### 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.
224 lines
6.8 KiB
C#
224 lines
6.8 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: AIGroupMovement.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.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Server.Collections;
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namespace Server.Mobiles;
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public abstract partial class BaseAI
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{
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private static readonly Dictionary<BaseCreature, Point3D> _reservedPositions = new();
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private static long _lastGroupUpdateTime;
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private static void CleanupReservedPositions()
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{
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foreach (var (m, p) in _reservedPositions)
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{
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if (m?.Deleted != false || m.GetDistanceToSqrt(p) < 1)
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{
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_reservedPositions.Remove(m);
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}
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}
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}
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/// <summary>
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/// Crowding refinement for the final approach: engages only near the target when allies
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/// contest the ring, so creatures spread instead of stacking. Chasing any real distance
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/// always uses the pathfinding approach primitive.
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/// </summary>
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private bool UseGroupMovement(Mobile target, int range) =>
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Mobile.Combatant == target
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&& !Mobile.Controlled
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&& Mobile.InRange(target, range + 2)
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&& CountCrowdingAllies(target, range) > 0;
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private int CountCrowdingAllies(Mobile target, int range)
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{
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var crowding = 0;
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foreach (var m in target.GetMobilesInRange(range + 1))
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{
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if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
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&& bc.Team == Mobile.Team)
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{
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crowding++;
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}
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}
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return crowding;
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}
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public static bool MoveToWithGroup(BaseAI ai, Mobile target, bool run, int range)
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{
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if (Core.TickCount - _lastGroupUpdateTime > 1000)
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{
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CleanupReservedPositions();
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_lastGroupUpdateTime = Core.TickCount;
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}
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var mobile = ai.Mobile;
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var allies = ai.GetNearbyAllies(target);
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var optimalPosition = ai.CalculateOptimalPosition(target, ref allies, range);
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try
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{
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if (optimalPosition == Point3D.Zero)
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{
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return ai.MoveToWithCollisionAvoidance(target, run, range);
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}
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_reservedPositions[mobile] = optimalPosition;
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var direction = mobile.GetDirectionTo(optimalPosition);
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if (Utility.Random(3) == 0)
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{
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direction = GetAdjustedDirection(direction);
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}
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var res = ai.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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// A blocked or wall-slid step is not progress — route around the obstacle.
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return ai.ApproachTarget(target, run, range);
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}
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finally
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{
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allies.Dispose();
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}
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}
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private PooledRefList<BaseCreature> GetNearbyAllies(Mobile target)
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{
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var allies = PooledRefList<BaseCreature>.Create();
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foreach (var m in Mobile.GetMobilesInRange(8))
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{
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if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
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&& bc.Team == Mobile.Team)
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{
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allies.Add(bc);
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}
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}
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return allies;
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}
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private Point3D CalculateOptimalPosition(Mobile target, ref PooledRefList<BaseCreature> allies, int range)
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{
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var targetLoc = target.Location;
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var bestPosition = Point3D.Zero;
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var bestScore = -1.0;
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for (var x = -range; x <= range; x++)
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{
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for (var y = -range; y <= range; y++)
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{
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if (Math.Abs(x) + Math.Abs(y) != range)
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{
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continue;
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}
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var testLoc = new Point3D(targetLoc.X + x, targetLoc.Y + y, targetLoc.Z);
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var distance = Mobile.GetDistanceToSqrt(testLoc);
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if (distance < range ||
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distance > range + 3 || !CanMoveTo(testLoc))
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{
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continue;
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}
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var score = ScorePosition(testLoc, distance, target, ref allies);
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if (score > bestScore)
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{
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bestScore = score;
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bestPosition = testLoc;
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if (score > 20)
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{
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break;
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}
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}
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}
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}
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return bestPosition;
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}
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private double ScorePosition(Point3D position, double currentDistance, Mobile target, ref PooledRefList<BaseCreature> allies)
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{
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var score = -(currentDistance * 2);
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for (var i = 0; i < allies.Count; i++)
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{
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var ally = allies[i];
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var allyDistance = ally.GetDistanceToSqrt(position);
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if (allyDistance < 2)
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{
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score -= 50;
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}
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else if (allyDistance < 3)
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{
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score -= 20;
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}
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}
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foreach (var (m, p) in _reservedPositions)
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{
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if (m != Mobile && p.GetDistanceToSqrt(position) < 2)
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{
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score -= 30;
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}
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}
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if (Mobile.Map != null && Mobile.Map.LineOfSight(position, target.Location))
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{
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score += 10;
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}
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return score + Utility.RandomDouble() * 5;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool CanMoveTo(Point3D location) =>
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Mobile.Map?.CanFit(location.X, location.Y, location.Z, 16, false, false) == true;
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private static Direction GetAdjustedDirection(Direction original)
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{
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var adjustment = Utility.Random(3) - 1;
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var newDir = (int)original + adjustment;
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if (newDir < 0)
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{
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return (Direction)(newDir + 8);
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}
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if (newDir >= 8)
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{
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return (Direction)(newDir - 8);
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}
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return (Direction)newDir;
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}
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}
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