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.
251 lines
6.8 KiB
C#
251 lines
6.8 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Items;
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using Server.Mobiles;
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using Server.Spells;
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using Server.Spells.Necromancy;
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using Server.Spells.Ninjitsu;
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namespace Server.Spells.Ninjitsu
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{
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public class MirrorImage : NinjaSpell
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{
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private static readonly Dictionary<Mobile, int> _cloneCount = new();
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private static readonly SpellInfo _info = new(
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"Mirror Image",
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null,
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-1,
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9002
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);
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public MirrorImage(Mobile caster, Item scroll) : base(caster, scroll, _info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.5);
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public override double RequiredSkill => Core.ML ? 20.0 : 40.0;
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public override int RequiredMana => 10;
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public override bool BlockedByAnimalForm => false;
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public static bool HasClone(Mobile m) => _cloneCount.ContainsKey(m);
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public static void AddClone(Mobile m)
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{
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if (m != null)
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{
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_cloneCount[m] = 1 + _cloneCount.GetValueOrDefault(m, 0);
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}
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}
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public static void RemoveClone(Mobile m)
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{
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_cloneCount.Remove(m, out var count);
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if (m == null || count <= 0)
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{
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return;
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}
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_cloneCount[m] = count - 1;
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}
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public override bool CheckCast()
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{
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if (Caster.Mounted)
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{
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Caster.SendLocalizedMessage(1063132); // You cannot use this ability while mounted.
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return false;
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}
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if (Caster.Followers + 1 > Caster.FollowersMax)
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{
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// You cannot summon a mirror image because you have too many followers.
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Caster.SendLocalizedMessage(1063133);
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return false;
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}
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if (TransformationSpellHelper.UnderTransformation(Caster, typeof(HorrificBeastSpell)))
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{
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Caster.SendLocalizedMessage(1061091); // You cannot cast that spell in this form.
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return false;
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}
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return base.CheckCast();
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}
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public override bool CheckDisturb(DisturbType type, bool firstCircle, bool resistable) => false;
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public override void OnBeginCast()
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{
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base.OnBeginCast();
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Caster.SendLocalizedMessage(1063134); // You begin to summon a mirror image of yourself.
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}
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public override void OnCast()
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{
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if (Caster.Mounted)
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{
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Caster.SendLocalizedMessage(1063132); // You cannot use this ability while mounted.
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}
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else if (Caster.Followers + 1 > Caster.FollowersMax)
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{
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// You cannot summon a mirror image because you have too many followers.
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Caster.SendLocalizedMessage(1063133);
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}
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else if (TransformationSpellHelper.UnderTransformation(Caster, typeof(HorrificBeastSpell)))
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{
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Caster.SendLocalizedMessage(1061091); // You cannot cast that spell in this form.
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}
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else if (CheckSequence())
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{
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Caster.FixedParticles(0x376A, 1, 14, 0x13B5, EffectLayer.Waist);
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Caster.PlaySound(0x511);
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new Clone(Caster).MoveToWorld(Caster.Location, Caster.Map);
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}
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FinishSequence();
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}
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}
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}
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namespace Server.Mobiles
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{
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[SerializationGenerator(0)]
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public partial class Clone : BaseCreature
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{
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[SerializableField(0)]
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private Mobile _caster;
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public Clone(Mobile caster) : base(AIType.AI_Melee, FightMode.None)
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{
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_caster = caster;
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Body = caster.Body;
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Hue = caster.Hue;
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Female = caster.Female;
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Name = caster.Name;
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NameHue = caster.NameHue;
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Title = caster.Title;
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Kills = caster.Kills;
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HairItemID = caster.HairItemID;
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HairHue = caster.HairHue;
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FacialHairItemID = caster.FacialHairItemID;
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FacialHairHue = caster.FacialHairHue;
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for (var i = 0; i < caster.Skills.Length; ++i)
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{
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var skill = Skills[i];
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var casterSkill = caster.Skills[i];
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skill.Base = casterSkill.Base;
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skill.Cap = casterSkill.Cap;
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}
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for (var i = 0; i < caster.Items.Count; i++)
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{
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AddItem(CloneItem(caster.Items[i]));
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}
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Warmode = true;
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Summoned = true;
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SummonMaster = caster;
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ControlOrder = OrderType.Follow;
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ControlTarget = caster;
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AddClone();
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}
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private void AddClone()
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{
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var duration = TimeSpan.FromSeconds(30.0 + _caster.Skills.Ninjitsu.Value / 4.0);
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new UnsummonTimer(this, duration).Start();
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SummonEnd = Core.Now + duration;
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MirrorImage.AddClone(_caster);
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}
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protected override BaseAI ForcedAI => new CloneAI(this);
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public override bool DeleteCorpseOnDeath => true;
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public override bool IsDispellable => false;
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public override bool Commandable => false;
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public override bool IsHumanInTown() => false;
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private static Item CloneItem(Item item)
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{
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var newItem = new Item(item.ItemID);
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newItem.Hue = item.Hue;
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newItem.Layer = item.Layer;
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return newItem;
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}
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public override void OnDamage(int amount, Mobile from, bool willKill)
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{
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Delete();
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}
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public override void OnDelete()
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{
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Effects.SendLocationParticles(
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EffectItem.Create(Location, Map, EffectItem.DefaultDuration),
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0x3728,
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10,
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15,
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5042
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);
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base.OnDelete();
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}
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public override void OnAfterDelete()
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{
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MirrorImage.RemoveClone(_caster);
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base.OnAfterDelete();
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}
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[AfterDeserialization]
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private void AfterDeserialization()
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{
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AddClone();
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}
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}
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public class CloneAI : BaseAI
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{
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public CloneAI(Clone m) : base(m) => m.SetCurrentSpeedToActive();
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public override bool CanDetectHidden => false;
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public override bool Think()
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{
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// Clones only follow their owners
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var master = Mobile.SummonMaster;
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if (master?.Map == Mobile.Map && master?.InRange(Mobile, Mobile.RangePerception) == true)
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{
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WalkMobileRange(master, 2, 0, 1);
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}
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else
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{
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WalkRandom(2, 2, 1);
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}
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return true;
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}
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}
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}
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