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:
parent
b589da3efb
commit
cff9fbda29
4 changed files with 460 additions and 65 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue