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.
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, 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, 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, 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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