ModernUO/Projects/UOContent/Mobiles/AI/BaseAI/AIGroupMovement.cs
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

224 lines
6.8 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: AIGroupMovement.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Collections;
namespace Server.Mobiles;
public abstract partial class BaseAI
{
private static readonly Dictionary<BaseCreature, Point3D> _reservedPositions = new();
private static long _lastGroupUpdateTime;
private static void CleanupReservedPositions()
{
foreach (var (m, p) in _reservedPositions)
{
if (m?.Deleted != false || m.GetDistanceToSqrt(p) < 1)
{
_reservedPositions.Remove(m);
}
}
}
/// <summary>
/// Crowding refinement for the final approach: engages only near the target when allies
/// contest the ring, so creatures spread instead of stacking. Chasing any real distance
/// always uses the pathfinding approach primitive.
/// </summary>
private bool UseGroupMovement(Mobile target, int range) =>
Mobile.Combatant == target
&& !Mobile.Controlled
&& Mobile.InRange(target, range + 2)
&& CountCrowdingAllies(target, range) > 0;
private int CountCrowdingAllies(Mobile target, int range)
{
var crowding = 0;
foreach (var m in target.GetMobilesInRange(range + 1))
{
if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
&& bc.Team == Mobile.Team)
{
crowding++;
}
}
return crowding;
}
public static bool MoveToWithGroup(BaseAI ai, Mobile target, bool run, int range)
{
if (Core.TickCount - _lastGroupUpdateTime > 1000)
{
CleanupReservedPositions();
_lastGroupUpdateTime = Core.TickCount;
}
var mobile = ai.Mobile;
var allies = ai.GetNearbyAllies(target);
var optimalPosition = ai.CalculateOptimalPosition(target, ref allies, range);
try
{
if (optimalPosition == Point3D.Zero)
{
return ai.MoveToWithCollisionAvoidance(target, run, range);
}
_reservedPositions[mobile] = optimalPosition;
var direction = mobile.GetDirectionTo(optimalPosition);
if (Utility.Random(3) == 0)
{
direction = GetAdjustedDirection(direction);
}
var res = ai.DoMoveImpl(direction, true);
if (res is MoveResult.Success or MoveResult.BadState)
{
return true;
}
// A blocked or wall-slid step is not progress — route around the obstacle.
return ai.ApproachTarget(target, run, range);
}
finally
{
allies.Dispose();
}
}
private PooledRefList<BaseCreature> GetNearbyAllies(Mobile target)
{
var allies = PooledRefList<BaseCreature>.Create();
foreach (var m in Mobile.GetMobilesInRange(8))
{
if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
&& bc.Team == Mobile.Team)
{
allies.Add(bc);
}
}
return allies;
}
private Point3D CalculateOptimalPosition(Mobile target, ref PooledRefList<BaseCreature> allies, int range)
{
var targetLoc = target.Location;
var bestPosition = Point3D.Zero;
var bestScore = -1.0;
for (var x = -range; x <= range; x++)
{
for (var y = -range; y <= range; y++)
{
if (Math.Abs(x) + Math.Abs(y) != range)
{
continue;
}
var testLoc = new Point3D(targetLoc.X + x, targetLoc.Y + y, targetLoc.Z);
var distance = Mobile.GetDistanceToSqrt(testLoc);
if (distance < range ||
distance > range + 3 || !CanMoveTo(testLoc))
{
continue;
}
var score = ScorePosition(testLoc, distance, target, ref allies);
if (score > bestScore)
{
bestScore = score;
bestPosition = testLoc;
if (score > 20)
{
break;
}
}
}
}
return bestPosition;
}
private double ScorePosition(Point3D position, double currentDistance, Mobile target, ref PooledRefList<BaseCreature> allies)
{
var score = -(currentDistance * 2);
for (var i = 0; i < allies.Count; i++)
{
var ally = allies[i];
var allyDistance = ally.GetDistanceToSqrt(position);
if (allyDistance < 2)
{
score -= 50;
}
else if (allyDistance < 3)
{
score -= 20;
}
}
foreach (var (m, p) in _reservedPositions)
{
if (m != Mobile && p.GetDistanceToSqrt(position) < 2)
{
score -= 30;
}
}
if (Mobile.Map != null && Mobile.Map.LineOfSight(position, target.Location))
{
score += 10;
}
return score + Utility.RandomDouble() * 5;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool CanMoveTo(Point3D location) =>
Mobile.Map?.CanFit(location.X, location.Y, location.Z, 16, false, false) == true;
private static Direction GetAdjustedDirection(Direction original)
{
var adjustment = Utility.Random(3) - 1;
var newDir = (int)original + adjustment;
if (newDir < 0)
{
return (Direction)(newDir + 8);
}
if (newDir >= 8)
{
return (Direction)(newDir - 8);
}
return (Direction)newDir;
}
}