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
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4 changed files with 460 additions and 65 deletions

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

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@ -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");
}
}