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.
150 lines
4.4 KiB
C#
150 lines
4.4 KiB
C#
using ModernUO.Serialization;
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namespace Server.Mobiles
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{
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[SerializationGenerator(0, false)]
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public partial class EnragedRabbit : BaseEnraged
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{
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public EnragedRabbit(Mobile summoner) : base(summoner) => Body = 0xcd;
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public override string CorpseName => "a hare corpse";
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public override string DefaultName => "a rabbit";
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public override int GetAttackSound() => 0xC9;
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public override int GetHurtSound() => 0xCA;
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public override int GetDeathSound() => 0xCB;
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}
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[SerializationGenerator(0, false)]
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public partial class EnragedHart : BaseEnraged
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{
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public EnragedHart(Mobile summoner) : base(summoner) => Body = 0xea;
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public override string CorpseName => "a deer corpse";
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public override string DefaultName => "a great hart";
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public override int GetAttackSound() => 0x82;
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public override int GetHurtSound() => 0x83;
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public override int GetDeathSound() => 0x84;
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}
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[SerializationGenerator(0, false)]
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public partial class EnragedHind : BaseEnraged
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{
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public EnragedHind(Mobile summoner) : base(summoner) => Body = 0xed;
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public override string CorpseName => "a deer corpse";
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public override string DefaultName => "a hind";
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public override int GetAttackSound() => 0x82;
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public override int GetHurtSound() => 0x83;
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public override int GetDeathSound() => 0x84;
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}
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[SerializationGenerator(0, false)]
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public partial class EnragedBlackBear : BaseEnraged
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{
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public EnragedBlackBear(Mobile summoner) : base(summoner)
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{
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Body = 0xd3;
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BaseSoundID = 0xa3;
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}
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public override string CorpseName => "a bear corpse";
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public override string DefaultName => "a black bear";
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}
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[SerializationGenerator(0, false)]
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public partial class EnragedEagle : BaseEnraged
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{
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public EnragedEagle(Mobile summoner) : base(summoner)
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{
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Body = 0x5;
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BaseSoundID = 0x2ee;
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}
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public override string CorpseName => "an eagle corpse";
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public override string DefaultName => "an eagle";
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}
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[SerializationGenerator(0, false)]
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public partial class BaseEnraged : BaseCreature
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{
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public BaseEnraged(Mobile summoner) : base(AIType.AI_Melee)
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{
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SetStr(50, 200);
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SetDex(50, 200);
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/*
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* On OSI, all stats are random 50-200, but
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* str is never less than hits, and dex is never
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* less than stam.
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*/
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SetHits(50, Str);
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SetStam(50, Dex);
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Karma = -1000;
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Tamable = false;
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SummonMaster = summoner;
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}
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public override void OnThink()
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{
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if (SummonMaster?.Deleted != false)
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{
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Delete();
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}
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/*
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On OSI, without combatant, they behave as if they have been
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given "come" command, ie they wander towards their summoner,
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but never actually "follow".
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*/
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else if (!Combat(this))
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{
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AIObject?.MoveTo(SummonMaster, 5);
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}
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/*
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On OSI, if the summon attacks a mobile, the summoner meer also
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attacks them, regardless of karma, etc. as long as the combatant
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is a player or controlled/summoned, and the summoner is not already
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engaged in combat.
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*/
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else if (!Combat(SummonMaster))
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{
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if (Combatant.Player || Combatant is BaseCreature bc && (bc.Controlled || bc.SummonMaster != null))
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{
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SummonMaster.Combatant = Combatant;
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}
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}
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else
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{
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base.OnThink();
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}
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}
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private bool Combat(Mobile mobile)
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{
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var combatant = mobile.Combatant;
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return combatant?.Deleted == false && !combatant.IsDeadBondedPet && combatant.Alive;
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}
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public override void OnSingleClick(Mobile from)
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{
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base.OnSingleClick(from);
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PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1060768, from.NetState); // enraged
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}
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public override void AddNameProperties(IPropertyList list)
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{
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base.AddNameProperties(list);
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list.Add(1060768); // enraged
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}
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}
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}
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