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