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.
187 lines
4.2 KiB
C#
187 lines
4.2 KiB
C#
using ModernUO.Serialization;
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using Server.Collections;
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using Server.ContextMenus;
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using Server.Items;
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namespace Server.Mobiles;
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[SerializationGenerator(0, false)]
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public abstract partial class BaseFamiliar : BaseCreature
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{
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private bool m_LastHidden;
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public BaseFamiliar() : base(AIType.AI_Melee)
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{
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SetSpeed(0.1, 0.11);
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}
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public override bool BardImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public override bool Commandable => false;
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public override bool IgnoreMobiles => true;
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public override bool PlayerRangeSensitive => false;
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public virtual void RangeCheck()
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{
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if (Deleted || ControlMaster?.Deleted != false)
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{
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return;
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}
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var range = RangeHome - 2;
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if (InRange(ControlMaster.Location, RangeHome))
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{
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return;
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}
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var master = ControlMaster;
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var m_Loc = Point3D.Zero;
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if (Map != master.Map)
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{
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return;
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}
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var x = X > master.X ? master.X + range : master.X - range;
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var y = Y > master.Y ? master.Y + range : master.Y - range;
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for (var i = 0; i < 10; i++)
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{
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m_Loc.X = x + Utility.RandomMinMax(-1, 1);
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m_Loc.Y = y + Utility.RandomMinMax(-1, 1);
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m_Loc.Z = Map.GetAverageZ(m_Loc.X, m_Loc.Y);
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if (Map.CanSpawnMobile(m_Loc))
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{
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break;
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}
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m_Loc = master.Location;
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}
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if (!Deleted)
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{
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SetLocation(m_Loc, true);
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}
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}
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public override void OnThink()
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{
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var master = ControlMaster;
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if (Deleted)
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{
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return;
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}
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if (master?.Deleted != false)
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{
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DropPackContents();
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EndRelease(null);
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return;
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}
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RangeCheck();
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if (m_LastHidden != master.Hidden)
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{
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Hidden = m_LastHidden = master.Hidden;
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}
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if (AIObject?.WalkMobileRange(master, 5, 1, 1) == true)
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{
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Warmode = master.Warmode;
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Combatant = master.Combatant;
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CurrentSpeed = 0.1;
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}
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else
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{
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Warmode = false;
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FocusMob = Combatant = null;
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CurrentSpeed = 0.01;
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}
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}
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public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, ref list);
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if (from.Alive && Controlled && from == ControlMaster && from.InRange(this, 14))
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{
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list.Add(new ReleaseEntry());
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}
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}
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public virtual void BeginRelease(Mobile from)
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{
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if (!Deleted && Controlled && from == ControlMaster && from.CheckAlive())
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{
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EndRelease(from);
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}
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}
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public virtual void EndRelease(Mobile from)
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{
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if (from?.CheckAlive() != false && !Deleted && Controlled && from == ControlMaster)
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{
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Effects.SendLocationParticles(
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EffectItem.Create(Location, Map, EffectItem.DefaultDuration),
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0x3728,
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1,
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13,
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2100,
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3,
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5042,
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0
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);
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PlaySound(0x201);
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Delete();
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}
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}
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public virtual void DropPackContents()
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{
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var map = Map;
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var pack = Backpack;
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if (map == null || map == Map.Internal || pack == null)
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{
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return;
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}
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using var queue = pack.EnumerateItems();
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while (queue.Count > 0)
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{
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queue.Dequeue().MoveToWorld(Location, map);
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}
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}
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[AfterDeserialization(false)]
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private void AfterDeserialization()
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{
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DropPackContents();
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Delete();
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}
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private class ReleaseEntry : ContextMenuEntry
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{
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public ReleaseEntry() : base(6118, 14)
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{
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}
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public override void OnClick(Mobile from, IEntity target)
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{
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if (from.CheckAlive() && target is BaseFamiliar { Deleted: false, Controlled: true } familiar &&
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from == familiar.ControlMaster)
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{
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familiar.BeginRelease(from);
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}
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}
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}
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}
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