feat: event-driven target acquisition with a reaction-time gradient (#2601)

Fixes walk-up aggro latency (up to a full 10 s of obliviousness) and hardens the reacquire gate so no state can silence acquisition, while turning `AcquireOnApproach` into the reaction-time knob for future per-creature intelligence tuning.

### Why

`AcquireFocusMob` re-armed the 10 s `ReacquireDelay` **before** scanning, success or failure. A creature that scanned an empty room was blind for 10 s to a player walking up — walk-up aggro latency was uniform in 0..10 s. Waking from sector sleep stacked the AI timer's 0–3 s construction stagger on top. And `NextReacquireTime` is not serialized: on hosts whose tick counter starts negative (GCP pass-through), the 0 default blocked **all** acquisition shard-wide after a restart until the counter crossed zero.

### What

**Event-driven reaction — `AcquireOnApproachDelay` (the intelligence gradient)**
- The paragon `AcquireOnApproach` bool becomes a `TimeSpan` on every creature: an enemy moving inside `AcquireOnApproachRange` (10 for all creatures — on-screen reactive aggro; the periodic scan keeps the wide `RangePerception` sweep) *clamps* the next scan to at most the delay. Repeated steps cannot shorten it further — one scan per delay period, not per step or think.
- `Zero` (paragons) also prods the AI timer: the ranked scan engages within a wheel turn — the old snap, minus the special-cased engage path. The target now comes from the normal FightMode ranking instead of whichever mobile happened to move, and the `Combatant == null` guard stops re-engage spam.
- The 2 s default reads as "took a beat to notice you"; larger values are dumber; `ReacquireDelay` alone is the oblivious floor. Mover checks are the approach logic's `IsEnemy` + `CanBeHarmful` (so pets count and hidden movers are excluded via `CanSee`), with `IsEnemy` first to cheaply reject same-team wild creatures wandering past. The check rides the `OnMovement` callback every step already pays for — no polling added.

**Gate correctness**
- Every scan re-arms the full `ReacquireDelay`, success or failure (classic semantics; reaction time is the approach path, not the poll).
- Self-healing by construction: a deadline further out than `ReacquireDelay` is an illegal state and reads as open — no wedged or wrapped value can silence acquisition beyond one delay period.
- `NextReacquireTime` is seeded from a live tick on deserialize (the GCP negative-tick blackout).

**AI timer wake**
- Activation (sector wake, spawn, resurrection) starts within a 0–256 ms spread instead of the 0–3 s construction stagger, which read as lag.
- The stagger's real job — keeping same-speed cohorts out of lock-step (the RunUO town artifact) — is now a zero-mean ±period/8 jitter on each **idle** think, so phases random-walk apart within seconds and can never re-lock. Instrumentation showed why a one-shot spread can't do this job: the timer wheel fires within ±1 ms, so with 10 creatures on a 500 ms period some pair collides on nearly the same phase ~75% of the time (birthday paradox) and then steps in the same loop iteration *forever*. Jitter is scoped to passive speed: engaged cadence stays exact, since pursuit timing anchors to real step times.

**Debug**
- The `AcquireFocusMob` scan message no longer re-arms the shared 5 s debug cooldown, which swallowed every AI's "I have detected X" transition line.

**API change** for custom scripts: `AcquireOnApproach` (bool) → `AcquireOnApproachDelay` (TimeSpan). Documented in `content-patterns.md` § Target Acquisition, `runuo-migration-docs/09` + `11`, and the migration skill checklist.

### Tests

`AcquisitionTests`: both scan outcomes honor `ReacquireDelay`; a 60 s-wedged gate still acquires; enemy movement clamps the deadline (same-team wild movers and out-of-range movers ignored); repeated movement cannot shorten below the delay; `Zero` opens the gate and prods without a direct engage. Full suite: 755 UOContent green.
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Kamron Batman 2026-09-01 20:42:15 -07:00 • committed by GitHub
parent 547c2ea0fa
commit d3bf283e2d
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12 changed files with 340 additions and 43 deletions

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@ -936,21 +936,50 @@ namespace Server.Mobiles
public virtual bool GivesMLMinorArtifact => false;
/* To save on cpu usage, RunUO creatures only reacquire creatures under the following circumstances:
* - 10 seconds have elapsed since the last time it tried
* - The creature was attacked
* - Some creatures, like dragons, will reacquire when they see someone move
*
* This functionality appears to be implemented on OSI as well
*/
public long NextReacquireTime { get; set; }
public virtual TimeSpan ReacquireDelay => TimeSpan.FromSeconds(10.0);
public virtual bool ReacquireOnMovement => false;
public virtual bool AcquireOnApproach => m_Paragon;
// Reaction-time gradient: an enemy moving inside AcquireOnApproachRange pulls the
// next scan to at most this far away. Zero (paragons) scans on the very next
// think; larger is dumber; pure ReacquireDelay is the oblivious floor.
public virtual TimeSpan AcquireOnApproachDelay => m_Paragon ? TimeSpan.Zero : TimeSpan.FromSeconds(2.0);
// Reactive range is tighter than the periodic scan's RangePerception: approach
// aggro starts on-screen; the ReacquireDelay poll keeps the wide ambient sweep.
public virtual int AcquireOnApproachRange => 10;
// Clamps the scan deadline rather than opening the gate: repeated steps cannot
// shorten it further, so an armed creature scans once per delay period.
private void ScheduleAcquireOnApproach()
{
var delay = (long)AcquireOnApproachDelay.TotalMilliseconds;
var deadline = Core.TickCount + delay;
if (deadline - NextReacquireTime < 0)
{
NextReacquireTime = deadline;
}
if (delay <= 0)
{
// Zero: think now — the ranked scan engages within a wheel turn. Prod is
// spam-safe; the Combatant == null guard stops the prods once engaged.
AIObject?.AITimer?.Prod();
}
}
// IsEnemy first — it cheaply rejects the common case (a same-team wild creature
// wandering past); CanBeHarmful covers hidden movers via CanSee.
private bool ShouldAcquireOnApproach(Mobile m) =>
Combatant == null &&
!Controlled && !Summoned && !BardPacified &&
FightMode != FightMode.None && FightMode != FightMode.Aggressor &&
InRange(m.Location, AcquireOnApproachRange) &&
IsEnemy(m) && CanBeHarmful(m, false);
public virtual bool ReacquireOnMovement => false;
public static bool Summoning { get; set; }
public virtual bool IsDispellable => Summoned && !IsAnimatedDead;
@ -2024,6 +2053,8 @@ namespace Server.Mobiles
{
base.Deserialize(reader);
NextReacquireTime = Core.TickCount;
var version = reader.ReadInt();
m_CurrentAI = (AIType)reader.ReadInt();
@ -2855,15 +2886,9 @@ namespace Server.Mobiles
public override void OnMovement(Mobile m, Point3D oldLocation)
{
if (AcquireOnApproach && !Controlled && !Summoned && !BardPacified && FightMode != FightMode.Aggressor)
if (ShouldAcquireOnApproach(m))
{
if (InRange(m.Location, AcquireOnApproachRange) && !InRange(oldLocation, AcquireOnApproachRange) &&
CanBeHarmful(m) && IsEnemy(m))
{
Combatant = FocusMob = m;
AIObject?.MoveTo(m, 1);
DoHarmful(m);
}
ScheduleAcquireOnApproach();
}
else if (ReacquireOnMovement)
{