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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12 changed files with 340 additions and 43 deletions
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@ -497,6 +497,26 @@ An isolated step (after the creature stood for at least a walk interval) goes ou
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walk regardless of pace — only a continuing cadence, or a pace faster than the run
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interpolation, flags run.
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## Target Acquisition: `AcquireOnApproach` Is a Delay
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RunUO's `AcquireOnApproach` bool (paragon insta-aggro on approach) is now
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`AcquireOnApproachDelay`, a `TimeSpan` reaction-time gradient that applies to every
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creature — enemy movement inside `AcquireOnApproachRange` schedules a scan within the
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delay instead of waiting out the 10 s `ReacquireDelay` poll:
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```csharp
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// RunUO
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public override bool AcquireOnApproach => true;
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// ModernUO — Zero is the old instant behavior; larger values are dumber
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public override TimeSpan AcquireOnApproachDelay => TimeSpan.Zero;
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```
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`AcquireOnApproachRange` stays 10 for all creatures (reactive aggro is on-screen; the
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periodic `ReacquireDelay` scan still sweeps the full `RangePerception`). The
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acquired target comes from the normal FightMode-ranked scan, not from whichever mobile
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happened to move. See `content-patterns.md` § Target Acquisition.
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## Item Name Changes
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```csharp
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@ -133,6 +133,7 @@ Alphabetical by RunUO API name. Use Ctrl+F / Cmd+F to search.
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| `MoveTo(m, run, range)` | `MoveTo(m, range)` | `run` removed; the Running bit is derived from the step pace (`BaseAI.ShouldRun`) |
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| `WalkMobileRange(m, steps, run, min, max)` | `WalkMobileRange(m, steps, min, max)` | Same |
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| `PathFollower.Follow(run, range)` | `Follow(range)` | Same |
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| `AcquireOnApproach` (bool) | `AcquireOnApproachDelay` (TimeSpan) | Reaction-time gradient; `Zero` = old instant behavior |
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## Networking
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