m_Mobile.Controlled || !m_From.CheckAlive())
{
if (m_Mobile.IsDeadPet && m_Order is OrderType.Guard or OrderType.Attack or OrderType.Transfer or OrderType.Drop)
{
return;
}
return;
}
var isOwner = m_From == m_Mobile.ControlMaster;
var isFriend = !isOwner && m_Mobile.IsPetFriend(m_From);
if (m_Mobile.IsDeadPet && m_Order is OrderType.Guard or OrderType.Attack or OrderType.Transfer or OrderType.Drop)
{
return;
}
if (!isOwner && !isFriend)
{
return;
}
var isOwner = m_From == m_Mobile.ControlMaster;
var isFriend = !isOwner && m_Mobile.IsPetFriend(m_From);
if (isFriend && m_Order != OrderType.Follow && m_Order != OrderType.Stay && m_Order != OrderType.Stop)
{
return;
}
if (!isOwner && !isFriend)
{
return;
}
switch (m_Order)
{
case OrderType.Follow:
case OrderType.Attack:
case OrderType.Transfer:
case OrderType.Friend:
case OrderType.Unfriend:
if (isFriend && m_Order != OrderType.Follow && m_Order != OrderType.Stay && m_Order != OrderType.Stop)
{
return;
}
switch (m_Order)
{
case OrderType.Follow:
case OrderType.Attack:
case OrderType.Transfer:
case OrderType.Friend:
case OrderType.Unfriend:
{
if (m_Order == OrderType.Transfer && m_From.HasTrade)
{
if (m_Order == OrderType.Transfer && m_From.HasTrade)
{
m_From.SendLocalizedMessage(1010507); // You cannot transfer a pet with a trade pending
}
else if (m_Order == OrderType.Friend && m_From.HasTrade)
{
m_From.SendLocalizedMessage(1070947); // You cannot friend a pet with a trade pending
}
else
{
m_AI.BeginPickTarget(m_From, m_Order);
}
break;
m_From.SendLocalizedMessage(1010507); // You cannot transfer a pet with a trade pending
}
case OrderType.Release:
else if (m_Order == OrderType.Friend && m_From.HasTrade)
{
if (m_Mobile.Summoned)
{
goto default;
}
m_From.SendGump(new ConfirmReleaseGump(m_From, m_Mobile));
break;
m_From.SendLocalizedMessage(1070947); // You cannot friend a pet with a trade pending
}
default:
else
{
if (m_Mobile.CheckControlChance(m_From))
{
m_Mobile.ControlOrder = m_Order;
}
break;
m_AI.BeginPickTarget(m_From, m_Order);
}
}
break;
}
case OrderType.Release:
{
if (m_Mobile.Summoned)
{
goto default;
}
m_From.SendGump(new ConfirmReleaseGump(m_From, m_Mobile));
break;
}
default:
{
if (m_Mobile.CheckControlChance(m_From))
{
m_Mobile.ControlOrder = m_Order;
}
break;
}
}
}
}
@ -2904,14 +2901,10 @@ namespace Server.Mobiles
{
var args = $"{to.Name}\t{from.Name}\t ";
from.SendLocalizedMessage(
1043248,
args
); // The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
to.SendLocalizedMessage(
1043249,
args
); // The pet will not accept you as a master because it does not trust you.~3_BLANK~
// The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
from.SendLocalizedMessage(1043248, args);
// The pet will not accept you as a master because it does not trust you.~3_BLANK~
to.SendLocalizedMessage(1043249, args);
return false;
}
@ -2919,14 +2912,10 @@ namespace Server.Mobiles
{
var args = $"{to.Name}\t{from.Name}\t ";
from.SendLocalizedMessage(
1043250,
args
); // The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
to.SendLocalizedMessage(
1043251,
args
); // The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
// The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
from.SendLocalizedMessage(1043250, args);
// The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
to.SendLocalizedMessage(1043251, args);
}
else if (accepted && to.Followers + m_Creature.ControlSlots > to.FollowersMax)
{
@ -2986,10 +2975,8 @@ namespace Server.Mobiles
var args = $"{from.Name}\t{m_Creature.Name}\t{to.Name}";
from.SendLocalizedMessage(1043253, args); // You have transferred your pet to ~3_GETTER~.
to.SendLocalizedMessage(
1043252,
args
); // ~1_NAME~ has transferred the allegiance of ~2_PET_NAME~ to you.
// ~1_NAME~ has transferred the allegiance of ~2_PET_NAME~ to you.
to.SendLocalizedMessage(1043252, args);
}
}
}
@ -3004,7 +2991,7 @@ namespace Server.Mobiles
public AITimer(BaseAI owner)
: base(
TimeSpan.FromSeconds(Utility.RandomDouble()),
TimeSpan.FromSeconds(Utility.Random(128) * 8),
TimeSpan.FromSeconds(Math.Max(0.0, owner.m_Mobile.CurrentSpeed))
)
{