Closes #2593. Closes #2595. Two related pet-AI fixes: the post-#2591 pacing/wake regression (#2593), and the guard order silently converting to Attack during combat (#2595). Root-cause analyses are in the issues. ## #2593 — pets follow slowly; stale AITimer wakes **Why pets slowed:** - The per-step budget grew from **half a think interval** (`CurrentSpeed * 500`) to the full RunUO-parity move table (`CurrentMoveSpeed * 1000`). Medium-bucket pets (Horse, Dog, most tamables): passiveMove **1.05s/step**. - Pet order speed depended on stale `Warmode`: `HandleGuardOrder` set it once, but `OnCombatantChange` clears it whenever the combatant drops, so obedience ran active or passive **by combat history** — usually passive. Net: Guard/Come at ~1.05s/step (~2.1x slower than pre-#2591), vs a player running at 0.1–0.2s/step. - The AITimer never rescheduled its pending wheel entry: the wheel reads `Interval` only after the next fire, so a speed-up or a fresh order (`Activate()` no-ops while running) waited out the stale wake — up to a full passive think, stacked on the residual move budget on Guard → Follow. **What changed:** - **Order handlers own obedience speed** (RunUO `OnCurrentOrderChanged`/`DoOrder*` parity, re-derived continuously): issuing a movement order (Come/Follow/Guard/Attack) sets the **active** think clock, resting orders (Stay/None/Transfer) set passive, and the guard/follow peaceful branches write **RunUO's AOS `CurrentSpeed = 0.1` sprint** — RunUO's guard else-branch had the identical write as follow. The bespoke 0.1 fuses to both clocks through #2591's existing classification, so `CurrentMoveSpeed` stays **pure herding + classification** with no obedience special case, and `DoMoveImpl`'s per-step flip skips obeying pets (their handler owns the pace) and loses its old follow-only 0.1 write. Combat still re-derives organically via warmode/combatant. - **`AITimer`**: tracks the pending wake and reschedules (`Stop`, `Delay` = remaining, `Start`) when a speed-up or fresh order moves the earliest deadline up; changes inside a tick still flow through `ScheduleNext`. New `Prod()` wakes the AI immediately on player commands — including from a stopped timer, so stable claims no longer wait out the random construction stagger. Sector/spawn wakes keep the stagger. Spam-safe: a prodded think grants reaction, never action — steps/swings/casts/abilities are gated by their own budgets and timers. The residual move budget is deliberately **not** cleared on order change — that would let order-spam macros grant free steps. Deadline changes reschedule the timer; rate changes take effect at the next deadline computation. ## #2595 — Guard order converts to Attack during combat **Why:** `FindCombatant()` set `ControlOrder = OrderType.Attack` when engaging, so a guarding pet left the Guard order for the whole fight: OPL tags wiped (pet `1080078` + master `501129`), no retargeting (`DoOrderAttack` locks its target), `TeleportPets` left the pet behind on recall/gate, and every engage→kill→resume cycle replayed the guard flourish. **What changed:** - **`FindGuardTarget()`** (was `FindCombatant`): a pure selector — prefers the aggressor **closest to the master** (RunUO guard parity, dynamic retargeting to protect the owner), keeps the current combatant unless a strictly closer one exists, and never mutates order state. `DoOrderGuard` engages through it while **staying in Guard** the whole fight. - **Persistent-order semantics** (the ModernUO improvement over RunUO): an explicit `all attack` completes → `ResumePersistentOrder()` returns to Guard → the guard scan engages remaining threats in-order. The Attack-chaining fallback (`FightMode.Closest/Aggressor`) now applies only to non-guard persistent orders. Resuming Guard no longer replays the sound/"is now guarding you" message. - **Peaceful guard stands down deterministically** (`Warmode`/`Combatant`/`FocusMob` cleared) and returns to the master at the RunUO sprint (see above); at the master's side it stays organically active. - **`WalkMobileRange` honors the caller's run flag** (the internal hardcoded `dist > 5` gate silently overrode it). Run is animation-only server-side; the only callers passing anything but `false` — follow, guard, clone — gate on their own thresholds. ## Resulting behavior (Medium-bucket pet) | Scenario | Broken | This PR | |---|---|---| | Guard trailing master (AOS) | ~1.05s/step, think-grid quantized | 0.1s/step sprint (RunUO parity), smooth move wakes | | Guard during combat | order flips to Attack; tags lost; no retarget; left behind on recall | stays Guard; retargets to master's closest aggressor; teleports with master | | `all attack` while guarding | resume spams guard flourish per kill; chains into Attack | resumes Guard silently; guard scan takes over | | Come / friend-follow | 1.05s/step | activeMove 0.45s/step (≈ pre-#2591 feel) | | Guard → Follow reaction | up to ~1.5s dead time | think within one wheel turn | | Follow master (AOS sprint) | 0.1s/step | 0.1s/step (unchanged) | | Wild creature chase | RunUO-parity move table | unchanged | Also documents two contracts this work leaned on: the `ControlOrder` setter deliberately fires on every assignment (a reissued order is a command — retarget/break-off/re-anchor), and `OnThink`/`MonsterAbility` must be excess-call tolerant (`dev-docs/content-patterns.md` § OnThink: the excess-call contract). ## Testing - Full suite passes (1570: 837 Server + 733 UOContent). - `PetPacingTests`: order-issue think-clock parity, follow-master sprint via Obey, guard organically active at the master's side, combat-chase and herding boundaries, plus two deterministic timer-wheel tests (8ms-lockstep slicing) proving a fresh order and a mid-wait speed-up wake the AI promptly. - `GuardOrderTests`: engage keeps the Guard order; retargets to the aggressor closest to the master; explicit attack resumes Guard without chaining into Attack; peaceful guard stands down. Setup self-validates LOS/terrain. - `GuardFollowTests`: guard-following registers a move intent, steps toward the master, sprints at 0.1 under AOS (per-step flip must not undo it), and runs active pre-AOS. - All behavioral tests were written first and failed for the documented reasons.
234 lines
6.5 KiB
C#
234 lines
6.5 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: AITimer.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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************************************************************************/
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using System;
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namespace Server.Mobiles;
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/// <summary>
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/// Drives an AI on two clocks: decisions at <see cref="BaseCreature.CurrentSpeed"/>, plus
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/// move-only wakes at <see cref="BaseAI.NextMove"/> while a pursuit is live. Each tick
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/// schedules the earlier of the two deadlines.
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/// </summary>
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public sealed class AITimer : Timer
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{
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private readonly BaseAI _owner;
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private long _nextThink;
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private long _nextWake; // when the pending wheel entry fires
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private bool _inTick;
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private int _detectHiddenMinDelay;
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private int _detectHiddenMaxDelay;
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public AITimer(BaseAI owner) : base(TimeSpan.FromMilliseconds(Utility.Random(3000)),
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TimeSpan.FromSeconds(owner.Mobile.CurrentSpeed))
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{
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_owner = owner;
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_owner._nextDetectHidden = Core.TickCount;
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_nextThink = Core.TickCount;
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}
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public void Activate()
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{
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_nextThink = Core.TickCount;
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if (Running)
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{
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return;
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}
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Start(); // keeps the stagger Delay
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_nextWake = Core.TickCount + (long)Delay.TotalMilliseconds;
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}
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// Think now. A think grants no action: steps, swings, casts, and abilities keep their own gates.
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public void Prod()
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{
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_nextThink = Core.TickCount;
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if (Running)
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{
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Reschedule();
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return;
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}
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Delay = TimeSpan.Zero;
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Start();
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_nextWake = Core.TickCount + (long)Delay.TotalMilliseconds;
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}
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// A speed-up must not wait out a stale, longer think deadline.
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public void OnSpeedChanged()
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{
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var candidate = Core.TickCount + (long)(_owner.Mobile.CurrentSpeed * 1000);
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if (candidate - _nextThink < 0)
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{
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_nextThink = candidate;
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Reschedule();
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}
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}
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// Moves the pending wake earlier. Interval is only read after the next fire,
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// so this needs Stop, Delay = remaining, Start.
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private void Reschedule()
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{
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if (_inTick || !Running)
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{
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return; // ScheduleNext handles it at tick end
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}
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var now = Core.TickCount;
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var deadline = _nextThink;
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if (_owner.TryGetMoveWake(out var nextMove) && nextMove - now > 0 && nextMove - deadline < 0)
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{
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deadline = nextMove;
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}
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if (deadline - _nextWake >= 0)
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{
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return; // pending wake is already early enough
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}
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Stop();
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Delay = TimeSpan.FromMilliseconds(Math.Max(0, deadline - now));
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Start();
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_nextWake = now + (long)Delay.TotalMilliseconds;
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}
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protected override void OnTick()
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{
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_inTick = true;
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try
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{
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OnTickCore();
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}
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finally
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{
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_inTick = false;
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}
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}
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private void OnTickCore()
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{
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if (ShouldStop())
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{
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Stop();
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return;
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}
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if (Core.TickCount - _nextThink >= 0)
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{
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_owner.Mobile.OnThink();
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if (ShouldStop())
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{
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Stop();
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return;
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}
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HandleBardEffects();
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if (_owner.Mobile.Controlled ? _owner.Obey() : _owner.Think())
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{
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HandleDetectHidden();
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}
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// Cadence from the post-decision speed (decisions may flip active/passive).
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_nextThink = Core.TickCount + (long)(_owner.Mobile.CurrentSpeed * 1000);
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}
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else
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{
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_owner.ContinueMove();
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}
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ScheduleNext();
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}
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private void ScheduleNext()
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{
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var now = Core.TickCount;
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var delay = _nextThink - now;
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if (_owner.TryGetMoveWake(out var nextMove))
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{
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var moveDelay = nextMove - now;
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// Only a future budget is a wake — a blocked creature must not spin the timer.
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if (moveDelay > 0 && moveDelay < delay)
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{
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delay = moveDelay;
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}
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}
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// The wheel rounds up to its 8ms resolution; a non-positive delay becomes one turn.
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Interval = TimeSpan.FromMilliseconds(delay);
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_nextWake = now + (long)Interval.TotalMilliseconds;
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}
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private bool ShouldStop()
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{
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if (_owner.Mobile.Deleted)
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{
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return true;
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}
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if (_owner.Mobile.Map == null || _owner.Mobile.Map == Map.Internal || _owner.Mobile.PlayerRangeSensitive &&
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!_owner.Mobile.Controlled && !_owner.Mobile.Map.GetSector(_owner.Mobile.Location).Active)
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{
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_owner.Deactivate();
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return true;
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}
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return false;
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}
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private void HandleBardEffects()
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{
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if (_owner.Mobile.BardPacified)
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{
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_owner.DoBardPacified();
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}
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else if (_owner.Mobile.BardProvoked)
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{
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_owner.DoBardProvoked();
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}
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}
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private void CacheDetectHiddenDelays()
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{
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var delay = Math.Min(30000 / _owner.Mobile.Int, 120);
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_detectHiddenMinDelay = delay * 900; // 26s to 108s
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_detectHiddenMaxDelay = delay * 1100; // 32s to 132s
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}
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private void HandleDetectHidden()
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{
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if (!_owner.CanDetectHidden || Core.TickCount - _owner._nextDetectHidden < 0)
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{
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return;
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}
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_owner.DetectHidden();
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if (_detectHiddenMinDelay == 0 || _detectHiddenMaxDelay == 0)
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{
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CacheDetectHiddenDelays();
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}
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_owner._nextDetectHidden = Core.TickCount + Utility.RandomMinMax(_detectHiddenMinDelay, _detectHiddenMaxDelay);
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}
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}
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