ModernUO/Projects/UOContent/Mobiles/AI/BaseAI
Kamron Batman 8e39da2810
fix: creatures track and chase targets reliably around corners (#2590)
### Summary

Fixes the long-standing reports of monsters losing track of players who run around a corner ("Is monster AI not using pathfinding? It seems to be LOS blocked by statics"). Root-cause investigation compared current behavior against RunUO line-by-line and traced the regressions through the AI overhaul era (#2232, #2246, #2379, #2401, #2461).

### Root causes and fixes

1. **Movement contract** — `MoveTo`/`ApproachTarget` returned false on every healthy mid-chase tick (true only on arrival), so MeleeAI's RunUO-inherited *"move failed and beyond RangePerception+1 → Guard"* clause — which RunUO only evaluated on genuine blockage — fired **every tick of every chase**. A mounted player trivially opens 17 tiles at a corner, the monster guards, Guard nulls the combatant, and re-acquisition is LOS-gated — unrecoverable through a wall. Movement now reports failure only on genuine failure (no step taken with no working path, or approach give-up). ArcherAI's equivalent clause moves to the hard leash.

2. **Last-known-position pursuit** — while a combatant is in LOS its position is recorded each think tick. When the target vanishes (corner, hiding, recall), the creature walks to the last-seen spot, stands guard there ~10s (restoring RunUO's guard grace, which had decayed to a single tick since #2246), and **re-engages instantly** if the same target re-enters view — bypassing the 10s reacquire throttle.

3. **`ChaseLeashRange`** — new virtual on BaseCreature (default `RangePerception * 2` = 32 tiles) replaces the inline `RangePerception * 3` (48) in Melee/Mage/Archer AI. Per-creature tunable via `[props`.

4. **Group movement demoted to a crowding refinement** — previously any uncontrolled creature with one ally within 8 tiles on the same target used greedy ring-stepping for the *entire* chase, with wall-slides counted as success, never invoking the pathfinder — the "aggroed but won't come around the corner" symptom for spawn groups. It now engages only near the target when allies actually contest the ring, and blocked/wall-slid steps escalate to the pathfinding approach primitive.

5. **Mages close distance on broken LOS** — a mage within casting range but LOS-blocked by geometry stood at the wall holding a spell target until the 60s combatant expiry (ProcessTarget short-circuits Think and its RunTo stands off at RangeFight). Geometry-blocked mages now close in until LOS returns, both pre-cast and while holding a target. Hidden targets (CanSee) and poison-cure priority unchanged. The new movement contract also stops the constant spurious `OnFailedMove` teleport rolls mid-chase.

6. **Move budget: one actual step per AI tick** — nothing advanced `NextMove` on a normal step (RunUO's `m_NextMove` budget was lost), so code paths attempting several moves in one think tick could cross multiple tiles at once — visible as "warping" when crowded creatures jockey for position. A successful step now consumes a half-step budget (floor 50ms): blocks intra-tick double moves, stays safely below the timer interval so legitimate next-tick moves are never jitter-throttled, and does not reintroduce `TransformMoveDelay` inflation. Blocked attempts consume nothing, so retry ladders (repath-and-step, the collision fan) are unaffected. `CanMoveNow` is also wraparound-safe now.

### Reference behavior

RunUO requires LOS to *acquire* a target and to *land* a hit or spell — never to *continue* a chase (its MeleeAI LOS bail-out is literally commented out in stock code). Chases drop only on: target hidden, target dead/off-map, beyond `RangePerception * 3`, 60s without combat interaction, or blocked movement while far away. This PR restores those semantics while adding the last-known-position investigation on top. NPC run flags are untouched — pace is AI-timer-driven and most NPC art has no run animation.
2026-08-23 01:13:00 -07:00
..
ActionType.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
AIGroupMovement.cs fix: creatures track and chase targets reliably around corners (#2590) 2026-08-23 01:13:00 -07:00
AIMovement.cs fix: creatures track and chase targets reliably around corners (#2590) 2026-08-23 01:13:00 -07:00
AITimer.cs fix: Pets stop permanently, simplifies pet movement speed (#2401) 2026-04-25 11:10:30 -07:00
AIType.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
BaseAI.cs fix: creatures track and chase targets reliably around corners (#2590) 2026-08-23 01:13:00 -07:00
BaseAIExtensions.cs fix: Consolidates debug check messages for AI and adds debounce (#2235) 2025-07-18 18:08:03 -07:00
ContextMenu.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
DebugInterpolatedStringHandler.cs chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
InternalEntry.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
OnSpeech.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
PetLogin.cs fix(ai): pet order/home refactor — stop & post-combat behavior (#2459) 2026-06-07 01:22:43 -07:00
PetOrderHandlers.cs fix(ai): pet order/home refactor — stop & post-combat behavior (#2459) 2026-06-07 01:22:43 -07:00
PetOrders.cs fix(ai): pet order/home refactor — stop & post-combat behavior (#2459) 2026-06-07 01:22:43 -07:00
SpeechEventArgsExt.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
TransferItem.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
WalkRandomLogic.cs fix(ai): pet order/home refactor — stop & post-combat behavior (#2459) 2026-06-07 01:22:43 -07:00