ModernUO/Projects/UOContent/Mobiles/AI/BaseAI/AIGroupMovement.cs
Kamron Batman e07416902a
feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599)
Stacked on #2594. Fixes jerky creature movement (lich / Fast-bucket melee chases) by choosing the client animation flag from the actual step pace instead of a caller-supplied `run` argument, and fixes three step-pacing defects in the move budget found while verifying it with paired server/client traces.

### Why

The `Direction.Running` bit does nothing for creatures server-side (`Mobile.OnMove` reads it only for the player throttle and stealth reveal). Its whole effect is on the client, which animates each step over a fixed time selected by that bit: walk 400 ms / run 200 ms on foot, 200 / 100 ms mounted. ClassicUO queues up to 5 steps and *drops* the sixth, so a creature stepping every 300 ms while flagged as walking backs the queue up until it snaps forward — the observed jerk.

The `run` argument never carried the one fact that matters (the step interval). RunUO passed `true` in combat / `false` for pets and gated it on `dist > 5`; #2271 flipped every combat site to `false`; pets passed `currentDistance > 2`. None of that is a coherent signal.

### What

**Pace-derived run flag**
- `BaseAI.ShouldRun()`: run iff the effective step delay (move clock + badly-hurt inflation) is shorter than `Movement.WalkFootDelay` / `WalkMountDelay` (mounted or flying) — with a continuity rule: an *isolated* step (taken after standing at least a walk interval) goes out as a walk, because the client renders each step alone and a lone run-flagged step is a 200 ms dart. Only a continuing cadence flags run; a true sprinter (pace under the run interpolation) always runs, since a walk-rendered first step would flood the client's 5-step queue. This reproduces RunUO's close-in feel (its `dist > 5` gate) from first principles.
- `DoMoveImpl` stamps the bit; it is the single place the flag is set.
- `run` removed from `MoveTo`, `WalkMobileRange`, `ApproachTarget`, `MoveToPoint`, `MoveToWithGroup`, `MoveToWithCollisionAvoidance`, the move intent, and `PathFollower.Follow`. All 35 call sites updated. **API change** for custom scripts — documented in the RunUO migration docs (`09-items-mobiles-creatures.md`, `11-api-reference.md`) and `content-patterns.md` § Creature Speeds.

**Move-budget pacing fixes** (each confirmed by UTC-aligned server/client step traces)
- A stall no longer banks catch-up steps: the budget's snap-to-now released up to three steps in ~300 ms when a creature resumed chasing after standing beside its target — rendered as a teleport.
- Debt accrual removed entirely: a step landing sub-period late (think-grid vs budget misalignment during reactive mirroring) kept the remainder and fired a follow-up ~100 ms later — a dart pair. `ConsumeMoveBudget` now paces every step from when it was actually taken; in continuous pursuit the move-wake lands within wheel resolution of the deadline, so the cost is single-digit-ms drift.
- Net effect: a creature can never step faster than its pace, verified across a full chase session (zero sub-pace steps; metronomic 350 ms cadence for a 0.3 s lich).

- Test fixture now runs `Movement.Configure()` (the walk delays were 0 in tests).

### Accepted trade-off

Animal (LOW group) bodies without a run animation slide on their stand frames when flagged as running. Most are slow enough to stay flagged as walking; the client-side fallback is in ClassicUO/ClassicUO#1930.

### Tests

`RunFlagTests`: foot thresholds (0.3 / 0.125 run; 0.4 / 0.45 / 1.05 walk), flying uses the mount threshold, badly-hurt inflation flips a 0.35 s creature back to walk, a real `DoMove` stamps the bit, isolated steps drop to walk (sprinters keep running), a stall restarts the cadence with no banked steps, and a late step earns no quicker follow-up. Full suite: 837 Server + 747 UOContent green.
2026-08-30 16:48:52 -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, 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, 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, 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;
}
}