## Summary - Fixes pets falling behind mounted masters in AOS+ by setting `CurrentSpeed = 0.1` when following master - Fixes AI timer permanently stopping when `Obey()`/`Think()` returns `false` for transient conditions - Fixes controlled pets losing AI in inactive sectors (pet follows owner across sector boundary, sector deactivates, AI dies) - Adds defense-in-depth: AI timer restarts on pet resurrection and order changes ## AI Timer Permanent Stop (Bug Fix) `AITimer.OnTick()` called `Stop()` when `Obey()` or `Think()` returned `false`. By that point, `ShouldStop()` had already validated the creature is alive, on a valid map, and in an active sector — so any `false` return was a **transient** condition, not terminal. The timer stopped permanently with no mechanism to restart it. **Scenarios that triggered permanent AI death:** - Dead bonded pet with attack order (`DoOrderAttack` returned `false` for `IsDeadPet`) - Failed pet transfer — loyalty refusal, combat, disconnected player, or pending trade (`DoOrderTransfer` returned `false` for 5 different transient conditions) - Unknown `OrderType` or `ActionType` (defensive defaults) **Fixes:** - Removed `Stop()` from the `Obey()`/`Think()` failure path — timer skips the tick and fires again next interval - Changed `DoOrderAttack()` and all five `DoOrderTransfer()` failure paths to return `true` (correct semantics: these are recoverable states, not "stop AI forever" signals) - Added `Activate()` call in `ResurrectPet()` — ensures dead bonded pets have AI running after resurrection - Added `Activate()` call in `OnCurrentOrderChanged()` — self-heals timer if any voice command is issued to a pet with a stopped timer ## Controlled Pet Sector Deactivation (Bug Fix) `ShouldStop()` stopped the AI timer for **all** `PlayerRangeSensitive` creatures in inactive sectors, including controlled pets. But `Deactivate()` intentionally exempted controlled pets. The exemption was dead code — `ShouldStop()` bypassed it. This matters when a pet follows its owner across a sector boundary: the owner enters the next sector (active), the pet's old sector deactivates (no more players), and the pet's AI dies. The pet stops following and stands there until the player backtracks far enough to reactivate the sector. **Fix:** Added `Controlled` check to `ShouldStop()` to match `Deactivate()`. Controlled pets now keep their AI running in inactive sectors. The overhead is negligible — controlled pets are bounded by follower slots. ## Movement Speed Simplification - Simplifies `AITimer` to use `CurrentSpeed` directly as the tick interval (in seconds), removing the complex multiplier/floor logic in `GetBaseInterval` - Refactors `DoMoveImpl` speed assignment into explicit if/else for clarity - AOS+ pets following master use `CurrentSpeed = 0.1` (100ms), matching `RunMountDelay` ## Files Changed - `AITimer.cs` — removed `Stop()` on Obey/Think failure, added `Controlled` exemption to `ShouldStop()`, simplified interval logic - `BaseAI.cs` — renamed `_timer` to `AITimer` (public), simplified `Deactivate()`, fixed `ReturnToHome` to use `Activate()` - `PetOrders.cs` — `DoOrderAttack` and `DoOrderTransfer` return `true` for transient failures - `PetOrderHandlers.cs` — `OnCurrentOrderChanged()` calls `Activate()` to self-heal stopped timers - `BaseCreature.cs` — `ResurrectPet()` calls `Activate()`, fixed `GoHome_Callback` PlayerRangeSensitive check - `AIMovement.cs` — refactored speed assignment, AOS+ follow-master speed fix
442 lines
12 KiB
C#
442 lines
12 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.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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public static double BadlyHurtMoveDelay(BaseCreature bc)
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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 hits = (double)statMin / statMax;
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if (hits < 0.1) { return bc.CurrentSpeed + 0.15; }
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if (hits < 0.2) { return bc.CurrentSpeed + 0.1; }
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if (hits < 0.3) { return bc.CurrentSpeed + 0.05; }
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}
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return bc.CurrentSpeed;
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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;
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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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if (Core.AOS && IsFollowingMaster())
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{
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Mobile.CurrentSpeed = 0.1;
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}
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else if (Mobile.Hits < Mobile.HitsMax * 0.3)
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{
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Mobile.CurrentSpeed = BadlyHurtMoveDelay(Mobile);
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}
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else if (Mobile.Warmode || Mobile.Combatant != null)
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{
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Mobile.CurrentSpeed = Mobile.ActiveSpeed;
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}
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else
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{
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Mobile.CurrentSpeed = Mobile.PassiveSpeed;
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}
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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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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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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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Path = null;
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return true;
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}
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if (UseGroupMovement(m))
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{
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return MoveToWithGroup(this, m, shouldRun, range);
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}
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if (Path == null && Mobile.InLOS(m) && DoMove(Mobile.GetDirectionTo(m), true))
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{
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return true;
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}
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if (Path?.Goal != m)
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{
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Path = new PathFollower(Mobile, m) { Mover = DoMoveImpl };
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}
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if (Path.Follow(shouldRun, 1))
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{
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Path = null;
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return true;
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}
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return false;
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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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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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if (DoMove(direction, true))
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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 (DoMove(clockwise, true))
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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 (DoMove(counterclockwise, true))
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{
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return true;
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}
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}
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if (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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if (Path.Follow(shouldRun, 1))
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{
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Path = null;
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return true;
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}
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return false;
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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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var shouldRun = run && iCurrDist > 5;
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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, shouldRun, 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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private bool MoveTowardsOrAwayFrom(Mobile m, bool run, int iCurrDist, int iWantDistMax)
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{
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var shouldRun = run && iCurrDist > 5;
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var needCloser = iCurrDist > iWantDistMax;
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if (needCloser && m != null && Path?.Goal == m)
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{
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if (Path.Follow(shouldRun, 1))
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{
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Path = null;
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return true;
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}
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}
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else
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{
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var dirTo = needCloser ? Mobile.GetDirectionTo(m, shouldRun) : m.GetDirectionTo(Mobile, shouldRun);
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if (DoMove(dirTo, true))
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{
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Path = null;
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return true;
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}
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if (needCloser)
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{
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Path = new PathFollower(Mobile, m) { Mover = DoMoveImpl };
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if (Path.Follow(shouldRun, 1))
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{
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Path = null;
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return true;
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}
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}
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}
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return false;
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}
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}
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