ModernUO/dev-docs/claude-skills/migrate-from-runuo/migrate-items-mobiles.md
Kamron Batman d3bf283e2d
feat: event-driven target acquisition with a reaction-time gradient (#2601)
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.
2026-09-01 20:42:15 -07:00

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 Item subclass from RunUO
  • Converting any Mobile/BaseCreature subclass
  • This is the most common migration task -- combines all other systems

Item Conversion Checklist

  1. Foundation: file-scoped namespace, using ModernUO.Serialization;
  2. Class: add [SerializationGenerator(N, false)] (N = old version + 1, false if old Deserialize used ReadInt()), add partial
  3. Fields: m_X -> [SerializableField(N)] _x with [SerializedCommandProperty]
  4. Add [InvalidateProperties] where RunUO setter called InvalidateProperties()
  5. Delete: Serial constructor, Serialize, Deserialize
  6. [Constructable] -> [Constructible]
  7. Name = "text" -> public override string DefaultName => "text";
  8. Timers: nested class -> Timer.StartTimer() + TimerExecutionToken + [AfterDeserialization] + OnAfterDelete
  9. Properties: GetProperties(ObjectPropertyList) -> GetProperties(IPropertyList), apply string hole rule
  10. 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 run flag: MoveTo(m, true, range) -> MoveTo(m, range) (also WalkMobileRange, 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 of Property-- (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 examples
  • dev-docs/content-patterns.md -- ModernUO content templates
  • dev-docs/claude-skills/modernuo-content-patterns.md -- ModernUO content skill
  • dev-docs/claude-skills/modernuo-serialization.md -- serialization patterns
  • dev-docs/claude-skills/modernuo-timers.md -- timer patterns