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.
152 lines
3.6 KiB
C#
152 lines
3.6 KiB
C#
using System;
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using CalcMoves = Server.Movement.Movement;
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namespace Server;
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public class PathFollower
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{
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private static bool Enabled;
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private static readonly TimeSpan RepathDelay = TimeSpan.FromSeconds(2.0);
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private readonly Mobile m_From;
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private int m_Index;
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private DateTime m_LastPathTime;
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private Point3D m_Next, m_LastGoalLoc;
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private MovementPath m_Path;
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public PathFollower(Mobile from, IPoint3D goal)
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{
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m_From = from;
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Goal = goal;
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}
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public MoveMethod Mover { get; set; }
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public IPoint3D Goal { get; }
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public static void Configure()
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{
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Enabled = ServerConfiguration.GetOrUpdateSetting("pathfinding.enable", true);
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}
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public MoveResult Move(Direction d) =>
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Mover?.Invoke(d, true) ?? (m_From.Move(d) ? MoveResult.Success : MoveResult.Blocked);
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public Point3D GetGoalLocation() => (Goal as Item)?.GetWorldLocation() ?? new Point3D(Goal);
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public void Advance(ref Point3D p, int index)
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{
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if (m_Path?.Success == true)
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{
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var dirs = m_Path.Directions;
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if (index >= 0 && index < dirs.Length)
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{
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CalcMoves.Offset(dirs[index], ref p);
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}
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}
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}
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public void ForceRepath()
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{
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m_Path = null;
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}
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public bool CheckPath()
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{
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if (!Enabled)
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{
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return false;
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}
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var goal = GetGoalLocation();
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if (m_Path != null && (m_Path.Success && goal == m_LastGoalLoc || m_LastPathTime + RepathDelay > Core.Now) &&
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!(m_Path.Success && Check(m_From.Location, m_LastGoalLoc, 0)))
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{
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return false;
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}
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m_LastPathTime = Core.Now;
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m_LastGoalLoc = goal;
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m_Path = new MovementPath(m_From, goal);
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m_Index = 0;
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m_Next = m_From.Location;
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Advance(ref m_Next, m_Index);
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return true;
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}
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public static bool Check(Point3D loc, Point3D goal, int range) =>
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Utility.InRange(loc, goal, range) && (range > 1 || (loc.Z - goal.Z).Abs() < 16);
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public bool Follow(int range)
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{
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var goal = GetGoalLocation();
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Direction d;
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if (Check(m_From.Location, goal, range))
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{
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return true;
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}
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var repathed = CheckPath();
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if (!(Enabled && m_Path.Success))
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{
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d = m_From.GetDirectionTo(goal);
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m_From.SetDirection(d);
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return Move(d) is MoveResult.Success or MoveResult.SuccessAutoTurn && Check(m_From.Location, goal, range);
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}
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d = m_From.GetDirectionTo(m_Next);
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m_From.SetDirection(d);
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var res = Move(d);
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if (res == MoveResult.Blocked)
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{
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if (repathed)
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{
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return false;
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}
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m_Path = null;
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CheckPath();
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if (!m_Path!.Success)
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{
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d = m_From.GetDirectionTo(goal);
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m_From.SetDirection(d);
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return Move(d) is MoveResult.Success or MoveResult.SuccessAutoTurn && Check(m_From.Location, goal, range);
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}
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d = m_From.GetDirectionTo(m_Next);
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m_From.SetDirection(d);
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if (Move(d) == MoveResult.Blocked)
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{
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return false;
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}
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}
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if (m_From.X == m_Next.X && m_From.Y == m_Next.Y)
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{
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if (m_From.Z == m_Next.Z)
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{
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++m_Index;
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Advance(ref m_Next, m_Index);
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}
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else
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{
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m_Path = null;
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}
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}
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return Check(m_From.Location, goal, range);
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}
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}
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