/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: AIGroupMovement.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see . *
************************************************************************/
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Collections;
namespace Server.Mobiles;
public abstract partial class BaseAI
{
private static readonly Dictionary _reservedPositions = new();
private static long _lastGroupUpdateTime;
private static void CleanupReservedPositions()
{
foreach (var (m, p) in _reservedPositions)
{
if (m?.Deleted != false || m.GetDistanceToSqrt(p) < 1)
{
_reservedPositions.Remove(m);
}
}
}
///
/// Crowding refinement for the final approach: engages only near the target when allies
/// contest the ring, so creatures spread instead of stacking. Chasing any real distance
/// always uses the pathfinding approach primitive.
///
private bool UseGroupMovement(Mobile target, int range) =>
Mobile.Combatant == target
&& !Mobile.Controlled
&& Mobile.InRange(target, range + 2)
&& CountCrowdingAllies(target, range) > 0;
private int CountCrowdingAllies(Mobile target, int range)
{
var crowding = 0;
foreach (var m in target.GetMobilesInRange(range + 1))
{
if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
&& bc.Team == Mobile.Team)
{
crowding++;
}
}
return crowding;
}
public static bool MoveToWithGroup(BaseAI ai, Mobile target, bool run, int range)
{
if (Core.TickCount - _lastGroupUpdateTime > 1000)
{
CleanupReservedPositions();
_lastGroupUpdateTime = Core.TickCount;
}
var mobile = ai.Mobile;
var allies = ai.GetNearbyAllies(target);
var optimalPosition = ai.CalculateOptimalPosition(target, ref allies, range);
try
{
if (optimalPosition == Point3D.Zero)
{
return ai.MoveToWithCollisionAvoidance(target, run, range);
}
_reservedPositions[mobile] = optimalPosition;
var direction = mobile.GetDirectionTo(optimalPosition);
if (Utility.Random(3) == 0)
{
direction = GetAdjustedDirection(direction);
}
var res = ai.DoMoveImpl(direction, true);
if (res is MoveResult.Success or MoveResult.BadState)
{
return true;
}
// A blocked or wall-slid step is not progress — route around the obstacle.
return ai.ApproachTarget(target, run, range);
}
finally
{
allies.Dispose();
}
}
private PooledRefList GetNearbyAllies(Mobile target)
{
var allies = PooledRefList.Create();
foreach (var m in Mobile.GetMobilesInRange(8))
{
if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
&& bc.Team == Mobile.Team)
{
allies.Add(bc);
}
}
return allies;
}
private Point3D CalculateOptimalPosition(Mobile target, ref PooledRefList allies, int range)
{
var targetLoc = target.Location;
var bestPosition = Point3D.Zero;
var bestScore = -1.0;
for (var x = -range; x <= range; x++)
{
for (var y = -range; y <= range; y++)
{
if (Math.Abs(x) + Math.Abs(y) != range)
{
continue;
}
var testLoc = new Point3D(targetLoc.X + x, targetLoc.Y + y, targetLoc.Z);
var distance = Mobile.GetDistanceToSqrt(testLoc);
if (distance < range ||
distance > range + 3 || !CanMoveTo(testLoc))
{
continue;
}
var score = ScorePosition(testLoc, distance, target, ref allies);
if (score > bestScore)
{
bestScore = score;
bestPosition = testLoc;
if (score > 20)
{
break;
}
}
}
}
return bestPosition;
}
private double ScorePosition(Point3D position, double currentDistance, Mobile target, ref PooledRefList allies)
{
var score = -(currentDistance * 2);
for (var i = 0; i < allies.Count; i++)
{
var ally = allies[i];
var allyDistance = ally.GetDistanceToSqrt(position);
if (allyDistance < 2)
{
score -= 50;
}
else if (allyDistance < 3)
{
score -= 20;
}
}
foreach (var (m, p) in _reservedPositions)
{
if (m != Mobile && p.GetDistanceToSqrt(position) < 2)
{
score -= 30;
}
}
if (Mobile.Map != null && Mobile.Map.LineOfSight(position, target.Location))
{
score += 10;
}
return score + Utility.RandomDouble() * 5;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool CanMoveTo(Point3D location) =>
Mobile.Map?.CanFit(location.X, location.Y, location.Z, 16, false, false) == true;
private static Direction GetAdjustedDirection(Direction original)
{
var adjustment = Utility.Random(3) - 1;
var newDir = (int)original + adjustment;
if (newDir < 0)
{
return (Direction)(newDir + 8);
}
if (newDir >= 8)
{
return (Direction)(newDir - 8);
}
return (Direction)newDir;
}
}