feat: independent think/move clocks for creature AI
Creatures now run two clocks: the think clock (ActiveSpeed/PassiveSpeed, seconds per decision - unchanged in meaning, storage, and cadence) and a new movement clock (ActiveMoveSpeed/PassiveMoveSpeed, seconds per step, 0 = inherit the matching think value). This lets movement pace be tuned freely - e.g. toward RunUO's TransformMoveDelay pacing - without touching reaction time, spell timing, or acquisition cadence. - BaseCreature: move-speed pair seeded from npc-speeds.json (optional activeMove/passiveMove per bucket), [props-tunable per instance (0 to re-inherit), serialized (v22). SetSpeed keeps its legacy one-clock semantics: it sets the think clock AND clears move overrides, so existing callers cannot half-configure a creature; SetMoveSpeed/ClearMoveSpeed configure movement explicitly. CurrentMoveSpeed resolves by classifying CurrentSpeed - a verbatim active/passive value maps to the matching move value, while bespoke paces written directly (mount boosts, follow sprint) stay fused to both clocks, so external CurrentSpeed writers keep working untouched. - Movement budget: one step consumes a full step of movement-clock budget, accumulative with RunUO's snap-to-now clamp, so long-run pacing averages CurrentMoveSpeed exactly and a stall banks at most one step of catch-up. - AITimer: dual-deadline scheduling. Decisions run at the think cadence exactly as before; while a pursuit or investigation is live, the timer also wakes when the movement budget elapses and advances the step without running decisions. Steps no longer snap to the think grid, so any step delay paces smoothly on the 8ms timer wheel - no ping-pong stutter from incommensurate values. A blocked creature schedules no move wakes and stays think-paced. - Move intent: ApproachTarget/MoveToPoint record their durable goal each en-route tick; arrival, failure, give-up, action changes, or missed renewals clear it. - Badly-hurt slowdown now inflates the step delay only (RunUO parity) and is computed from the base each step. Previously it wrote CurrentSpeed back onto itself, compounding unboundedly while hurt and slowing decisions too. No behavior changes by default: with no bucket or per-instance move values, both clocks carry identical values and creatures pace as before. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -254,6 +254,35 @@ public override int TreasureMapLevel => 3; // Drops treasure map
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public override double WeaponAbilityChance => 0.4; // Weapon ability chance
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```
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### Creature Speeds (think vs move clocks)
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All "speed" values are **delays in seconds** (smaller = faster). A creature runs two clocks:
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- **Think clock** — `ActiveSpeed`/`PassiveSpeed`/`CurrentSpeed`: seconds per AI decision
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(combat decisions, target acquisition, spell timing).
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- **Move clock** — `ActiveMoveSpeed`/`PassiveMoveSpeed`/`CurrentMoveSpeed`: seconds per
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step. Inherits the matching think value until overridden, so a creature configured with
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only think speeds behaves as one clock. Any value is legal — steps are scheduled
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independently of think ticks, so the two need not divide evenly.
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Speeds normally come from `Distribution/Data/npc-speeds.json` (via `SpeedClass` or type
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lists); `activeMove`/`passiveMove` are optional per bucket. Prefer data over code:
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```csharp
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public override SpeedLevel SpeedClass => SpeedLevel.Slow; // bucket in npc-speeds.json
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```
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Code-level overrides for special cases:
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```csharp
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SetSpeed(0.5, 2.0); // think clock; ALSO clears move overrides (one-clock legacy semantics)
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SetMoveSpeed(0.45, 0.9); // move clock only — call after SetSpeed if both are wanted
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ClearMoveSpeed(); // back to inheriting the think clock
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```
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All four are `[props`-tunable per instance (move values: set `0` to re-inherit); per-instance
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move overrides serialize. Being badly hurt slows steps, never decisions (RunUO parity).
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---
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## New Spell
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