fix(ai): creatures pathfind around concave obstacles instead of oscillating (#2461)

## Summary

Creatures (pets following, monsters chasing, NPCs approaching) would **oscillate — "pace back and forth really fast"** at concave obstacles (reported at the Britain Inn L-desk: a pet at `(1493,1614,20)` never reaching its master at `(1494,1605,21)`) instead of routing around them.

**Root cause** (the A* pathfinder itself was correct): all goal-seeking funnels through `MoveTo` and `WalkMobileRange` → `MoveTowardsOrAwayFrom`, which step greedily via `DoMove(dir, badStateOk:true)`. `DoMove` returns `true` even when the direct step was blocked and the creature merely **auto-turned and sidestepped** (`MoveResult.SuccessAutoTurn`), and the caller then set `Path = null`, discarding the `PathFollower`. So at a concave obstacle a non-progressing sidestep was mistaken for progress and the creature never committed to a route. (AOS pet-follow runs at `CurrentSpeed = 0.1`, hence the "really fast" shuffle.)

## What changed

- **New centralized `BaseAI.ApproachTarget(target, run, range)` primitive.** A greedy step is committed only when it **fully succeeds (`MoveResult.Success`) and actually gets closer**; otherwise the creature commits to a **persistent `PathFollower`** that routes around the obstacle and is never discarded by a greedy step. The open-terrain fast path (one greedy step, no pathfinding) is preserved. `MoveTo`, `MoveTowardsOrAwayFrom`, and `MoveToWithCollisionAvoidance` all delegate to it — public signatures unchanged, so no AI-class call site changes.
- **Best-distance give-up + idle.** A creature that cannot reach a **stationary** in-range goal stops shuffling and idles after `ApproachGiveUpTicks` (40) ticks without lowering its closest-ever distance; a **moving** goal (active chase) never gives up. It resumes the moment the goal moves.
- **Pathfinder fix (required):** `BitmapAStarAlgorithm.IsBlockedByDynamic` now skips the dynamic mobile-block check **at the goal cell only** (`MoveImpl.Goal`). Previously A* returned `null` whenever the target mobile stood on the goal cell, so creatures could never pathfind *toward* another mobile — only toward empty ground. The follower stops within `range` short of it. Static/item blocking and all non-goal mobile blocking are unchanged.

## Tests

New AI-loop integration tests in `ApproachTargetTests.cs` drive the real `BaseAI` primitives against live Britain Inn map statics: exact-repro pet follow, open-terrain (asserts zero pathfinding), `MoveTo` chase (static + walking-away target), route-around-a-dynamic-wall, and walled-off give-up-and-idle.

- Pathfinding + AI subset: **52/52** pass.
- Full `UOContent.Tests`: **301/301** pass. (Note: the test host lingers on shutdown — a pre-existing infra quirk unrelated to this change; all tests complete and pass.)
- Full solution build: clean (0 warnings / 0 errors).

## Notes

- Branched off `main`; independent of the in-flight step-cache work.
- Out of scope (future work): proactive "SmartAI" look-ahead pathfinding so clever creatures plan a route before walking into the obstacle, rather than reacting after they hit it.

## Test Plan

- [X] In-game: order a pet to `follow`/`come` across the Britain Inn L-desk; confirm it routes around and reaches you instead of pacing.
- [X] Aggro a monster and kite it around a building/treeline; confirm it chases around obstacles.
- [X] Confirm open-terrain following/chasing feels unchanged (no extra latency).
- [X] Confirm a creature with a genuinely unreachable target idles rather than shuffling forever.
This commit is contained in:
Kamron Batman 2026-06-06 10:20:52 -07:00 committed by GitHub
parent b589da3efb
commit cff9fbda29
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4 changed files with 460 additions and 65 deletions

View file

@ -35,6 +35,7 @@ public class PathfindingTestFixture : ICollectionFixture<PathfindingTestFixture>
Timer.Init(0);
RaceDefinitions.Configure();
MovementImpl.Configure();
PathFollower.Configure();
World.Load();
World.ExitSerializationThreads();
DecayScheduler.Configure();

View file

@ -0,0 +1,283 @@
using System.Collections.Generic;
using Server.Engines.Pathing.Cache;
using Server.Mobiles;
using Xunit;
namespace Server.Tests.Mobiles.AI;
// AI movement tests drive the real BaseAI primitives against live map statics. The
// pathfinder uses non-reentrant static buffers, so we share the pathfinding sequential
// collection to avoid parallel interference.
[Collection("Sequential Pathfinding Tests")]
public class ApproachTargetTests
{
private sealed class FollowerStub : BaseCreature
{
// Serial ctor + DefaultMobileInit bypasses NPCSpeeds JSON (absent in tests).
public FollowerStub(Serial serial) : base(serial) => Body = 0xC9;
}
private sealed class TargetStub : Mobile
{
public TargetStub() => Body = 0xC9;
}
private static (FollowerStub bc, BaseAI ai) NewFollower(Map map, Point3D loc)
{
var bc = new FollowerStub(World.NewMobile);
bc.DefaultMobileInit();
bc.MoveToWorld(loc, map);
BaseAI ai = new AnimalAI(bc);
ai.AITimer?.Stop(); // we drive movement manually; no background timer
return (bc, ai);
}
// Drives the pet follow primitive once per tick; returns true once it reaches within
// arriveDist tiles. Uses InRange (Chebyshev) to match the game's own range semantics —
// a diagonal neighbor at Euclidean ~2.24 is "within 2" to the engine.
private static bool DriveFollow(BaseAI ai, Mobile bc, Mobile target, int arriveDist, int maxTicks)
{
for (var i = 0; i < maxTicks; i++)
{
ai.NextMove = 0;
ai.WalkMobileRange(target, 1, false, 1, 2);
if (bc.InRange(target, arriveDist))
{
return true;
}
}
return false;
}
private static ushort FirstImpassableItemId()
{
for (ushort id = 1; id < TileData.MaxItemValue; id++)
{
if (TileData.ItemTable[id].ImpassableSurface)
{
return id;
}
}
return 0;
}
[Fact]
public void OpenTerrain_ReachesTarget_WithoutPathfinding()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1495, 1600, (sbyte)z), map); // 5 tiles west, open
StepCache.Instance.Clear();
var buildsBefore = StepCache.Instance.GetStats().BuildsTotal;
var arrived = DriveFollow(ai, bc, target, 2, 40);
var buildsAfter = StepCache.Instance.GetStats().BuildsTotal;
bc.Delete();
target.Delete();
Assert.True(arrived, "creature should reach an open-terrain target by stepping");
Assert.Equal(buildsBefore, buildsAfter); // greedy fast path: no chunk builds
}
[Fact]
public void BritainInnDesk_PetReachesMaster()
{
var map = Map.Maps[1];
Assert.NotNull(map);
// Exact in-game repro: pet south of the L-desk, master north of it.
var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1494, 1605, 21), map);
StepCache.Instance.Clear();
// 200 ticks is generous for the ~17-step detour at one step per tick.
var arrived = DriveFollow(ai, bc, target, 2, 200);
bc.Delete();
target.Delete();
Assert.True(arrived, "pet must navigate around the L-desk to reach the master");
}
[Fact]
public void MoveTo_ReachesTargetAroundDesk()
{
var map = Map.Maps[1];
Assert.NotNull(map);
var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1494, 1605, 21), map);
StepCache.Instance.Clear();
var arrived = false;
for (var i = 0; i < 200; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, false, 1);
if (bc.InRange(target, 1))
{
arrived = true;
break;
}
}
bc.Delete();
target.Delete();
Assert.True(arrived, "MoveTo chaser must reach the target around the desk");
}
[Fact]
public void MoveTo_CatchesTargetWalkingAway_OpenTerrain()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1498, 1600, (sbyte)z), map);
StepCache.Instance.Clear();
var caught = false;
for (var i = 0; i < 60; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, true, 1);
// Target walks west every other tick for its first several steps, then stops,
// so a same-speed chaser eventually closes the gap.
if (i % 2 == 0 && i < 16 && target.X > 1490)
{
target.MoveToWorld(new Point3D(target.X - 1, target.Y, target.Z), map);
}
if (bc.InRange(target, 1))
{
caught = true;
break;
}
}
bc.Delete();
target.Delete();
Assert.True(caught, "chaser must catch a target that walks away then stops");
}
[Fact]
public void UnreachableTarget_GivesUp_AndIdles()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1601, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1601, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1500, 1596, (sbyte)z), map);
// Full impassable ring around the target cell -> no path to within range 1.
var id = FirstImpassableItemId();
Assert.NotEqual<ushort>(0, id);
var ring = new List<Item>();
for (var x = 1499; x <= 1501; x++)
{
for (var y = 1595; y <= 1597; y++)
{
if (x == 1500 && y == 1596)
{
continue; // leave the target's own cell
}
map.GetAverageZ(x, y, out _, out var rz, out _);
ring.Add(new Item(World.NewItem)
{
ItemID = id, Map = map, Location = new Point3D(x, y, (sbyte)rz)
});
}
}
StepCache.Instance.Clear();
// Run well past the stuck window so give-up engages.
for (var i = 0; i < 120; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, false, 1);
}
// After giving up, the creature must idle (not oscillate) while the goal is still.
var idleStart = bc.Location;
var stayedIdle = true;
for (var i = 0; i < 20; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, false, 1);
if (bc.Location != idleStart)
{
stayedIdle = false;
break;
}
}
var reached = bc.InRange(target, 1);
bc.Delete();
target.Delete();
foreach (var it in ring)
{
it.Delete();
}
Assert.False(reached, "walled-off target must not be reached");
Assert.True(stayedIdle, "after giving up, the creature must idle, not shuffle");
}
[Fact]
public void WallBetween_RoutesAround_ReachesTarget()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1500, 1595, (sbyte)z), map); // 5 tiles north
// Impassable wall on Y=1598 from X=1497..1503: blocks the straight line; ends open.
var id = FirstImpassableItemId();
Assert.NotEqual<ushort>(0, id);
var wall = new List<Item>();
for (var x = 1497; x <= 1503; x++)
{
map.GetAverageZ(x, 1598, out _, out var wz, out _);
wall.Add(new Item(World.NewItem)
{
ItemID = id, Map = map, Location = new Point3D(x, 1598, (sbyte)wz)
});
}
StepCache.Instance.Clear();
var arrived = DriveFollow(ai, bc, target, 2, 200);
bc.Delete();
target.Delete();
foreach (var it in wall)
{
it.Delete();
}
Assert.True(arrived, "creature must route around the wall to reach the target");
}
}

View file

@ -459,16 +459,24 @@ public class BitmapAStarAlgorithm : PathAlgorithm
}
}
foreach (var mob in map.GetMobilesAt(x, y))
{
if (mob == m)
{
continue;
}
// A* must be able to plan a path to the goal cell even when the target mobile is
// standing on it (the follower stops within range short of it). Skip the mob-block
// check at the goal cell ONLY; everywhere else dynamic mobiles still block.
var skipMobCheck = x == MoveImpl.Goal.X && y == MoveImpl.Goal.Y;
if (mob.Z + MobileHeight > z && z + MobileHeight > mob.Z && !CanMoveOver(m, mob))
if (!skipMobCheck)
{
foreach (var mob in map.GetMobilesAt(x, y))
{
return true;
if (mob == m)
{
continue;
}
if (mob.Z + MobileHeight > z && z + MobileHeight > mob.Z && !CanMoveOver(m, mob))
{
return true;
}
}
}

View file

@ -22,6 +22,21 @@ namespace Server.Mobiles;
public abstract partial class BaseAI
{
// --- Centralized progress-based approach state (see ApproachTarget) ---------------
// Consecutive move-eligible ticks a creature may fail to improve its best distance to a
// STATIONARY goal before it gives up and idles. A moving goal (an active chase) never
// triggers give-up. Must exceed the longest no-improvement stretch of a valid detour
// (the Britain Inn detour's is ~13 ticks), with margin; this also bounds the largest
// concave detour a creature will navigate before idling on a stationary goal.
private const int ApproachGiveUpTicks = 40;
private Mobile _approachGoal;
private Point3D _approachGoalLoc;
private double _approachBestDist;
private int _approachStallTicks;
private bool _approachGaveUp;
private Point3D _approachGaveUpGoalLoc;
public static double BadlyHurtMoveDelay(BaseCreature bc)
{
var statMin = Core.HS ? bc.Stam : bc.Hits;
@ -279,6 +294,138 @@ public abstract partial class BaseAI
}
}
/// <summary>
/// Centralized "move toward <paramref name="target"/> until within
/// <paramref name="range"/>" decision shared by MoveTo and WalkMobileRange. A greedy
/// step is taken only when it actually gets the creature closer; a blocked step or an
/// auto-turn sidestep that made no progress falls through to a persistent PathFollower
/// that routes around the obstacle and is never discarded by a greedy step. A
/// best-distance stall counter idles the creature if an in-range goal is genuinely
/// unreachable, without ever abandoning a real chase or detour.
/// </summary>
protected bool ApproachTarget(Mobile target, bool run, int range)
{
if (Mobile.Deleted || Mobile.DisallowAllMoves || target?.Deleted != false)
{
return false;
}
if (Mobile.InRange(target, range))
{
ResetApproach();
return true;
}
// Already gave up on this exact (unreachable) goal: idle until it moves.
if (_approachGaveUp && _approachGoal == target)
{
if (target.Location == _approachGaveUpGoalLoc)
{
return false;
}
ResetApproach(); // target moved — try again fresh
}
// FAST PATH: greedy step toward the target, counted as success ONLY when the move
// fully succeeded (not an auto-turn sidestep) and actually got us closer. An
// auto-turn sidestep can reduce Euclidean distance while moving in the wrong
// direction (e.g., east when the true route requires going south-first around a
// concave obstacle); treating it as progress would discard a PathFollower that is
// the only way to navigate. A blocked step or a non-Success result falls through to
// the planner immediately.
if (Path == null && Mobile.InLOS(target))
{
var distBefore = Mobile.GetDistanceToSqrt(target);
var res = DoMoveImpl(Mobile.GetDirectionTo(target, run), true);
if (res == MoveResult.BadState)
{
return false; // not allowed to move this tick; not a stall
}
if (res == MoveResult.Success && Mobile.GetDistanceToSqrt(target) < distBefore)
{
ResetApproach();
return Mobile.InRange(target, range);
}
// else: fall through; let the PathFollower route around the obstacle.
}
// PLANNING PATH: a persistent PathFollower, never discarded by a greedy step.
if (Path == null || Path.Goal != target)
{
Path = new PathFollower(Mobile, target) { Mover = DoMoveImpl };
}
if (Path.Follow(run, range))
{
ResetApproach();
return true;
}
TrackApproachProgress(target);
return false;
}
/// <summary>
/// Best-distance stuck detection. A creature making real headway keeps lowering its
/// closest-ever distance to the goal (a detour's outbound leg pauses that, but it
/// resumes once the creature rounds the obstacle). A creature that cannot reach a
/// STATIONARY goal never lowers it and, after <see cref="ApproachGiveUpTicks"/> ticks,
/// gives up and idles. A MOVING goal (an active chase) resets the baseline every tick,
/// so chases never give up even when the gap holds constant.
/// </summary>
private void TrackApproachProgress(Mobile target)
{
if (!CanMoveNow(out _))
{
return; // a not-yet-due move (stun) is not a stall
}
var dist = Mobile.GetDistanceToSqrt(target);
var goalLoc = target.Location;
// New goal, or the goal moved (active chase): reset the stall baseline. Clearing the
// give-up flag here prevents a prior goal's give-up state from leaking onto a new one.
if (_approachGoal != target || goalLoc != _approachGoalLoc)
{
_approachGoal = target;
_approachGoalLoc = goalLoc;
_approachBestDist = dist;
_approachStallTicks = 0;
_approachGaveUp = false;
return;
}
// Stationary goal: getting closer than ever resets the stall.
if (dist < _approachBestDist)
{
_approachBestDist = dist;
_approachStallTicks = 0;
return;
}
if (++_approachStallTicks >= ApproachGiveUpTicks)
{
_approachGaveUp = true;
_approachGaveUpGoalLoc = goalLoc;
Path = null;
}
}
/// <summary>Clears all approach state (called on arrival, real greedy progress, or when
/// a given-up goal moves).</summary>
private void ResetApproach()
{
Path = null;
_approachGoal = null;
_approachGoalLoc = Point3D.Zero;
_approachBestDist = 0;
_approachStallTicks = 0;
_approachGaveUp = false;
}
public virtual bool MoveTo(Mobile m, bool run, int range)
{
if (Mobile.Deleted || Mobile.DisallowAllMoves || m?.Deleted != false)
@ -293,7 +440,7 @@ public abstract partial class BaseAI
if (Mobile.InRange(m, range))
{
Path = null;
ResetApproach();
return true;
}
@ -302,23 +449,7 @@ public abstract partial class BaseAI
return MoveToWithGroup(this, m, shouldRun, range);
}
if (Path == null && Mobile.InLOS(m) && DoMove(Mobile.GetDirectionTo(m), true))
{
return true;
}
if (Path?.Goal != m)
{
Path = new PathFollower(Mobile, m) { Mover = DoMoveImpl };
}
if (Path.Follow(shouldRun, 1))
{
Path = null;
return true;
}
return false;
return ApproachTarget(m, shouldRun, range);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@ -358,18 +489,9 @@ public abstract partial class BaseAI
}
}
if (Path?.Goal != target)
{
Path = new PathFollower(Mobile, target) { Mover = DoMoveImpl };
}
if (Path.Follow(shouldRun, 1))
{
Path = null;
return true;
}
return false;
// Tactical sidesteps exhausted — route around the obstacle via the centralized
// approach primitive (persistent PathFollower, no oscillation).
return ApproachTarget(target, shouldRun, range);
}
public virtual bool WalkMobileRange(Mobile m, int iSteps, bool run, int iWantDistMin, int iWantDistMax)
@ -405,36 +527,17 @@ public abstract partial class BaseAI
{
var shouldRun = run && iCurrDist > 5;
var needCloser = iCurrDist > iWantDistMax;
if (needCloser && m != null && Path?.Goal == m)
if (iCurrDist > iWantDistMax)
{
if (Path.Follow(shouldRun, 1))
{
Path = null;
return true;
}
// Too far: approach via the centralized progress-based primitive.
return ApproachTarget(m, shouldRun, iWantDistMax);
}
else
// Too close: back away. Retreat keeps the simple greedy behavior (out of scope).
if (DoMove(m.GetDirectionTo(Mobile, shouldRun), true))
{
var dirTo = needCloser ? Mobile.GetDirectionTo(m, shouldRun) : m.GetDirectionTo(Mobile, shouldRun);
if (DoMove(dirTo, true))
{
Path = null;
return true;
}
if (needCloser)
{
Path = new PathFollower(Mobile, m) { Mover = DoMoveImpl };
if (Path.Follow(shouldRun, 1))
{
Path = null;
return true;
}
}
Path = null;
return true;
}
return false;