ModernUO/Projects/UOContent/Mobiles/AI/BaseAI/AIMovement.cs
2026-03-05 19:36:54 -08:00

429 lines
12 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: AIMovement.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System.Runtime.CompilerServices;
using Server.Collections;
using Server.Items;
using MoveImpl = Server.Movement.MovementImpl;
namespace Server.Mobiles;
public abstract partial class BaseAI
{
public static double BadlyHurtMoveDelay(BaseCreature bc)
{
var statMin = Core.HS ? bc.Stam : bc.Hits;
var statMax = Core.HS ? bc.StamMax : bc.HitsMax;
if (!bc.IsDeadPet && (bc.ReduceSpeedWithDamage || bc.IsSubdued)
&& statMax > 0 && statMin < statMax * 0.3)
{
var hits = (double)statMin / statMax;
if (hits < 0.1) { return bc.CurrentSpeed + 0.15; }
if (hits < 0.2) { return bc.CurrentSpeed + 0.1; }
if (hits < 0.3) { return bc.CurrentSpeed + 0.05; }
}
return bc.CurrentSpeed;
}
public bool CanMoveNow(out double delay)
{
delay = 0.0;
return Core.TickCount >= NextMove;
}
public virtual bool CheckMove() => !(Mobile.Deleted || Mobile.DisallowAllMoves);
public virtual bool DoMove(Direction d, bool badStateOk = false) => IsMoveSuccessful(DoMoveImpl(d, badStateOk), badStateOk);
private static bool IsMoveSuccessful(MoveResult res, bool badStateOk) =>
res is MoveResult.Success or MoveResult.SuccessAutoTurn
|| badStateOk && res == MoveResult.BadState;
public virtual MoveResult DoMoveImpl(Direction d, bool badStateOk)
{
if (IsInBadState() || !CanMoveNow(out _))
{
return MoveResult.BadState;
}
if ((Mobile.Direction & Direction.Mask) != (d & Direction.Mask))
{
Mobile.Direction = d;
}
Mobile.Pushing = false;
var mobDirection = Mobile.Direction;
if (TryMove(d))
{
Mobile.CurrentSpeed = Mobile.Hits < Mobile.HitsMax * 0.3
? BadlyHurtMoveDelay(Mobile)
: Mobile.Warmode || Mobile.Combatant != null ? Mobile.ActiveSpeed : Mobile.PassiveSpeed;
return MoveResult.Success;
}
if ((mobDirection & Direction.Mask) != (d & Direction.Mask))
{
Mobile.Direction = d;
return MoveResult.SuccessAutoTurn;
}
return HandleBlockedMovement(d);
}
private bool TryMove(Direction d)
{
MoveImpl.IgnoreMovableImpassables = Mobile.CanMoveOverObstacles && !Mobile.CanDestroyObstacles;
var result = Mobile.Move(d);
MoveImpl.IgnoreMovableImpassables = false;
return result;
}
private bool IsInBadState() =>
Mobile == null || Mobile.Deleted || Mobile.Frozen || Mobile.Paralyzed ||
Mobile.Spell?.IsCasting == true || Mobile.DisallowAllMoves;
private MoveResult HandleBlockedMovement(Direction d)
{
var wasPushing = Mobile.Pushing;
if ((Mobile.CanOpenDoors || Mobile.CanDestroyObstacles) && !TryClearObstacles(d))
{
return MoveResult.Success;
}
return TryAlternateMovement(wasPushing);
}
private MoveResult TryAlternateMovement(bool wasPushing)
{
var offset = Utility.Random(2) == 0 ? 1 : -1;
for (var i = 0; i < 2; ++i)
{
Mobile.TurnInternal(offset);
if (Mobile.Move(Mobile.Direction))
{
return MoveResult.SuccessAutoTurn;
}
}
return wasPushing ? MoveResult.BadState : MoveResult.Blocked;
}
private bool TryClearObstacles(Direction d)
{
DebugSay("My movement is blocked. Trying to push through.");
var map = Mobile.Map;
if (map == null) { return true; }
var (x, y) = GetOffsetLocation(d);
var queue = GatherObstacles(x, y, out var destroyables);
if (destroyables > 0)
{
Effects.PlaySound(new Point3D(x, y, Mobile.Z), Mobile.Map, 0x3B3);
}
try
{
return ProcessObstacles(ref queue, d);
}
finally
{
queue.Dispose();
}
}
private (int x, int y) GetOffsetLocation(Direction d)
{
var x = Mobile.X;
var y = Mobile.Y;
Movement.Movement.Offset(d, ref x, ref y);
return (x, y);
}
private PooledRefQueue<Item> GatherObstacles(int x, int y, out int destroyables)
{
var queue = PooledRefQueue<Item>.Create();
destroyables = 0;
foreach (var item in Mobile.Map.GetItemsInRange(new Point2D(x, y), 1))
{
if (IsValidDoor(item, x, y) || IsValidDestroyableItem(item))
{
queue.Enqueue(item);
if (item is not BaseDoor)
{
destroyables++;
}
}
}
return queue;
}
private bool IsValidDoor(Item item, int x, int y)
{
if (!Mobile.CanOpenDoors || item is not BaseDoor door)
{
return false;
}
if (door.Z + door.ItemData.Height <= Mobile.Z || Mobile.Z + 16 <= door.Z)
{
return false;
}
if (door.X != x || door.Y != y)
{
return false;
}
return !door.Locked || !door.UseLocks();
}
private bool IsValidDestroyableItem(Item item)
{
if (!Mobile.CanDestroyObstacles || !item.Movable || !item.ItemData.Impassable)
{
return false;
}
if (item.Z + item.ItemData.Height <= Mobile.Z || Mobile.Z + 16 <= item.Z)
{
return false;
}
return Mobile.InRange(item.GetWorldLocation(), 1);
}
private bool ProcessObstacles(ref PooledRefQueue<Item> queue, Direction d)
{
if (queue.Count == 0) { return true; }
while (queue.Count > 0)
{
ProcessObstacle(queue.Dequeue(), ref queue);
}
return !Mobile.Move(d);
}
private void ProcessObstacle(Item item, ref PooledRefQueue<Item> queue)
{
if (item is BaseDoor door)
{
DebugSay("Opening the door.");
door.Use(Mobile);
}
else
{
this.DebugSayFormatted($"Destroying item: {item.GetType().Name}");
if (item is Container cont)
{
ProcessContainer(cont, ref queue);
cont.Destroy();
}
else
{
item.Delete();
}
}
}
private void ProcessContainer(Container cont, ref PooledRefQueue<Item> queue)
{
foreach (var check in cont.Items)
{
if (check.Movable && check.ItemData.Impassable && cont.Z + check.ItemData.Height > Mobile.Z)
{
queue.Enqueue(check);
}
}
}
public virtual bool MoveTo(Mobile m, bool run, int range)
{
if (Mobile.Deleted || Mobile.DisallowAllMoves || m?.Deleted != false)
{
return false;
}
var distance = (int)Mobile.GetDistanceToSqrt(m);
var distanceThreshold = Core.AOS && IsFollowingMaster() ? 1 : 5;
var shouldRun = run && distance > distanceThreshold;
if (Mobile.InRange(m, range))
{
Path = null;
return true;
}
if (UseGroupMovement(m))
{
return MoveToWithGroup(this, m, shouldRun, range);
}
if (Path == null && Mobile.InLOS(m) && DoMove(Mobile.GetDirectionTo(m), true))
{
return true;
}
if (Path?.Goal != m)
{
Path = new PathFollower(Mobile, m) { Mover = DoMoveImpl };
}
if (Path.Follow(shouldRun, 1))
{
Path = null;
return true;
}
return false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool IsFollowingMaster() =>
Mobile.Controlled &&
Mobile.ControlOrder == OrderType.Follow &&
Mobile.ControlTarget == Mobile.ControlMaster &&
Mobile.Combatant == null;
private bool MoveToWithCollisionAvoidance(Mobile target, bool run, int range)
{
var distance = (int)Mobile.GetDistanceToSqrt(target);
var shouldRun = run && distance > 5;
var direction = Mobile.GetDirectionTo(target);
if (DoMove(direction, true))
{
return true;
}
for (var i = 1; i <= 3; i++)
{
var clockwise = (Direction)(((int)direction + i) % 8);
if (DoMove(clockwise, true))
{
return true;
}
var counterclockwise = (Direction)(((int)direction - i + 8) % 8);
if (DoMove(counterclockwise, true))
{
return true;
}
}
if (Path?.Goal != target)
{
Path = new PathFollower(Mobile, target) { Mover = DoMoveImpl };
}
if (Path.Follow(shouldRun, 1))
{
Path = null;
return true;
}
return false;
}
public virtual bool WalkMobileRange(Mobile m, int iSteps, bool run, int iWantDistMin, int iWantDistMax)
{
if (Mobile.Deleted || Mobile.DisallowAllMoves || m == null)
{
return false;
}
for (var i = 0; i < iSteps; i++)
{
var iCurrDist = (int)Mobile.GetDistanceToSqrt(m);
var shouldRun = run && iCurrDist > 5;
if (iCurrDist >= iWantDistMin && iCurrDist <= iWantDistMax)
{
return true;
}
if (!MoveTowardsOrAwayFrom(m, shouldRun, iCurrDist, iWantDistMax))
{
return false;
}
}
var dist = Mobile.GetDistanceToSqrt(m);
return dist >= iWantDistMin && dist <= iWantDistMax;
}
private bool MoveTowardsOrAwayFrom(Mobile m, bool run, int iCurrDist, int iWantDistMax)
{
var shouldRun = run && iCurrDist > 5;
var needCloser = iCurrDist > iWantDistMax;
if (needCloser && m != null && Path?.Goal == m)
{
if (Path.Follow(shouldRun, 1))
{
Path = null;
return true;
}
}
else
{
var dirTo = needCloser ? Mobile.GetDirectionTo(m, shouldRun) : m.GetDirectionTo(Mobile, shouldRun);
if (DoMove(dirTo, true))
{
Path = null;
return true;
}
if (needCloser)
{
Path = new PathFollower(Mobile, m) { Mover = DoMoveImpl };
if (Path.Follow(shouldRun, 1))
{
Path = null;
return true;
}
}
}
return false;
}
}