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.
157 lines
4.2 KiB
C#
157 lines
4.2 KiB
C#
namespace Server.Mobiles;
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public class MeleeAI : BaseAI
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{
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public MeleeAI(BaseCreature m) : base(m)
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{
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}
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public override double FleeHealthThreshold => 0.2; // 20% is default
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public override double FleeChance => 0.1; // 10% is default
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public override bool DoActionWander()
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{
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if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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{
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this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
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Mobile.Combatant = Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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DebugSay("I am wandering");
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Mobile.Warmode = false;
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base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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var combatant = Mobile.Combatant;
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if (!IsValidCombatant(combatant))
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{
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DebugSay("My combatant is gone, so my guard is up");
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Action = ActionType.Guard;
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return true;
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}
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if (!Mobile.InRange(combatant, Mobile.RangePerception))
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{
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if (!HandleOutOfRangeCombatant(combatant))
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{
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return true;
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}
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combatant = Mobile.Combatant;
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}
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if (!AttemptMoveToCombatant(combatant))
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{
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return true;
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}
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if (Core.TickCount - Mobile.LastMoveTime > 400)
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{
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Mobile.Direction = Mobile.GetDirectionTo(combatant);
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}
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if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
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{
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DebugSay("I used my abilities!");
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}
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return true;
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}
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private bool IsValidCombatant(Mobile combatant)
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{
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return combatant?.Deleted == false
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&& combatant.Map == Mobile.Map
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&& combatant.Alive
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&& !combatant.IsDeadBondedPet;
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}
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private bool HandleOutOfRangeCombatant(Mobile combatant)
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{
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if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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{
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Mobile.Combatant = Mobile.FocusMob;
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Mobile.FocusMob = null;
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return true;
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}
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if (!Mobile.InRange(combatant, Mobile.ChaseLeashRange))
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{
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Mobile.Combatant = null;
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}
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if (Mobile.Combatant == null)
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{
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DebugSay("My combatant has fled, so I am on guard.");
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Action = ActionType.Guard;
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return false;
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}
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return true;
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}
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private bool AttemptMoveToCombatant(Mobile combatant)
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{
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if (MoveTo(combatant, Mobile.RangeFight))
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{
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return true;
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}
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if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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{
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this.DebugSayFormatted($"My move is blocked, so I am going to attack {Mobile.FocusMob.Name}.");
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Mobile.Combatant = Mobile.FocusMob;
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Action = ActionType.Combat;
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return true;
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}
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if (Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
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{
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this.DebugSayFormatted($"I cannot find {combatant.Name}, so my guard is up.");
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Action = ActionType.Guard;
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return false;
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}
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this.DebugSayFormatted($"I cannot reach {combatant.Name} but continuing to try.");
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return true;
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}
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public override bool DoActionGuard()
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{
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if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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{
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this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking.");
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Mobile.Combatant = Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionGuard();
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}
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return true;
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}
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public override bool DoActionFlee()
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{
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if (Mobile.Hits > Mobile.HitsMax * FleeHealthThreshold)
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{
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DebugSay("I am stronger now, so I will continue fighting.");
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Action = ActionType.Combat;
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}
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else
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{
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Mobile.FocusMob = Mobile.Combatant;
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base.DoActionFlee();
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}
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return true;
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}
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}
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