### 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.
603 lines
19 KiB
C#
603 lines
19 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;
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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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// --- Centralized progress-based approach state (see ApproachTarget) ---------------
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// Consecutive move-eligible ticks a creature may fail to improve its best distance to a
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// STATIONARY goal before it gives up and idles. A moving goal (an active chase) never
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// triggers give-up. Must exceed the longest no-improvement stretch of a valid detour
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// (the Britain Inn detour's is ~13 ticks), with margin; this also bounds the largest
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// concave detour a creature will navigate before idling on a stationary goal.
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private const int ApproachGiveUpTicks = 40;
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private Mobile _approachGoal;
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private Point3D _approachGoalLoc;
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private double _approachBestDist;
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private int _approachStallTicks;
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private bool _approachGaveUp;
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private Point3D _approachGaveUpGoalLoc;
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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 >= 0;
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}
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// Caps movement at one actual step per AI think tick; pacing itself is the timer's
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// cadence. Half a step keeps the budget below the timer interval so a legitimate
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// next-tick move is never jitter-throttled.
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private void ConsumeMoveBudget()
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{
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NextMove = Core.TickCount + Math.Max(50, (int)(Mobile.CurrentSpeed * 500));
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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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ConsumeMoveBudget();
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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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ConsumeMoveBudget();
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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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/// <summary>
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/// Centralized "move toward <paramref name="target"/> until within
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/// <paramref name="range"/>" decision shared by MoveTo and WalkMobileRange. A greedy
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/// step is taken only when it actually gets the creature closer; a blocked step or an
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/// auto-turn sidestep that made no progress falls through to a persistent PathFollower
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/// that routes around the obstacle and is never discarded by a greedy step. A
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/// best-distance stall counter idles the creature if an in-range goal is genuinely
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/// unreachable, without ever abandoning a real chase or detour.
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/// </summary>
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protected bool ApproachTarget(Mobile target, bool run, int range)
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || target?.Deleted != false)
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{
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return false;
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}
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if (Mobile.InRange(target, range))
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{
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ResetApproach();
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return true;
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}
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// Already gave up on this exact (unreachable) goal: idle until it moves.
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if (_approachGaveUp && _approachGoal == target)
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{
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if (target.Location == _approachGaveUpGoalLoc)
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{
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return false;
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}
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ResetApproach(); // target moved — try again fresh
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}
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// FAST PATH: greedy step toward the target, counted as success ONLY when the move
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// fully succeeded (not an auto-turn sidestep) and actually got us closer. An
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// auto-turn sidestep can reduce Euclidean distance while moving in the wrong
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// direction (e.g., east when the true route requires going south-first around a
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// concave obstacle); treating it as progress would discard a PathFollower that is
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// the only way to navigate. A blocked step or a non-Success result falls through to
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// the planner immediately.
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if (Path == null && Mobile.InLOS(target))
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{
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var distBefore = Mobile.GetDistanceToSqrt(target);
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var res = DoMoveImpl(Mobile.GetDirectionTo(target, run), true);
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if (res == MoveResult.BadState)
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{
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return true; // not allowed to move this tick (frozen/casting/throttled); not a failure
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}
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if (res == MoveResult.Success && Mobile.GetDistanceToSqrt(target) < distBefore)
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{
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ResetApproach();
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return true; // healthy en-route progress
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}
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// else: fall through; let the PathFollower route around the obstacle.
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}
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// PLANNING PATH: a persistent PathFollower, never discarded by a greedy step.
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if (Path == null || 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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// Sample move-eligibility BEFORE the attempt: a successful step consumes the move
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// budget, which would mask stall accounting and the progress signal.
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var couldMove = CanMoveNow(out _) && !IsInBadState();
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var locBefore = Mobile.Location;
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if (Path.Follow(run, range))
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{
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ResetApproach();
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return true;
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}
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TrackApproachProgress(target, couldMove);
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// En-route progress is success; failure only when a move-eligible tick took no step
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// (no working path), or the approach has given up.
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var progressed = !_approachGaveUp && (Mobile.Location != locBefore || !couldMove);
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return progressed;
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}
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/// <summary>
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/// Walks toward a fixed point (e.g. a target's last-known position), pathfinding around
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/// obstacles. Returns false on arrival or when genuinely unable to make progress.
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/// </summary>
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public bool MoveToPoint(IPoint3D goal, bool run)
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || goal == null)
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{
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return false;
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}
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if (Path?.Goal != goal)
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{
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Path = new PathFollower(Mobile, goal) { Mover = DoMoveImpl };
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}
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var couldMove = CanMoveNow(out _) && !IsInBadState();
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var locBefore = Mobile.Location;
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if (Path.Follow(run, 1))
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{
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Path = null;
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return false; // arrived
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}
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return Mobile.Location != locBefore || !couldMove;
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}
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/// <summary>
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/// Best-distance stuck detection. A creature making real headway keeps lowering its
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/// closest-ever distance to the goal (a detour's outbound leg pauses that, but it
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/// resumes once the creature rounds the obstacle). A creature that cannot reach a
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/// STATIONARY goal never lowers it and, after <see cref="ApproachGiveUpTicks"/> ticks,
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/// gives up and idles. A MOVING goal (an active chase) resets the baseline every tick,
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/// so chases never give up even when the gap holds constant.
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/// </summary>
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private void TrackApproachProgress(Mobile target, bool couldMove)
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{
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if (!couldMove)
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{
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return; // a tick that was never allowed to move (stun, stall) is not a stall
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}
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var dist = Mobile.GetDistanceToSqrt(target);
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var goalLoc = target.Location;
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// New goal, or the goal moved (active chase): reset the stall baseline. Clearing the
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// give-up flag here prevents a prior goal's give-up state from leaking onto a new one.
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if (_approachGoal != target || goalLoc != _approachGoalLoc)
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{
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_approachGoal = target;
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_approachGoalLoc = goalLoc;
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_approachBestDist = dist;
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_approachStallTicks = 0;
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_approachGaveUp = false;
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return;
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}
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// Stationary goal: getting closer than ever resets the stall.
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if (dist < _approachBestDist)
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{
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_approachBestDist = dist;
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_approachStallTicks = 0;
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return;
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}
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if (++_approachStallTicks >= ApproachGiveUpTicks)
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{
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_approachGaveUp = true;
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_approachGaveUpGoalLoc = goalLoc;
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Path = null;
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}
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}
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/// <summary>Clears all approach state (called on arrival, real greedy progress, or when
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/// a given-up goal moves).</summary>
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private void ResetApproach()
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{
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Path = null;
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_approachGoal = null;
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_approachGoalLoc = Point3D.Zero;
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_approachBestDist = 0;
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_approachStallTicks = 0;
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_approachGaveUp = false;
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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;
|
|
|
|
var shouldRun = run && distance > distanceThreshold;
|
|
|
|
if (Mobile.InRange(m, range))
|
|
{
|
|
ResetApproach();
|
|
return true;
|
|
}
|
|
|
|
if (UseGroupMovement(m, range))
|
|
{
|
|
return MoveToWithGroup(this, m, shouldRun, range);
|
|
}
|
|
|
|
return ApproachTarget(m, shouldRun, range);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool IsFollowingMaster() =>
|
|
Mobile.Controlled &&
|
|
Mobile.ControlOrder == OrderType.Follow &&
|
|
Mobile.ControlTarget == Mobile.ControlMaster &&
|
|
Mobile.Combatant == null;
|
|
|
|
private bool MoveToWithCollisionAvoidance(Mobile target, bool run, int range)
|
|
{
|
|
var distance = (int)Mobile.GetDistanceToSqrt(target);
|
|
|
|
var shouldRun = run && distance > 5;
|
|
|
|
var direction = Mobile.GetDirectionTo(target);
|
|
|
|
// Wall-slide auto-turns must not count as progress, or a creature pinned on
|
|
// geometry reports success forever.
|
|
var res = DoMoveImpl(direction, true);
|
|
|
|
if (res is MoveResult.Success or MoveResult.BadState)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
for (var i = 1; i <= 3; i++)
|
|
{
|
|
var clockwise = (Direction)(((int)direction + i) % 8);
|
|
|
|
if (DoMoveImpl(clockwise, true) == MoveResult.Success)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var counterclockwise = (Direction)(((int)direction - i + 8) % 8);
|
|
|
|
if (DoMoveImpl(counterclockwise, true) == MoveResult.Success)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Tactical sidesteps exhausted — route around the obstacle via the centralized
|
|
// approach primitive (persistent PathFollower, no oscillation).
|
|
return ApproachTarget(target, shouldRun, range);
|
|
}
|
|
|
|
public virtual bool WalkMobileRange(Mobile m, int iSteps, bool run, int iWantDistMin, int iWantDistMax)
|
|
{
|
|
if (Mobile.Deleted || Mobile.DisallowAllMoves || m == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (var i = 0; i < iSteps; i++)
|
|
{
|
|
var iCurrDist = (int)Mobile.GetDistanceToSqrt(m);
|
|
|
|
var shouldRun = run && iCurrDist > 5;
|
|
|
|
if (iCurrDist >= iWantDistMin && iCurrDist <= iWantDistMax)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (!MoveTowardsOrAwayFrom(m, shouldRun, iCurrDist, iWantDistMax))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
var dist = Mobile.GetDistanceToSqrt(m);
|
|
|
|
return dist >= iWantDistMin && dist <= iWantDistMax;
|
|
}
|
|
|
|
private bool MoveTowardsOrAwayFrom(Mobile m, bool run, int iCurrDist, int iWantDistMax)
|
|
{
|
|
var shouldRun = run && iCurrDist > 5;
|
|
|
|
if (iCurrDist > iWantDistMax)
|
|
{
|
|
// Too far: approach via the centralized progress-based primitive.
|
|
return ApproachTarget(m, shouldRun, iWantDistMax);
|
|
}
|
|
|
|
// Too close: back away. Retreat keeps the simple greedy behavior (out of scope).
|
|
if (DoMove(m.GetDirectionTo(Mobile, shouldRun), true))
|
|
{
|
|
Path = null;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|