ModernUO/Projects/UOContent/Engines/Pathing
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
..
FastAStarAlgorithm.cs fix: Fixes FastAStar (#788) 2021-09-16 23:38:51 -07:00
Movement.cs fix: Refactors getting static tiles to use enumerators (#1611) 2023-11-26 09:39:46 -08:00
MovementPath.cs fix: Fixes missing methods. Adds more admin gump world building (#1675) 2024-02-10 20:31:25 -08:00
MoveResult.cs fix: Reverts to RunUO speeds, fixes direction glitching, adds movement speed interpolation (#1695) 2024-03-18 14:13:41 -07:00
PathAlgorithm.cs chore: Cleans up pattern checks. (#892) 2021-12-24 15:53:59 -08:00
PathFollower.cs fix: Reverts to RunUO speeds, fixes direction glitching, adds movement speed interpolation (#1695) 2024-03-18 14:13:41 -07:00