feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599)
Stacked on #2594. Fixes jerky creature movement (lich / Fast-bucket melee chases) by choosing the client animation flag from the actual step pace instead of a caller-supplied `run` argument, and fixes three step-pacing defects in the move budget found while verifying it with paired server/client traces. ### Why The `Direction.Running` bit does nothing for creatures server-side (`Mobile.OnMove` reads it only for the player throttle and stealth reveal). Its whole effect is on the client, which animates each step over a fixed time selected by that bit: walk 400 ms / run 200 ms on foot, 200 / 100 ms mounted. ClassicUO queues up to 5 steps and *drops* the sixth, so a creature stepping every 300 ms while flagged as walking backs the queue up until it snaps forward — the observed jerk. The `run` argument never carried the one fact that matters (the step interval). RunUO passed `true` in combat / `false` for pets and gated it on `dist > 5`; #2271 flipped every combat site to `false`; pets passed `currentDistance > 2`. None of that is a coherent signal. ### What **Pace-derived run flag** - `BaseAI.ShouldRun()`: run iff the effective step delay (move clock + badly-hurt inflation) is shorter than `Movement.WalkFootDelay` / `WalkMountDelay` (mounted or flying) — with a continuity rule: an *isolated* step (taken after standing at least a walk interval) goes out as a walk, because the client renders each step alone and a lone run-flagged step is a 200 ms dart. Only a continuing cadence flags run; a true sprinter (pace under the run interpolation) always runs, since a walk-rendered first step would flood the client's 5-step queue. This reproduces RunUO's close-in feel (its `dist > 5` gate) from first principles. - `DoMoveImpl` stamps the bit; it is the single place the flag is set. - `run` removed from `MoveTo`, `WalkMobileRange`, `ApproachTarget`, `MoveToPoint`, `MoveToWithGroup`, `MoveToWithCollisionAvoidance`, the move intent, and `PathFollower.Follow`. All 35 call sites updated. **API change** for custom scripts — documented in the RunUO migration docs (`09-items-mobiles-creatures.md`, `11-api-reference.md`) and `content-patterns.md` § Creature Speeds. **Move-budget pacing fixes** (each confirmed by UTC-aligned server/client step traces) - A stall no longer banks catch-up steps: the budget's snap-to-now released up to three steps in ~300 ms when a creature resumed chasing after standing beside its target — rendered as a teleport. - Debt accrual removed entirely: a step landing sub-period late (think-grid vs budget misalignment during reactive mirroring) kept the remainder and fired a follow-up ~100 ms later — a dart pair. `ConsumeMoveBudget` now paces every step from when it was actually taken; in continuous pursuit the move-wake lands within wheel resolution of the deadline, so the cost is single-digit-ms drift. - Net effect: a creature can never step faster than its pace, verified across a full chase session (zero sub-pace steps; metronomic 350 ms cadence for a 0.3 s lich). - Test fixture now runs `Movement.Configure()` (the walk delays were 0 in tests). ### Accepted trade-off Animal (LOW group) bodies without a run animation slide on their stand frames when flagged as running. Most are slow enough to stay flagged as walking; the client-side fallback is in ClassicUO/ClassicUO#1930. ### Tests `RunFlagTests`: foot thresholds (0.3 / 0.125 run; 0.4 / 0.45 / 1.05 walk), flying uses the mount threshold, badly-hurt inflation flips a 0.35 s creature back to walk, a real `DoMove` stamps the bit, isolated steps drop to walk (sprinters keep running), a stall restarts the cadence with no banked steps, and a late step earns no quicker follow-up. Full suite: 837 Server + 747 UOContent green.
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26 changed files with 294 additions and 84 deletions
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@ -103,6 +103,7 @@ internal static class TestServerInitializer
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// Registers the Accounts entity persistence; without it no test can construct an Account.
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Server.Accounting.Accounts.Configure();
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RaceDefinitions.Configure();
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Server.Movement.Movement.Configure();
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MovementImpl.Configure();
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PathFollower.Configure();
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World.Load();
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@ -40,7 +40,7 @@ public class ApproachTargetTests
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for (var i = 0; i < maxTicks; i++)
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{
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ai.NextMove = 0;
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ai.WalkMobileRange(target, 1, false, 1, 2);
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ai.WalkMobileRange(target, 1, 1, 2);
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if (bc.InRange(target, arriveDist))
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{
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return true;
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@ -123,7 +123,7 @@ public class ApproachTargetTests
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for (var i = 0; i < 200; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, false, 1);
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ai.MoveTo(target, 1);
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if (bc.InRange(target, 1))
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{
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arrived = true;
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@ -154,7 +154,7 @@ public class ApproachTargetTests
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for (var i = 0; i < 60; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, true, 1);
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ai.MoveTo(target, 1);
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// Target walks west every other tick for its first several steps, then stops,
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// so a same-speed chaser eventually closes the gap.
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@ -214,7 +214,7 @@ public class ApproachTargetTests
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for (var i = 0; i < 120; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, false, 1);
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ai.MoveTo(target, 1);
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}
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// After giving up, the creature must idle (not oscillate) while the goal is still.
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@ -223,7 +223,7 @@ public class ApproachTargetTests
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for (var i = 0; i < 20; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, false, 1);
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ai.MoveTo(target, 1);
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if (bc.Location != idleStart)
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{
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stayedIdle = false;
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162
Projects/UOContent.Tests/Tests/Mobiles/AI/RunFlagTests.cs
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162
Projects/UOContent.Tests/Tests/Mobiles/AI/RunFlagTests.cs
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@ -0,0 +1,162 @@
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using System.Collections.Generic;
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using Server;
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using Server.Mobiles;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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// The Running bit is derived from the step pace: a step shorter than the client's walk
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// interpolation (400ms on foot, 200ms mounted/flying) is flagged as a run.
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[Collection("Sequential Pathfinding Tests")]
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public class RunFlagTests : System.IDisposable
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{
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private readonly List<Mobile> _created = new();
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private PetTestStub Spawn(double activeMove)
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{
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var pet = new PetTestStub();
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pet.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
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pet.AIObject.AITimer?.Stop();
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pet.SetMoveSpeed(activeMove, activeMove * 3);
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pet.SetCurrentSpeedToActive();
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pet.LastMoveTime = Core.TickCount; // mid-cadence unless a test says otherwise
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_created.Add(pet);
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return pet;
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}
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public void Dispose()
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{
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foreach (var m in _created)
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{
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m?.Delete();
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}
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_created.Clear();
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}
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[Theory]
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[InlineData(0.3, true)]
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[InlineData(0.125, true)]
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[InlineData(0.4, false)]
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[InlineData(0.45, false)]
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[InlineData(1.05, false)]
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public void FootCreature_RunsOnlyWhenFasterThanWalk(double activeMove, bool expected)
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{
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var pet = Spawn(activeMove);
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Assert.Equal(activeMove, pet.CurrentMoveSpeed);
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Assert.Equal(expected, pet.AIObject.ShouldRun());
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}
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[Theory]
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[InlineData(0.3, false)]
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[InlineData(0.15, true)]
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public void FlyingCreature_UsesMountThresholds(double activeMove, bool expected)
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{
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var pet = Spawn(activeMove);
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pet.Flying = true;
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Assert.Equal(expected, pet.AIObject.ShouldRun());
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}
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[Fact]
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public void BadlyHurt_SlowsBelowWalk_DropsToWalk()
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{
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var pet = Spawn(0.35);
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Assert.True(pet.AIObject.ShouldRun());
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// The hurt inflation is on the observed step pace, so the flag follows it.
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pet.SetHits(100);
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pet.Hits = 5;
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pet.SetStam(100);
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pet.Stam = 5;
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Assert.False(pet.AIObject.ShouldRun());
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}
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[Theory]
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[InlineData(0.3, true)]
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[InlineData(0.45, false)]
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public void DoMove_StampsRunningBit(double activeMove, bool expected)
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var pet = Spawn(activeMove);
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pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
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var ai = pet.AIObject;
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ai.NextMove = 0;
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var start = pet.Location;
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Assert.True(ai.DoMove(Direction.West));
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Assert.NotEqual(start, pet.Location);
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Assert.Equal(expected, (pet.Direction & Direction.Running) != 0);
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}
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// An isolated step (after standing at least a walk interval) renders alone and darts
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// if run-flagged, so it walks; continuing cadences and true sprinters keep the flag.
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[Fact]
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public void IsolatedStep_DropsToWalk()
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{
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var pet = Spawn(0.3);
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pet.LastMoveTime = Core.TickCount - 1000;
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Assert.False(pet.AIObject.ShouldRun());
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}
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[Fact]
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public void IsolatedStep_SprinterStillRuns()
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{
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var pet = Spawn(0.125);
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pet.LastMoveTime = Core.TickCount - 1000;
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Assert.True(pet.AIObject.ShouldRun());
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}
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[Fact]
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public void StallDoesNotBankCatchUpSteps()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var pet = Spawn(0.3);
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pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
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var ai = pet.AIObject;
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ai.NextMove = Core.TickCount - 1000;
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Assert.True(ai.DoMove(Direction.West));
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// A stall must restart the cadence at full pace: banked catch-up steps
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// release as a burst the client renders as a sprint/teleport.
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Assert.False(ai.CanMoveNow(out _));
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Assert.True(ai.NextMove - Core.TickCount > 250);
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}
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[Fact]
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public void LateStepDoesNotEarnAQuickerFollowUp()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var pet = Spawn(0.3);
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pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
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pet.Warmode = true; // keep the active move clock through the step
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var ai = pet.AIObject;
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// The step lands 200ms past the budget — under one period, the reactive
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// mirroring case (think grid vs budget deadline misalignment).
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ai.NextMove = Core.TickCount - 200;
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Assert.True(ai.DoMove(Direction.West));
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// The debt must not be repaid: a sub-period catch-up step follows ~100ms
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// behind and renders as a dart pair beside the player.
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Assert.True(ai.NextMove - Core.TickCount > 250);
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}
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}
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