ModernUO/Projects/UOContent/Mobiles/AI/ThiefAI.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

160 lines
4.6 KiB
C#

using System;
using Server.Items;
namespace Server.Mobiles;
public class ThiefAI : BaseAI
{
private Item _toDisarm;
public ThiefAI(BaseCreature m) : base(m)
{
}
public override bool DoActionWander()
{
DebugSay("I have no combatant");
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var combatant = Mobile.Combatant;
if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
combatant.IsDeadBondedPet)
{
DebugSay("My combatant is gone, so my guard is up");
Action = ActionType.Guard;
return true;
}
if (!WalkMobileRange(combatant, 1, Mobile.RangeFight, Mobile.RangeFight))
{
this.DebugSayFormatted($"I should be closer to {combatant.Name}");
}
else
{
if (_toDisarm?.IsChildOf(Mobile.Backpack) != false)
{
_toDisarm = combatant.FindItemOnLayer(Layer.OneHanded) ?? combatant.FindItemOnLayer(Layer.TwoHanded);
}
if (!Core.AOS && !Mobile.DisarmReady && Mobile.Skills.Wrestling.Value >= 80.0 &&
Mobile.Skills.ArmsLore.Value >= 80.0 && _toDisarm != null)
{
Fists.DisarmRequest(Mobile);
}
if (_toDisarm?.IsChildOf(combatant.Backpack) == true &&
Core.TickCount - Mobile.NextSkillTime >= 0 && _toDisarm.LootType != LootType.Blessed &&
_toDisarm.LootType != LootType.Newbied)
{
DebugSay("Trying to steal from combatant.");
Mobile.UseSkill(SkillName.Stealing);
Mobile.Target?.Invoke(Mobile, _toDisarm);
}
else if (_toDisarm == null && Core.TickCount - Mobile.NextSkillTime >= 0)
{
this.DebugSayFormatted($"Trying to steal from {combatant.Name}.");
var didSteal = TryStealFrom<Bandage>(combatant);
didSteal = TryStealFrom<Nightshade>(combatant) || didSteal;
didSteal = TryStealFrom<BlackPearl>(combatant) || didSteal;
didSteal = TryStealFrom<MandrakeRoot>(combatant) || didSteal;
if (!didSteal)
{
this.DebugSayFormatted($"I am going to flee from {combatant.Name}");
Action = ActionType.Flee;
return true;
}
}
}
// We are low on health, should we flee?
// (10 + diff)% chance to flee
if (Mobile.Hits < Mobile.HitsMax * 20 / 100 && Mobile.CanFlee)
{
var fleeChance = 10 + Math.Max(0, combatant.Hits - Mobile.Hits);
if (Utility.Random(0, 100) > fleeChance)
{
this.DebugSayFormatted($"I am going to flee from {combatant.Name}");
Action = ActionType.Flee;
}
return true;
}
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, Mobile.Combatant))
{
this.DebugSayFormatted($"I used my abilities on {Mobile.Combatant.Name}!");
}
return true;
}
private bool TryStealFrom<T>(Mobile combatant) where T : Item
{
Item steal = combatant.Backpack?.FindItemByType<T>();
if (steal != null)
{
Mobile.UseSkill(SkillName.Stealing);
Mobile.Target?.Invoke(Mobile, steal);
return true;
}
return false;
}
public override bool DoActionGuard()
{
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionGuard();
}
return true;
}
public override bool DoActionFlee()
{
if (Mobile.Hits > Mobile.HitsMax / 2)
{
DebugSay("I am stronger now, so I will continue fighting");
Action = ActionType.Combat;
}
else
{
Mobile.FocusMob = Mobile.Combatant;
base.DoActionFlee();
}
return true;
}
}