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12 commits

Author SHA1 Message Date
Kamron Batman
e07416902a
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.
2026-08-30 16:48:52 -07:00
Kamron Batman
c7aaf33de9
feat(pathfinding): .swb format v8 compact index (#3b) (#2471)
## Summary
Phase #3b (final roadmap item), stacked on #2470. Compacts the index trailer from 20 to 8 bytes/chunk.

Trammel: 19.2 MB → 17.9 MB. Roadmap total: 565 MB → 17.9 MB (−96.8%).

## Details
- Trailer stores `{ u32 packedKey = (ChunkX << 16) | ChunkY, u32 recordLength }` per chunk, in record write order; the file offset is dropped and reconstructed by cumulative recordLength from HeaderSize.
- No record reordering, no varint; fixed-stride, TryReadChunk unchanged.
- Also simplifies the accumulated `.swb` code comments across the stack.
- Format v8; v7 files rejected and re-baked once.

## Tests
v8 multi-chunk round-trip (cumulative offset reconstruction) + the v6/v7 suite; full pathfinding suite green; Release build clean.
2026-06-07 01:22:20 -07:00
Kamron Batman
e6bfc45228
fix: Consolidates and fixes movement/direction checks (#1861) 2024-07-06 12:41:45 -07:00
Kamron Batman
3332fabc39
fix: Reverts to RunUO speeds, fixes direction glitching, adds movement speed interpolation (#1695)
> [!IMPORTANT]  
> Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work.
> Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement.

### Summary
- **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer.
- Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning.
- Reverted AI thinking speeds back to RunUO specific speeds.
- Reverted the AI thinking to moving conversion delays back to RunUO.
- For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3`

> [!NOTE]  
> **Developer Note**
> BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.
2024-03-18 14:13:41 -07:00
Kamron Batman
57ff488d51
fix: Removes run flag from NPC movement (#1357) 2023-03-02 10:58:17 -08:00
Kamron Batman
c50322c0e3
fix(network): Adds UOG & Fixes ConnectUO packet (#552)
- [X] Adds UOG Extended and Compact (0xF1 0x51 packet)
- [X] Fixes ConnectUO bad length
2021-03-15 16:18:28 -07:00
Kamron Batman
6c4308bce6
fix(core): Caches DateTime.NowUtc (#548)
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)

Closes #261
2021-03-13 01:32:04 -08:00
Kamron Batman
67c23bf9ad
fix(AI): Fixes direction issue with NPCs (#371)
- [X] Fixes a bug with RunUO where direction is set multiple times and the run flag is not set properly.

TODO: Fix other direction/movement issues and duplicate packets.

Bumps release version
2020-12-29 22:32:10 -08:00
Kamron Batman
8149620b0c
Fixes brace style (#248) 2020-09-13 21:49:46 -07:00
Kamron Batman
7dbfa086bc
Cleanup and adds configuration for crashguard (#240) 2020-09-12 01:57:07 -07:00
Kamron Batman
ad3775c4d7
Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
Kamron Batman
8ec166bcd0
Adds assemblies config, fixes crash bugs. (#134) 2020-05-09 12:55:56 -07:00
Renamed from Projects/Scripts/Engines/Pathing/PathFollower.cs (Browse further)