Streamlines the two sprint mechanisms (the CurrentMoveSpeed guard carve-out and DoMoveImpl's follow-master 0.1 write) into one RunUO-parity model: - Order handlers own obedience speed, mirroring RunUO's OnCurrentOrderChanged and DoOrder* writes: issuing a movement order (Come/Follow/Guard/Attack) sets the active think clock, resting orders (Stay/None/Transfer) set passive, and the guard/follow peaceful branches write RunUO's AOS 0.1 sprint (guard's else-branch had the identical `if (Core.AOS) CurrentSpeed = 0.1` as follow). Pre-AOS guard returns run active. - CurrentMoveSpeed reverts to pure herding + classification — the bespoke 0.1 fuses to both clocks through the existing rule, so the sprint needs no special case and the obedience branch is deleted. - DoMoveImpl's per-step speed flip skips obeying pets (their handler owns the pace; per-step passive flips would fight it) and loses its 0.1 write. Combat still re-derives organically via warmode/combatant. Net pacing (Medium bucket): guard/follow AOS returns sprint 0.1 fused (RunUO parity, guard was previously move-clock-only), Come and friend-follow pace at activeMove (0.45, ~= the pre-#2591 feel), and the stale-Warmode active/ passive lottery is gone everywhere. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
696 lines
22 KiB
C#
696 lines
22 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: AIMovement.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using Server.Collections;
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using Server.Items;
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using MoveImpl = Server.Movement.MovementImpl;
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namespace Server.Mobiles;
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public abstract partial class BaseAI
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{
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// --- Centralized progress-based approach state (see ApproachTarget) ---------------
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// Consecutive move-eligible ticks a creature may fail to improve its best distance to a
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// STATIONARY goal before it gives up and idles. A moving goal (an active chase) never
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// triggers give-up. Must exceed the longest no-improvement stretch of a valid detour
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// (the Britain Inn detour's is ~13 ticks), with margin; this also bounds the largest
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// concave detour a creature will navigate before idling on a stationary goal.
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private const int ApproachGiveUpTicks = 40;
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private Mobile _approachGoal;
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private Point3D _approachGoalLoc;
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private double _approachBestDist;
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private int _approachStallTicks;
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private bool _approachGaveUp;
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private Point3D _approachGaveUpGoalLoc;
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// --- Move intent (see ContinueMove) ------------------------------------------------
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// Durable movement goal renewed by en-route ApproachTarget/MoveToPoint calls; while
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// live, the AITimer wakes at NextMove between think ticks to advance the step.
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private Mobile _moveIntentTarget;
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private IPoint3D _moveIntentPoint;
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private bool _moveIntentRun;
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private int _moveIntentRange;
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private long _moveIntentExpire;
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// Inflates a step delay while badly hurt; computed from the passed base so it cannot
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// compound across steps. Damage slows steps, never decisions.
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public static double BadlyHurtMoveDelay(BaseCreature bc, double delay)
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{
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var statMin = Core.HS ? bc.Stam : bc.Hits;
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var statMax = Core.HS ? bc.StamMax : bc.HitsMax;
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if (!bc.IsDeadPet && (bc.ReduceSpeedWithDamage || bc.IsSubdued)
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&& statMax > 0 && statMin < statMax * 0.3)
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{
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var stat = (double)statMin / statMax;
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if (stat < 0.1) { return delay + 0.15; }
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if (stat < 0.2) { return delay + 0.1; }
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return delay + 0.05;
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}
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return delay;
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}
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public bool CanMoveNow(out double delay)
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{
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delay = 0.0;
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return Core.TickCount - NextMove >= 0;
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}
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// Accumulative full-step budget: long-run pacing averages CurrentMoveSpeed exactly
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// regardless of timer-grid jitter; snap-to-now caps stall catch-up at one step.
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private void ConsumeMoveBudget()
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{
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var stepDelay = Mobile.CurrentMoveSpeed;
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if (!(Core.AOS && IsFollowingMaster()))
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{
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stepDelay = BadlyHurtMoveDelay(Mobile, stepDelay);
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}
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NextMove += Math.Max(50, (long)(stepDelay * 1000));
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if (Core.TickCount - NextMove > 0)
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{
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NextMove = Core.TickCount;
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}
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}
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public virtual bool CheckMove() => !(Mobile.Deleted || Mobile.DisallowAllMoves);
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public virtual bool DoMove(Direction d, bool badStateOk = false) => IsMoveSuccessful(DoMoveImpl(d, badStateOk), badStateOk);
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private static bool IsMoveSuccessful(MoveResult res, bool badStateOk) =>
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res is MoveResult.Success or MoveResult.SuccessAutoTurn
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|| badStateOk && res == MoveResult.BadState;
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public virtual MoveResult DoMoveImpl(Direction d, bool badStateOk)
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{
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if (IsInBadState() || !CanMoveNow(out _))
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{
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return MoveResult.BadState;
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}
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if ((Mobile.Direction & Direction.Mask) != (d & Direction.Mask))
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{
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Mobile.Direction = d;
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}
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Mobile.Pushing = false;
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var mobDirection = Mobile.Direction;
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if (TryMove(d))
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{
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// An obeying pet's pace is owned by its order handler (issue sets the think
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// clock; guard/follow write the AOS sprint) — the per-step flip re-derives
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// speed for wild creatures and combat only, or it would fight those writes.
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if (!IsObeyingMoveOrder())
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{
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if (Mobile.Warmode || Mobile.Combatant != null)
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{
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Mobile.SetCurrentSpeedToActive();
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}
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else
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{
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Mobile.SetCurrentSpeedToPassive();
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}
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}
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ConsumeMoveBudget();
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return MoveResult.Success;
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}
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if ((mobDirection & Direction.Mask) != (d & Direction.Mask))
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{
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Mobile.Direction = d;
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return MoveResult.SuccessAutoTurn;
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}
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return HandleBlockedMovement(d);
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}
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private bool TryMove(Direction d)
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{
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MoveImpl.IgnoreMovableImpassables = Mobile.CanMoveOverObstacles && !Mobile.CanDestroyObstacles;
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var result = Mobile.Move(d);
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MoveImpl.IgnoreMovableImpassables = false;
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return result;
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}
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private bool IsInBadState() =>
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Mobile == null || Mobile.Deleted || Mobile.Frozen || Mobile.Paralyzed ||
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Mobile.Spell?.IsCasting == true || Mobile.DisallowAllMoves;
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private MoveResult HandleBlockedMovement(Direction d)
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{
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var wasPushing = Mobile.Pushing;
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if ((Mobile.CanOpenDoors || Mobile.CanDestroyObstacles) && !TryClearObstacles(d))
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{
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return MoveResult.Success;
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}
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return TryAlternateMovement(wasPushing);
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}
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private MoveResult TryAlternateMovement(bool wasPushing)
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{
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var offset = Utility.Random(2) == 0 ? 1 : -1;
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for (var i = 0; i < 2; ++i)
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{
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Mobile.TurnInternal(offset);
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if (Mobile.Move(Mobile.Direction))
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{
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ConsumeMoveBudget();
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return MoveResult.SuccessAutoTurn;
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}
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}
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return wasPushing ? MoveResult.BadState : MoveResult.Blocked;
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}
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private bool TryClearObstacles(Direction d)
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{
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DebugSay("My movement is blocked. Trying to push through.");
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var map = Mobile.Map;
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if (map == null) { return true; }
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var (x, y) = GetOffsetLocation(d);
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var queue = GatherObstacles(x, y, out var destroyables);
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if (destroyables > 0)
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{
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Effects.PlaySound(new Point3D(x, y, Mobile.Z), Mobile.Map, 0x3B3);
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}
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try
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{
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return ProcessObstacles(ref queue, d);
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}
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finally
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{
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queue.Dispose();
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}
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}
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private (int x, int y) GetOffsetLocation(Direction d)
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{
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var x = Mobile.X;
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var y = Mobile.Y;
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Movement.Movement.Offset(d, ref x, ref y);
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return (x, y);
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}
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private PooledRefQueue<Item> GatherObstacles(int x, int y, out int destroyables)
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{
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var queue = PooledRefQueue<Item>.Create();
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destroyables = 0;
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foreach (var item in Mobile.Map.GetItemsInRange(new Point2D(x, y), 1))
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{
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if (IsValidDoor(item, x, y) || IsValidDestroyableItem(item))
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{
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queue.Enqueue(item);
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if (item is not BaseDoor)
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{
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destroyables++;
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}
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}
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}
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return queue;
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}
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private bool IsValidDoor(Item item, int x, int y)
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{
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if (!Mobile.CanOpenDoors || item is not BaseDoor door)
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{
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return false;
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}
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if (door.Z + door.ItemData.Height <= Mobile.Z || Mobile.Z + 16 <= door.Z)
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{
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return false;
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}
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if (door.X != x || door.Y != y)
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{
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return false;
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}
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return !door.Locked || !door.UseLocks();
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}
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private bool IsValidDestroyableItem(Item item)
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{
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if (!Mobile.CanDestroyObstacles || !item.Movable || !item.ItemData.Impassable)
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{
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return false;
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}
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if (item.Z + item.ItemData.Height <= Mobile.Z || Mobile.Z + 16 <= item.Z)
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{
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return false;
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}
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return Mobile.InRange(item.GetWorldLocation(), 1);
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}
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private bool ProcessObstacles(ref PooledRefQueue<Item> queue, Direction d)
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{
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if (queue.Count == 0) { return true; }
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while (queue.Count > 0)
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{
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ProcessObstacle(queue.Dequeue(), ref queue);
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}
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return !Mobile.Move(d);
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}
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private void ProcessObstacle(Item item, ref PooledRefQueue<Item> queue)
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{
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if (item is BaseDoor door)
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{
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DebugSay("Opening the door.");
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door.Use(Mobile);
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}
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else
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{
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this.DebugSayFormatted($"Destroying item: {item.GetType().Name}");
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if (item is Container cont)
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{
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ProcessContainer(cont, ref queue);
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cont.Destroy();
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}
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else
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{
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item.Delete();
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}
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}
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}
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private void ProcessContainer(Container cont, ref PooledRefQueue<Item> queue)
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{
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foreach (var check in cont.Items)
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{
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if (check.Movable && check.ItemData.Impassable && cont.Z + check.ItemData.Height > Mobile.Z)
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{
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queue.Enqueue(check);
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}
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}
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}
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/// <summary>
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/// Centralized "move toward <paramref name="target"/> until within
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/// <paramref name="range"/>" decision shared by MoveTo and WalkMobileRange. A greedy
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/// step is taken only when it actually gets the creature closer; a blocked step or an
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/// auto-turn sidestep that made no progress falls through to a persistent PathFollower
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/// that routes around the obstacle and is never discarded by a greedy step. A
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/// best-distance stall counter idles the creature if an in-range goal is genuinely
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/// unreachable, without ever abandoning a real chase or detour.
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/// </summary>
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protected bool ApproachTarget(Mobile target, bool run, int range)
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || target?.Deleted != false)
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{
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ClearMoveIntent();
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return false;
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}
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if (Mobile.InRange(target, range))
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{
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ResetApproach();
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ClearMoveIntent();
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return true;
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}
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// Already gave up on this exact (unreachable) goal: idle until it moves.
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if (_approachGaveUp && _approachGoal == target)
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{
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if (target.Location == _approachGaveUpGoalLoc)
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{
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ClearMoveIntent();
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return false;
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}
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ResetApproach(); // target moved — try again fresh
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}
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RenewMoveIntent(target, null, run, range);
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// FAST PATH: greedy step toward the target, counted as success ONLY when the move
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// fully succeeded (not an auto-turn sidestep) and actually got us closer. An
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// auto-turn sidestep can reduce Euclidean distance while moving in the wrong
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// direction (e.g., east when the true route requires going south-first around a
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// concave obstacle); treating it as progress would discard a PathFollower that is
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// the only way to navigate. A blocked step or a non-Success result falls through to
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// the planner immediately.
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if (Path == null && Mobile.InLOS(target))
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{
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var distBefore = Mobile.GetDistanceToSqrt(target);
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var res = DoMoveImpl(Mobile.GetDirectionTo(target, run), true);
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if (res == MoveResult.BadState)
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{
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return true; // not allowed to move this tick (frozen/casting/throttled); not a failure
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}
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if (res == MoveResult.Success && Mobile.GetDistanceToSqrt(target) < distBefore)
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{
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ResetApproach();
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return true; // healthy en-route progress
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}
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// else: fall through; let the PathFollower route around the obstacle.
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}
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// PLANNING PATH: a persistent PathFollower, never discarded by a greedy step.
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if (Path == null || Path.Goal != target)
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{
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Path = new PathFollower(Mobile, target) { Mover = DoMoveImpl };
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}
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// Sample move-eligibility BEFORE the attempt: a successful step consumes the move
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// budget, which would mask stall accounting and the progress signal.
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var couldMove = CanMoveNow(out _) && !IsInBadState();
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var locBefore = Mobile.Location;
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if (Path.Follow(run, range))
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{
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ResetApproach();
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return true;
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}
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TrackApproachProgress(target, couldMove);
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// En-route progress is success; failure only when a move-eligible tick took no step
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// (no working path), or the approach has given up.
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var progressed = !_approachGaveUp && (Mobile.Location != locBefore || !couldMove);
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return progressed;
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}
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/// <summary>
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/// Walks toward a fixed point (e.g. a target's last-known position), pathfinding around
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/// obstacles. Returns false on arrival or when genuinely unable to make progress.
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/// </summary>
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public bool MoveToPoint(IPoint3D goal, bool run)
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || goal == null)
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{
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ClearMoveIntent();
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return false;
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}
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if (Path?.Goal != goal)
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{
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Path = new PathFollower(Mobile, goal) { Mover = DoMoveImpl };
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}
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RenewMoveIntent(null, goal, run, 1);
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var couldMove = CanMoveNow(out _) && !IsInBadState();
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var locBefore = Mobile.Location;
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if (Path.Follow(run, 1))
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{
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Path = null;
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ClearMoveIntent();
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return false; // arrived
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}
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var progressed = Mobile.Location != locBefore || !couldMove;
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if (!progressed)
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{
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ClearMoveIntent();
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}
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return progressed;
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}
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/// <summary>
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/// Best-distance stuck detection. A creature making real headway keeps lowering its
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/// closest-ever distance to the goal (a detour's outbound leg pauses that, but it
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/// resumes once the creature rounds the obstacle). A creature that cannot reach a
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/// STATIONARY goal never lowers it and, after <see cref="ApproachGiveUpTicks"/> ticks,
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/// gives up and idles. A MOVING goal (an active chase) resets the baseline every tick,
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/// so chases never give up even when the gap holds constant.
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/// </summary>
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private void TrackApproachProgress(Mobile target, bool couldMove)
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{
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if (!couldMove)
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{
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return; // a tick that was never allowed to move (stun, stall) is not a stall
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}
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var dist = Mobile.GetDistanceToSqrt(target);
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var goalLoc = target.Location;
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// New goal, or the goal moved (active chase): reset the stall baseline. Clearing the
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// give-up flag here prevents a prior goal's give-up state from leaking onto a new one.
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if (_approachGoal != target || goalLoc != _approachGoalLoc)
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{
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_approachGoal = target;
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_approachGoalLoc = goalLoc;
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_approachBestDist = dist;
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_approachStallTicks = 0;
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_approachGaveUp = false;
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return;
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}
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// Stationary goal: getting closer than ever resets the stall.
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if (dist < _approachBestDist)
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{
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_approachBestDist = dist;
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_approachStallTicks = 0;
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return;
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}
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if (++_approachStallTicks >= ApproachGiveUpTicks)
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{
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_approachGaveUp = true;
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_approachGaveUpGoalLoc = goalLoc;
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Path = null;
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ClearMoveIntent();
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}
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}
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/// <summary>Clears all approach state (called on arrival, real greedy progress, or when
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/// a given-up goal moves).</summary>
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private void ResetApproach()
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{
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Path = null;
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_approachGoal = null;
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_approachGoalLoc = Point3D.Zero;
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_approachBestDist = 0;
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_approachStallTicks = 0;
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_approachGaveUp = false;
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}
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private void RenewMoveIntent(Mobile target, IPoint3D point, bool run, int range)
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{
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_moveIntentTarget = target;
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_moveIntentPoint = point;
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_moveIntentRun = run;
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_moveIntentRange = range;
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// A live pursuit renews every think tick; unrenewed intent dies on its own.
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_moveIntentExpire = Core.TickCount + (long)(Mobile.CurrentSpeed * 2000) + 250;
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}
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public void ClearMoveIntent()
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{
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_moveIntentTarget = null;
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_moveIntentPoint = null;
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}
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/// <summary>
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/// True while a durable movement goal is live; <paramref name="nextMove"/> is the tick
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/// the movement budget elapses.
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/// </summary>
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public bool TryGetMoveWake(out long nextMove)
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{
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nextMove = NextMove;
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return (_moveIntentTarget != null || _moveIntentPoint != null) && Core.TickCount - _moveIntentExpire < 0;
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}
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/// <summary>
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/// Advances the current pursuit/investigation by one step on a movement-clock wake;
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/// no decisions run.
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/// </summary>
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public void ContinueMove()
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{
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if (!TryGetMoveWake(out var nextMove) || Core.TickCount - nextMove < 0)
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{
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return;
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}
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if (_moveIntentTarget != null)
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{
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ApproachTarget(_moveIntentTarget, _moveIntentRun, _moveIntentRange);
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}
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else
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{
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MoveToPoint(_moveIntentPoint, _moveIntentRun);
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}
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}
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public virtual bool MoveTo(Mobile m, bool run, int range)
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || m?.Deleted != false)
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{
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return false;
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}
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var distance = (int)Mobile.GetDistanceToSqrt(m);
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var distanceThreshold = Core.AOS && IsFollowingMaster() ? 1 : 5;
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var shouldRun = run && distance > distanceThreshold;
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if (Mobile.InRange(m, range))
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{
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ResetApproach();
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return true;
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}
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if (UseGroupMovement(m, range))
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{
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return MoveToWithGroup(this, m, shouldRun, range);
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}
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return ApproachTarget(m, shouldRun, range);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool IsFollowingMaster() =>
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Mobile.Controlled &&
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Mobile.ControlOrder == OrderType.Follow &&
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Mobile.ControlTarget == Mobile.ControlMaster &&
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Mobile.Combatant == null;
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// A pet executing a master's movement order with no combat; its order handler owns
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// the speed clocks (mirrors RunUO's OnCurrentOrderChanged/DoOrder* speed writes).
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool IsObeyingMoveOrder() =>
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Mobile.Controlled &&
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Mobile.Combatant == null &&
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Mobile.ControlOrder is OrderType.Come or OrderType.Follow or OrderType.Guard;
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private bool MoveToWithCollisionAvoidance(Mobile target, bool run, int range)
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{
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var distance = (int)Mobile.GetDistanceToSqrt(target);
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var shouldRun = run && distance > 5;
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var direction = Mobile.GetDirectionTo(target);
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// Wall-slide auto-turns must not count as progress, or a creature pinned on
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// geometry reports success forever.
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var res = DoMoveImpl(direction, true);
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if (res is MoveResult.Success or MoveResult.BadState)
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{
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return true;
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}
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for (var i = 1; i <= 3; i++)
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{
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var clockwise = (Direction)(((int)direction + i) % 8);
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if (DoMoveImpl(clockwise, true) == MoveResult.Success)
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{
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return true;
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}
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var counterclockwise = (Direction)(((int)direction - i + 8) % 8);
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if (DoMoveImpl(counterclockwise, true) == MoveResult.Success)
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{
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return true;
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}
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}
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// Tactical sidesteps exhausted — route around the obstacle via the centralized
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// approach primitive (persistent PathFollower, no oscillation).
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return ApproachTarget(target, shouldRun, range);
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}
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public virtual bool WalkMobileRange(Mobile m, int iSteps, bool run, int iWantDistMin, int iWantDistMax)
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || m == null)
|
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{
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return false;
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}
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for (var i = 0; i < iSteps; i++)
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{
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var iCurrDist = (int)Mobile.GetDistanceToSqrt(m);
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if (iCurrDist >= iWantDistMin && iCurrDist <= iWantDistMax)
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{
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return true;
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}
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if (!MoveTowardsOrAwayFrom(m, run, iCurrDist, iWantDistMax))
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{
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return false;
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}
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}
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var dist = Mobile.GetDistanceToSqrt(m);
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return dist >= iWantDistMin && dist <= iWantDistMax;
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}
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// The caller's run flag is honored as-is: it only sets the client-side animation
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// (server pace is the move budget), and the callers that pass anything but false —
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// follow, guard, clone — gate it on their own distance thresholds.
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private bool MoveTowardsOrAwayFrom(Mobile m, bool run, int iCurrDist, int iWantDistMax)
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{
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if (iCurrDist > iWantDistMax)
|
|
{
|
|
// Too far: approach via the centralized progress-based primitive.
|
|
return ApproachTarget(m, run, iWantDistMax);
|
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}
|
|
|
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// Too close: back away. Retreat keeps the simple greedy behavior (out of scope).
|
|
if (DoMove(m.GetDirectionTo(Mobile, run), true))
|
|
{
|
|
Path = null;
|
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return true;
|
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}
|
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|
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return false;
|
|
}
|
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}
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