ModernUO/Projects/UOContent/Mobiles/AI/BaseAI/AIMovement.cs
Kamron Batman 1e891094fe
fix(ai): FamiliarAI owns familiar movement and combat; herding reaches its tile; ForcedAI read once (#2644)
## Problem

`BaseFamiliar.OnThink` drove its own movement (`WalkMobileRange` toward the master) while the familiar was also a controlled pet running `Obey()`. `Summon → SetControlMaster` issues `Come`; `DoOrderCome` converts it to `Stay` within two tiles and anchors `Home`; from then on `OnThink` walked toward the caster while `DoOrderStay` greedy-stepped back toward the stale post — the backtracking. Combat never approached anything: main only copied `Combatant` while already adjacent to the caster. `CurrentSpeed = 0.01` was a 10 ms think / 50 ms step sprint hack, and `RangeCheck` teleported the familiar to a spot eight tiles *from* the caster.

## Change

A dedicated `FamiliarAI : BaseAI` (registered through `ForcedAI`, like `CloneAI`) owns every familiar decision, for both the controlled (`Obey`) and uncontrolled (`Think`) dispatch:

1. **Lifecycle** — caster gone → drop pack, delete. Caster on another map → stand down and wait for `TeleportPets`.
2. **Herding** (Dark Tides) — stands down, then `CheckHerding()`. Outranks combat.
3. **Assist** — combat-capable familiars (dark wolf, vampire bat, horde minion) engage the caster's target; otherwise anything in a fight with the caster's side — attacked the caster or the familiar, or attacked by the caster (a pet's attack is credited to the caster) — that is still fighting the caster, the familiar, or one of the caster's pets. Leashed to `RangePerception` of the caster; dropped when the caster hides. Shadow wisp and death adder never fight (`AssistsMaster => false`, enforced at the `Combatant` setter so no path can hand them a target).
4. **Follow** — `MoveTo(master, 1)` through the centralized `ApproachTarget` (greedy step / persistent `PathFollower` / stall detection).
5. **Keep-up** — snap to a validated tile beside the caster (on the caster's floor) when outpaced on open ground beyond 10 tiles, or when `ApproachTarget` gave up; never while a detour is working.

**Command immunity** is expressed inside the order machinery rather than around it: `FamiliarAI.IssueOrder` does nothing and rests the order on `Come`, so `TeleportPets` keeps working and no system-issued `Attack` (retaliation on ML's stand-down rule) can strand the familiar. `StandsDownOnCommand => false` so the ML rule never mutes it.

**Visibility** mirrors the caster from the familiar's own state (a step reveals a hidden NPC in `Mobile.OnMove`; the old cache compared the caster's previous state), `RevealingAction` is suppressed while the caster is hidden, and becoming hidden drops Warmode so no swing gives the caster away.

**Speed** is a flat 0.1 (`ReduceSpeedWithDamage => false`).

### Engine-side (all `Projects/UOContent`)

- `ApproachTarget` records which exit it took in `BaseAI.LastApproach` (`ApproachOutcome`: Arrived / Waiting / DirectProgress / Routing / Blocked / GaveUp / InvalidGoal). Callers' booleans are unchanged; keep-up reads this instead of running a second scheduler. `MoveTo`'s arrival return now also clears the move intent, as `ApproachTarget`'s own arrival does.
- `MoveToPoint(goal, range = 1)`; `CheckHerding` passes 0. **Fixes a main regression from #2591:** herding stopped one tile short, never cleared `TargetLocation`, and left the creature pinned to the herding pace — affects the shepherd's crook and the Dark Tides scroll fetch for every herded creature, not just familiars.
- `ChangeAIType` reads `ForcedAI` once. It read it twice, and each `BaseAI` ctor activates its timer for a non-sector-gated creature, so a `ForcedAI` creature with `PlayerRangeSensitive => false` got an orphan AI ticking it.

## Tests

`FamiliarAITests` are timer-wheel driven (the real `AITimer` thinks and moves; `PetPacingTests` style) against live Trammel statics, gated on client map data: follow without backtracking, the five-way assist theory, leash, retaliation, aggressor fallback (caster's own `Combatant` expired; caster's pet in the fight), target dropped when it stops fighting, keep-up on open ground / not while routing / after give-up, hidden mirror across steps, herding priority with a visible fighting caster, stand-down when left behind, no stale move intent. `ApproachOutcomeTests`, `HerdingTests` (fails on main), `ForcedAITests` (fails on main) cover the engine-side pieces.

Against `origin/main` with the familiar tests dropped in: 16/16 fail, including the reported backtracking. On this branch: `UOContent.Tests` 1082 passed / 2 skipped, `Server.Tests` 891/891, solution builds with 0 warnings.
2026-09-14 23:14:30 -07:00

749 lines
24 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: AIMovement.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System;
using System.Runtime.CompilerServices;
using Server.Collections;
using Server.Items;
using MoveImpl = Server.Movement.MovementImpl;
using Moves = Server.Movement.Movement;
namespace Server.Mobiles;
public abstract partial class BaseAI
{
// --- Centralized progress-based approach state (see ApproachTarget) ---------------
// Consecutive move-eligible ticks a creature may fail to improve its best distance to a
// STATIONARY goal before it gives up and idles. A moving goal (an active chase) never
// triggers give-up. Must exceed the longest no-improvement stretch of a valid detour
// (the Britain Inn detour's is ~13 ticks), with margin; this also bounds the largest
// concave detour a creature will navigate before idling on a stationary goal.
private const int ApproachGiveUpTicks = 40;
private Mobile _approachGoal;
private Point3D _approachGoalLoc;
private double _approachBestDist;
private int _approachStallTicks;
private bool _approachGaveUp;
private Point3D _approachGaveUpGoalLoc;
/// <summary>Which exit the last <see cref="ApproachTarget"/> (via <see cref="MoveTo"/> or
/// <see cref="WalkMobileRange"/>) took. A <see cref="WalkMobileRange"/> retreat step does not
/// classify.</summary>
public ApproachOutcome LastApproach { get; private set; }
// --- Move intent (see ContinueMove) ------------------------------------------------
// Durable movement goal renewed by en-route ApproachTarget/MoveToPoint calls; while
// live, the AITimer wakes at NextMove between think ticks to advance the step.
private Mobile _moveIntentTarget;
private IPoint3D _moveIntentPoint;
private int _moveIntentRange;
private long _moveIntentExpire;
// Inflates a step delay while badly hurt; computed from the passed base so it cannot
// compound across steps. Damage slows steps, never decisions.
public static double BadlyHurtMoveDelay(BaseCreature bc, double delay)
{
var statMin = Core.HS ? bc.Stam : bc.Hits;
var statMax = Core.HS ? bc.StamMax : bc.HitsMax;
if (!bc.IsDeadPet && (bc.ReduceSpeedWithDamage || bc.IsSubdued)
&& statMax > 0 && statMin < statMax * 0.3)
{
var stat = (double)statMin / statMax;
if (stat < 0.1) { return delay + 0.15; }
if (stat < 0.2) { return delay + 0.1; }
return delay + 0.05;
}
return delay;
}
public bool CanMoveNow(out double delay)
{
delay = 0.0;
return Core.TickCount - NextMove >= 0;
}
// Seconds per step as the client observes it: the move clock plus the hurt inflation.
private double EffectiveStepDelay()
{
var stepDelay = Mobile.CurrentMoveSpeed;
return Core.AOS && IsFollowingMaster() ? stepDelay : BadlyHurtMoveDelay(Mobile, stepDelay);
}
// The Running bit only selects the client's per-step interpolation (walk 400ms / run
// 200ms on foot, 200/100 mounted). A step shorter than the walk time must run or the
// client falls behind and snaps — but an isolated step (after standing at least a walk
// interval) renders alone and darts if run-flagged, so it goes out as a walk. A true
// sprinter always runs: a walk-rendered first step would flood the client's queue.
public bool ShouldRun()
{
var mounted = Mobile.Mounted || Mobile.Flying;
var walkDelay = mounted ? Moves.WalkMountDelay : Moves.WalkFootDelay;
var pace = EffectiveStepDelay() * 1000;
if (pace >= walkDelay)
{
return false;
}
var runDelay = mounted ? Moves.RunMountDelay : Moves.RunFootDelay;
return pace < runDelay || Core.TickCount - Mobile.LastMoveTime < walkDelay;
}
// One step per period, paced from the step just taken — no debt accrual: repaying a
// late step with a quicker follow-up puts two steps ~100ms apart, which renders as a
// dart. In continuous pursuit the move-wake lands within wheel resolution of this
// deadline, so the only cost is single-digit-ms drift per step.
private void ConsumeMoveBudget()
{
NextMove = Core.TickCount + Math.Max(50, (long)(EffectiveStepDelay() * 1000));
}
public virtual bool CheckMove() => !(Mobile.Deleted || Mobile.DisallowAllMoves);
public virtual bool DoMove(Direction d, bool badStateOk = false) => IsMoveSuccessful(DoMoveImpl(d, badStateOk), badStateOk);
private static bool IsMoveSuccessful(MoveResult res, bool badStateOk) =>
res is MoveResult.Success or MoveResult.SuccessAutoTurn
|| badStateOk && res == MoveResult.BadState;
public virtual MoveResult DoMoveImpl(Direction d, bool badStateOk)
{
if (IsInBadState() || !CanMoveNow(out _))
{
return MoveResult.BadState;
}
d = (d & Direction.Mask) | (ShouldRun() ? Direction.Running : 0);
if ((Mobile.Direction & Direction.Mask) != (d & Direction.Mask))
{
Mobile.Direction = d;
}
Mobile.Pushing = false;
var mobDirection = Mobile.Direction;
if (TryMove(d))
{
// Obeying pets are paced by their order handlers.
if (!IsObeyingMoveOrder())
{
if (Mobile.Warmode || Mobile.Combatant != null)
{
Mobile.SetCurrentSpeedToActive();
}
else
{
Mobile.SetCurrentSpeedToPassive();
}
}
ConsumeMoveBudget();
return MoveResult.Success;
}
if ((mobDirection & Direction.Mask) != (d & Direction.Mask))
{
Mobile.Direction = d;
return MoveResult.SuccessAutoTurn;
}
return HandleBlockedMovement(d);
}
private bool TryMove(Direction d)
{
MoveImpl.IgnoreMovableImpassables = Mobile.CanMoveOverObstacles && !Mobile.CanDestroyObstacles;
var result = Mobile.Move(d);
MoveImpl.IgnoreMovableImpassables = false;
return result;
}
private bool IsInBadState() =>
Mobile == null || Mobile.Deleted || Mobile.Frozen || Mobile.Paralyzed ||
Mobile.Spell?.IsCasting == true || Mobile.DisallowAllMoves;
private MoveResult HandleBlockedMovement(Direction d)
{
var wasPushing = Mobile.Pushing;
if ((Mobile.CanOpenDoors || Mobile.CanDestroyObstacles) && !TryClearObstacles(d))
{
return MoveResult.Success;
}
return TryAlternateMovement(wasPushing);
}
private MoveResult TryAlternateMovement(bool wasPushing)
{
var offset = Utility.Random(2) == 0 ? 1 : -1;
for (var i = 0; i < 2; ++i)
{
Mobile.TurnInternal(offset);
if (Mobile.Move(Mobile.Direction))
{
ConsumeMoveBudget();
return MoveResult.SuccessAutoTurn;
}
}
return wasPushing ? MoveResult.BadState : MoveResult.Blocked;
}
private bool TryClearObstacles(Direction d)
{
DebugSay("My movement is blocked. Trying to push through.");
var map = Mobile.Map;
if (map == null) { return true; }
var (x, y) = GetOffsetLocation(d);
var queue = GatherObstacles(x, y, out var destroyables);
if (destroyables > 0)
{
Effects.PlaySound(new Point3D(x, y, Mobile.Z), Mobile.Map, 0x3B3);
}
try
{
return ProcessObstacles(ref queue, d);
}
finally
{
queue.Dispose();
}
}
private (int x, int y) GetOffsetLocation(Direction d)
{
var x = Mobile.X;
var y = Mobile.Y;
Movement.Movement.Offset(d, ref x, ref y);
return (x, y);
}
private PooledRefQueue<Item> GatherObstacles(int x, int y, out int destroyables)
{
var queue = PooledRefQueue<Item>.Create();
destroyables = 0;
foreach (var item in Mobile.Map.GetItemsInRange(new Point2D(x, y), 1))
{
if (IsValidDoor(item, x, y) || IsValidDestroyableItem(item))
{
queue.Enqueue(item);
if (item is not BaseDoor)
{
destroyables++;
}
}
}
return queue;
}
private bool IsValidDoor(Item item, int x, int y)
{
if (!Mobile.CanOpenDoors || item is not BaseDoor door)
{
return false;
}
if (door.Z + door.ItemData.Height <= Mobile.Z || Mobile.Z + 16 <= door.Z)
{
return false;
}
if (door.X != x || door.Y != y)
{
return false;
}
return !door.Locked || !door.UseLocks();
}
private bool IsValidDestroyableItem(Item item)
{
if (!Mobile.CanDestroyObstacles || !item.Movable || !item.ItemData.Impassable)
{
return false;
}
if (item.Z + item.ItemData.Height <= Mobile.Z || Mobile.Z + 16 <= item.Z)
{
return false;
}
return Mobile.InRange(item.GetWorldLocation(), 1);
}
private bool ProcessObstacles(ref PooledRefQueue<Item> queue, Direction d)
{
if (queue.Count == 0) { return true; }
while (queue.Count > 0)
{
ProcessObstacle(queue.Dequeue(), ref queue);
}
return !Mobile.Move(d);
}
private void ProcessObstacle(Item item, ref PooledRefQueue<Item> queue)
{
if (item is BaseDoor door)
{
DebugSay("Opening the door.");
door.Use(Mobile);
}
else
{
this.DebugSayFormatted($"Destroying item: {item.GetType().Name}");
if (item is Container cont)
{
ProcessContainer(cont, ref queue);
cont.Destroy();
}
else
{
item.Delete();
}
}
}
private void ProcessContainer(Container cont, ref PooledRefQueue<Item> queue)
{
foreach (var check in cont.Items)
{
if (check.Movable && check.ItemData.Impassable && cont.Z + check.ItemData.Height > Mobile.Z)
{
queue.Enqueue(check);
}
}
}
/// <summary>
/// Centralized "move toward <paramref name="target"/> until within
/// <paramref name="range"/>" decision shared by MoveTo and WalkMobileRange. A greedy
/// step is taken only when it actually gets the creature closer; a blocked step or an
/// auto-turn sidestep that made no progress falls through to a persistent PathFollower
/// that routes around the obstacle and is never discarded by a greedy step. A
/// best-distance stall counter idles the creature if an in-range goal is genuinely
/// unreachable, without ever abandoning a real chase or detour.
/// </summary>
protected bool ApproachTarget(Mobile target, int range)
{
if (Mobile.Deleted || Mobile.DisallowAllMoves || target?.Deleted != false)
{
LastApproach = ApproachOutcome.InvalidGoal;
ClearMoveIntent();
return false;
}
if (Mobile.InRange(target, range))
{
LastApproach = ApproachOutcome.Arrived;
ResetApproach();
ClearMoveIntent();
return true;
}
// Already gave up on this exact (unreachable) goal: idle until it moves.
if (_approachGaveUp && _approachGoal == target)
{
if (target.Location == _approachGaveUpGoalLoc)
{
LastApproach = ApproachOutcome.GaveUp;
ClearMoveIntent();
return false;
}
ResetApproach(); // target moved — try again fresh
}
RenewMoveIntent(target, null, range);
// FAST PATH: greedy step toward the target, counted as success ONLY when the move
// fully succeeded (not an auto-turn sidestep) and actually got us closer. An
// auto-turn sidestep can reduce Euclidean distance while moving in the wrong
// direction (e.g., east when the true route requires going south-first around a
// concave obstacle); treating it as progress would discard a PathFollower that is
// the only way to navigate. A blocked step or a non-Success result falls through to
// the planner immediately.
if (Path == null && Mobile.InLOS(target))
{
var distBefore = Mobile.GetDistanceToSqrt(target);
var res = DoMoveImpl(Mobile.GetDirectionTo(target), true);
if (res == MoveResult.BadState)
{
LastApproach = ApproachOutcome.Waiting;
return true; // not allowed to move this tick (frozen/casting/throttled); not a failure
}
if (res == MoveResult.Success && Mobile.GetDistanceToSqrt(target) < distBefore)
{
LastApproach = ApproachOutcome.DirectProgress;
ResetApproach();
return true; // healthy en-route progress
}
// else: fall through; let the PathFollower route around the obstacle.
}
// PLANNING PATH: a persistent PathFollower, never discarded by a greedy step.
if (Path == null || Path.Goal != target)
{
Path = new PathFollower(Mobile, target) { Mover = DoMoveImpl };
}
// Sample move-eligibility BEFORE the attempt: a successful step consumes the move
// budget, which would mask stall accounting and the progress signal.
var couldMove = CanMoveNow(out _) && !IsInBadState();
var locBefore = Mobile.Location;
if (Path.Follow(range))
{
LastApproach = ApproachOutcome.Arrived;
ResetApproach();
return true;
}
TrackApproachProgress(target, couldMove);
if (_approachGaveUp)
{
LastApproach = ApproachOutcome.GaveUp;
return false;
}
// En-route progress is success; failure only when a move-eligible tick took no step
// (no working path).
var progressed = Mobile.Location != locBefore || !couldMove;
LastApproach = progressed ? ApproachOutcome.Routing : ApproachOutcome.Blocked;
return progressed;
}
/// <summary>
/// Walks toward a fixed point (e.g. a target's last-known position), pathfinding around
/// obstacles, until within <paramref name="range"/> (0 = onto the tile). Returns false on
/// arrival or when genuinely unable to make progress.
/// </summary>
public bool MoveToPoint(IPoint3D goal, int range = 1)
{
if (Mobile.Deleted || Mobile.DisallowAllMoves || goal == null)
{
ClearMoveIntent();
return false;
}
if (Path?.Goal != goal)
{
Path = new PathFollower(Mobile, goal) { Mover = DoMoveImpl };
}
RenewMoveIntent(null, goal, range);
var couldMove = CanMoveNow(out _) && !IsInBadState();
var locBefore = Mobile.Location;
if (Path.Follow(range))
{
Path = null;
ClearMoveIntent();
return false; // arrived
}
var progressed = Mobile.Location != locBefore || !couldMove;
if (!progressed)
{
ClearMoveIntent();
}
return progressed;
}
/// <summary>
/// Best-distance stuck detection. A creature making real headway keeps lowering its
/// closest-ever distance to the goal (a detour's outbound leg pauses that, but it
/// resumes once the creature rounds the obstacle). A creature that cannot reach a
/// STATIONARY goal never lowers it and, after <see cref="ApproachGiveUpTicks"/> ticks,
/// gives up and idles. A MOVING goal (an active chase) resets the baseline every tick,
/// so chases never give up even when the gap holds constant.
/// </summary>
private void TrackApproachProgress(Mobile target, bool couldMove)
{
if (!couldMove)
{
return; // a tick that was never allowed to move (stun, stall) is not a stall
}
var dist = Mobile.GetDistanceToSqrt(target);
var goalLoc = target.Location;
// New goal, or the goal moved (active chase): reset the stall baseline. Clearing the
// give-up flag here prevents a prior goal's give-up state from leaking onto a new one.
if (_approachGoal != target || goalLoc != _approachGoalLoc)
{
_approachGoal = target;
_approachGoalLoc = goalLoc;
_approachBestDist = dist;
_approachStallTicks = 0;
_approachGaveUp = false;
return;
}
// Stationary goal: getting closer than ever resets the stall.
if (dist < _approachBestDist)
{
_approachBestDist = dist;
_approachStallTicks = 0;
return;
}
if (++_approachStallTicks >= ApproachGiveUpTicks)
{
_approachGaveUp = true;
_approachGaveUpGoalLoc = goalLoc;
Path = null;
ClearMoveIntent();
}
}
/// <summary>Clears all approach state (called on arrival, real greedy progress, or when
/// a given-up goal moves).</summary>
private void ResetApproach()
{
Path = null;
_approachGoal = null;
_approachGoalLoc = Point3D.Zero;
_approachBestDist = 0;
_approachStallTicks = 0;
_approachGaveUp = false;
}
/// <summary>Drops the path, stall state, and move intent (after a relocation).</summary>
public void ResetApproachState()
{
ResetApproach();
ClearMoveIntent();
}
private void RenewMoveIntent(Mobile target, IPoint3D point, int range)
{
_moveIntentTarget = target;
_moveIntentPoint = point;
_moveIntentRange = range;
// A live pursuit renews every think tick; unrenewed intent dies on its own.
_moveIntentExpire = Core.TickCount + (long)(Mobile.CurrentSpeed * 2000) + 250;
}
public void ClearMoveIntent()
{
_moveIntentTarget = null;
_moveIntentPoint = null;
}
/// <summary>
/// True while a durable movement goal is live; <paramref name="nextMove"/> is the tick
/// the movement budget elapses.
/// </summary>
public bool TryGetMoveWake(out long nextMove)
{
nextMove = NextMove;
return (_moveIntentTarget != null || _moveIntentPoint != null) && Core.TickCount - _moveIntentExpire < 0;
}
/// <summary>
/// Advances the current pursuit/investigation by one step on a movement-clock wake;
/// no decisions run.
/// </summary>
public void ContinueMove()
{
if (!TryGetMoveWake(out var nextMove) || Core.TickCount - nextMove < 0)
{
return;
}
if (_moveIntentTarget != null)
{
ApproachTarget(_moveIntentTarget, _moveIntentRange);
}
else
{
MoveToPoint(_moveIntentPoint, _moveIntentRange);
}
}
public virtual bool MoveTo(Mobile m, int range)
{
if (Mobile.Deleted || Mobile.DisallowAllMoves || m?.Deleted != false)
{
LastApproach = ApproachOutcome.InvalidGoal;
ClearMoveIntent();
return false;
}
if (Mobile.InRange(m, range))
{
LastApproach = ApproachOutcome.Arrived;
ResetApproach();
ClearMoveIntent();
return true;
}
if (UseGroupMovement(m, range))
{
return MoveToWithGroup(this, m, range);
}
return ApproachTarget(m, range);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool IsFollowingMaster() =>
Mobile.Controlled &&
Mobile.ControlOrder == OrderType.Follow &&
Mobile.ControlTarget == Mobile.ControlMaster &&
Mobile.Combatant == null;
// Following its master, or guarding from outside guard range. FollowMoveSpeed caps the step
// delay while this holds.
public bool IsPacingToMaster()
{
if (!Mobile.Controlled || Mobile.Combatant != null)
{
return false;
}
return Mobile.ControlOrder switch
{
OrderType.Follow => Mobile.ControlTarget == Mobile.ControlMaster,
OrderType.Guard => Mobile.ControlMaster?.Deleted == false &&
(int)Mobile.GetDistanceToSqrt(Mobile.ControlMaster) > GuardRange,
_ => false
};
}
// A pet executing a movement order outside combat; its order handler owns its speed.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool IsObeyingMoveOrder() =>
Mobile.Controlled &&
Mobile.Combatant == null &&
Mobile.ControlOrder is OrderType.Come or OrderType.Follow or OrderType.Guard;
private bool MoveToWithCollisionAvoidance(Mobile target, int range)
{
var direction = Mobile.GetDirectionTo(target);
// Wall-slide auto-turns must not count as progress, or a creature pinned on
// geometry reports success forever.
var res = DoMoveImpl(direction, true);
if (res is MoveResult.Success or MoveResult.BadState)
{
return true;
}
for (var i = 1; i <= 3; i++)
{
var clockwise = (Direction)(((int)direction + i) % 8);
if (DoMoveImpl(clockwise, true) == MoveResult.Success)
{
return true;
}
var counterclockwise = (Direction)(((int)direction - i + 8) % 8);
if (DoMoveImpl(counterclockwise, true) == MoveResult.Success)
{
return true;
}
}
// Tactical sidesteps exhausted — route around the obstacle via the centralized
// approach primitive (persistent PathFollower, no oscillation).
return ApproachTarget(target, range);
}
public virtual bool WalkMobileRange(Mobile m, int iSteps, int iWantDistMin, int iWantDistMax)
{
if (Mobile.Deleted || Mobile.DisallowAllMoves || m == null)
{
LastApproach = ApproachOutcome.InvalidGoal;
return false;
}
for (var i = 0; i < iSteps; i++)
{
var iCurrDist = (int)Mobile.GetDistanceToSqrt(m);
if (iCurrDist >= iWantDistMin && iCurrDist <= iWantDistMax)
{
LastApproach = ApproachOutcome.Arrived;
return true;
}
if (!MoveTowardsOrAwayFrom(m, iCurrDist, iWantDistMax))
{
return false;
}
}
var dist = Mobile.GetDistanceToSqrt(m);
return dist >= iWantDistMin && dist <= iWantDistMax;
}
private bool MoveTowardsOrAwayFrom(Mobile m, int iCurrDist, int iWantDistMax)
{
if (iCurrDist > iWantDistMax)
{
// Too far: approach via the centralized progress-based primitive.
return ApproachTarget(m, iWantDistMax);
}
// Too close: back away. Retreat keeps the simple greedy behavior (out of scope).
if (DoMove(m.GetDirectionTo(Mobile), true))
{
Path = null;
return true;
}
return false;
}
}