ModernUO/Projects/UOContent/Mobiles/AI/HealerAI.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

170 lines
4.2 KiB
C#

using System;
using Server.Spells;
using Server.Spells.First;
using Server.Spells.Fourth;
using Server.Spells.Second;
using Server.Targeting;
namespace Server.Mobiles;
public class HealerAI : BaseAI
{
private static readonly NeedDelegate[] Cure = [NeedCure];
private static readonly NeedDelegate[] GHeal = [NeedGHeal];
private static readonly NeedDelegate[] LHeal = [NeedLHeal];
private static readonly NeedDelegate[] AllHeal = [NeedCure, NeedGHeal, NeedLHeal];
public HealerAI(BaseCreature m) : base(m)
{
}
public override bool Think()
{
if (Mobile.Deleted)
{
return false;
}
var targ = Mobile.Target;
if (targ != null)
{
var spellTarg = targ as ISpellTarget<Mobile>;
var funcs = spellTarg?.Spell switch
{
CureSpell => Cure,
GreaterHealSpell => GHeal,
HealSpell => LHeal,
_ => null
};
ProcessTarget(targ, funcs);
return true;
}
var toHelp = Find(AllHeal);
if (toHelp != null)
{
if (NeedCure(toHelp))
{
this.DebugSayFormatted($"{toHelp.Name} needs a cure");
if (!new CureSpell(Mobile).Cast())
{
new CureSpell(Mobile).Cast();
}
}
else if (NeedGHeal(toHelp))
{
this.DebugSayFormatted($"{toHelp.Name} needs a greater heal");
if (!new GreaterHealSpell(Mobile).Cast())
{
new HealSpell(Mobile).Cast();
}
}
else if (NeedLHeal(toHelp))
{
this.DebugSayFormatted($"{toHelp.Name} needs a lesser heal");
new HealSpell(Mobile).Cast();
}
return true;
}
if (!AcquireFocusMob(Mobile.RangePerception, FightMode.Weakest, false, true, false))
{
WalkRandomInHome(3, 2, 1);
return true;
}
WalkMobileRange(Mobile.FocusMob, 1, 4, 7);
// TODO: Should it be able to do this?
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, Mobile.Combatant))
{
this.DebugSayFormatted($"I used my abilities on {Mobile.Combatant.Name}!");
}
return true;
}
private void ProcessTarget(Target targ, NeedDelegate[] func)
{
if (func == null || func.Length == 0)
{
targ.Cancel(Mobile, TargetCancelType.Canceled);
return;
}
var toHelp = Find(func);
if (toHelp == null)
{
targ.Cancel(Mobile, TargetCancelType.Canceled);
}
else if (targ.Range != -1 && !Mobile.InRange(toHelp, targ.Range))
{
DoMove(Mobile.GetDirectionTo(toHelp) | Direction.Running);
}
else
{
targ.Invoke(Mobile, toHelp);
}
}
private Mobile Find(params ReadOnlySpan<NeedDelegate> funcs)
{
if (Mobile.Deleted)
{
return null;
}
var map = Mobile.Map;
if (map == null)
{
return null;
}
var prio = 0.0;
Mobile found = null;
foreach (var m in Mobile.GetMobilesInRange(Mobile.RangePerception))
{
if (!Mobile.CanSee(m) || m is not BaseCreature bc || bc.Team != Mobile.Team)
{
continue;
}
for (var i = 0; i < funcs.Length; ++i)
{
if (funcs[i](bc))
{
var val = -Mobile.GetDistanceToSqrt(bc);
if (found == null || val > prio)
{
prio = val;
found = bc;
}
break;
}
}
}
return found;
}
private static bool NeedCure(Mobile m) => m.Poisoned;
private static bool NeedGHeal(Mobile m) => m.Hits < m.HitsMax - 40;
private static bool NeedLHeal(Mobile m) => m.Hits < m.HitsMax - 10;
private delegate bool NeedDelegate(Mobile m);
}