Fixes walk-up aggro latency (up to a full 10 s of obliviousness) and hardens the reacquire gate so no state can silence acquisition, while turning `AcquireOnApproach` into the reaction-time knob for future per-creature intelligence tuning. ### Why `AcquireFocusMob` re-armed the 10 s `ReacquireDelay` **before** scanning, success or failure. A creature that scanned an empty room was blind for 10 s to a player walking up — walk-up aggro latency was uniform in 0..10 s. Waking from sector sleep stacked the AI timer's 0–3 s construction stagger on top. And `NextReacquireTime` is not serialized: on hosts whose tick counter starts negative (GCP pass-through), the 0 default blocked **all** acquisition shard-wide after a restart until the counter crossed zero. ### What **Event-driven reaction — `AcquireOnApproachDelay` (the intelligence gradient)** - The paragon `AcquireOnApproach` bool becomes a `TimeSpan` on every creature: an enemy moving inside `AcquireOnApproachRange` (10 for all creatures — on-screen reactive aggro; the periodic scan keeps the wide `RangePerception` sweep) *clamps* the next scan to at most the delay. Repeated steps cannot shorten it further — one scan per delay period, not per step or think. - `Zero` (paragons) also prods the AI timer: the ranked scan engages within a wheel turn — the old snap, minus the special-cased engage path. The target now comes from the normal FightMode ranking instead of whichever mobile happened to move, and the `Combatant == null` guard stops re-engage spam. - The 2 s default reads as "took a beat to notice you"; larger values are dumber; `ReacquireDelay` alone is the oblivious floor. Mover checks are the approach logic's `IsEnemy` + `CanBeHarmful` (so pets count and hidden movers are excluded via `CanSee`), with `IsEnemy` first to cheaply reject same-team wild creatures wandering past. The check rides the `OnMovement` callback every step already pays for — no polling added. **Gate correctness** - Every scan re-arms the full `ReacquireDelay`, success or failure (classic semantics; reaction time is the approach path, not the poll). - Self-healing by construction: a deadline further out than `ReacquireDelay` is an illegal state and reads as open — no wedged or wrapped value can silence acquisition beyond one delay period. - `NextReacquireTime` is seeded from a live tick on deserialize (the GCP negative-tick blackout). **AI timer wake** - Activation (sector wake, spawn, resurrection) starts within a 0–256 ms spread instead of the 0–3 s construction stagger, which read as lag. - The stagger's real job — keeping same-speed cohorts out of lock-step (the RunUO town artifact) — is now a zero-mean ±period/8 jitter on each **idle** think, so phases random-walk apart within seconds and can never re-lock. Instrumentation showed why a one-shot spread can't do this job: the timer wheel fires within ±1 ms, so with 10 creatures on a 500 ms period some pair collides on nearly the same phase ~75% of the time (birthday paradox) and then steps in the same loop iteration *forever*. Jitter is scoped to passive speed: engaged cadence stays exact, since pursuit timing anchors to real step times. **Debug** - The `AcquireFocusMob` scan message no longer re-arms the shared 5 s debug cooldown, which swallowed every AI's "I have detected X" transition line. **API change** for custom scripts: `AcquireOnApproach` (bool) → `AcquireOnApproachDelay` (TimeSpan). Documented in `content-patterns.md` § Target Acquisition, `runuo-migration-docs/09` + `11`, and the migration skill checklist. ### Tests `AcquisitionTests`: both scan outcomes honor `ReacquireDelay`; a 60 s-wedged gate still acquires; enemy movement clamps the deadline (same-team wild movers and out-of-range movers ignored); repeated movement cannot shorten below the delay; `Zero` opens the gate and prods without a direct engage. Full suite: 755 UOContent green.
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2.8 KiB
| name | description |
|---|---|
| migrate-items-mobiles | Trigger: when converting RunUO Item, Mobile, or BaseCreature subclasses to ModernUO. Most common migration task. Covers: complete item/creature conversion combining serialization, timers, properties, naming. |
RunUO -> ModernUO Item/Mobile/Creature Migration
When This Activates
- Converting any
Itemsubclass from RunUO - Converting any
Mobile/BaseCreaturesubclass - This is the most common migration task -- combines all other systems
Item Conversion Checklist
- Foundation: file-scoped namespace,
using ModernUO.Serialization; - Class: add
[SerializationGenerator(N, false)](N = old version + 1,falseif oldDeserializeusedReadInt()), addpartial - Fields:
m_X->[SerializableField(N)] _xwith[SerializedCommandProperty] - Add
[InvalidateProperties]where RunUO setter calledInvalidateProperties() - Delete: Serial constructor, Serialize, Deserialize
[Constructable]->[Constructible]Name = "text"->public override string DefaultName => "text";- Timers: nested class ->
Timer.StartTimer()+TimerExecutionToken+[AfterDeserialization]+OnAfterDelete - Properties:
GetProperties(ObjectPropertyList)->GetProperties(IPropertyList), apply string hole rule - Context menus:
List<ContextMenuEntry>->ref PooledRefList<ContextMenuEntry>
Creature-Specific Changes
[CorpseName("...")]attribute ->public override string CorpseName => "...";BaseCreature(AI, Fight, 10, 1, 0.2, 0.4)->BaseCreature(AI, Fight)(extra params default)Name = "text"->public override string DefaultName => "text";- Expression-bodied overrides:
public override int Meat { get { return 1; } }->public override int Meat => 1; - AI movement calls lose the
runflag:MoveTo(m, true, range)->MoveTo(m, range)(alsoWalkMobileRange,ApproachTarget,MoveToPoint,PathFollower.Follow); the Running bit is derived from step pace ->dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md§ AI Movement AcquireOnApproach(bool) ->AcquireOnApproachDelay(TimeSpan;Zero= old instant behavior) -> same doc § Target Acquisition
Anti-Patterns
- Using
_field--instead ofProperty--(bypasses MarkDirty tracking) - Forgetting
[AfterDeserialization]for timer restoration - Forgetting
OnAfterDelete()for timer cancellation
See Also
dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md-- detailed migration with before/after examplesdev-docs/content-patterns.md-- ModernUO content templatesdev-docs/claude-skills/modernuo-content-patterns.md-- ModernUO content skilldev-docs/claude-skills/modernuo-serialization.md-- serialization patternsdev-docs/claude-skills/modernuo-timers.md-- timer patterns