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.
This commit is contained in:
parent
459674ce3b
commit
1e891094fe
18 changed files with 1265 additions and 115 deletions
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using System.Collections.Generic;
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using Server;
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using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Server.Tests;
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using Server.Tests.Mobiles.AI;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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// Driven manually against live map statics; the pathfinder's buffers are not reentrant.
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[Collection("Sequential Pathfinding Tests")]
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public class ApproachOutcomeTests
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{
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private sealed class Stub : BaseCreature
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{
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public Stub(Serial serial) : base(serial) => Body = 0xC9;
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}
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private sealed class Target : Mobile
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{
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public Target() => Body = 0xC9;
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}
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private static (Stub bc, BaseAI ai) NewFollower(Map map, int x, int y)
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{
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map.GetAverageZ(x, y, out _, out var z, out _);
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var bc = new Stub(World.NewMobile);
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bc.DefaultMobileInit();
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bc.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
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BaseAI ai = new AnimalAI(bc);
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ai.AITimer?.Stop();
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return (bc, ai);
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}
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private static Target NewTarget(Map map, int x, int y)
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{
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map.GetAverageZ(x, y, out _, out var z, out _);
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var t = new Target();
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t.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
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return t;
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}
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[SkippableFact]
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public void OpenGround_ReportsDirectProgress_ThenArrived()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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var (bc, ai) = NewFollower(map, 1500, 1600);
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var target = NewTarget(map, 1497, 1600);
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StepCache.Instance.Clear();
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try
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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Assert.Equal(ApproachOutcome.DirectProgress, ai.LastApproach);
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ai.MoveTo(target, 1); // budget consumed: no step
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Assert.Equal(ApproachOutcome.Waiting, ai.LastApproach);
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ai.NextMove = 0;
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ai.MoveTo(target, 1); // lands adjacent: still a progress step
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Assert.Equal(ApproachOutcome.DirectProgress, ai.LastApproach);
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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Assert.Equal(ApproachOutcome.Arrived, ai.LastApproach);
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}
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finally
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{
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bc.Delete();
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target.Delete();
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}
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}
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[SkippableFact]
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public void WalledTarget_ReportsGaveUp()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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var (bc, ai) = NewFollower(map, 1500, 1601);
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var target = NewTarget(map, 1500, 1596);
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var ring = new List<Item>();
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var id = ApproachTargetTests.FirstImpassableItemId();
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Assert.NotEqual<ushort>(0, id);
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// Impassable ring around the target: unreachable.
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for (var x = 1499; x <= 1501; x++)
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{
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for (var y = 1595; y <= 1597; y++)
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{
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if (x == 1500 && y == 1596)
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{
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continue;
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}
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map.GetAverageZ(x, y, out _, out var rz, out _);
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ring.Add(new Item(World.NewItem) { ItemID = id, Map = map, Location = new Point3D(x, y, (sbyte)rz) });
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}
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}
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StepCache.Instance.Clear();
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try
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{
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var sawRouting = false;
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for (var i = 0; i < 120; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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sawRouting |= ai.LastApproach is ApproachOutcome.Routing or ApproachOutcome.Blocked;
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}
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Assert.True(sawRouting, "a walled target must route or block before giving up");
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Assert.Equal(ApproachOutcome.GaveUp, ai.LastApproach);
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}
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finally
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{
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bc.Delete();
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target.Delete();
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for (var i = 0; i < ring.Count; i++)
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{
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ring[i].Delete();
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}
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}
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}
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}
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@ -49,7 +49,7 @@ public class ApproachTargetTests
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return false;
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}
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private static ushort FirstImpassableItemId()
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internal static ushort FirstImpassableItemId()
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{
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for (ushort id = 1; id < TileData.MaxItemValue; id++)
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{
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557
Projects/UOContent.Tests/Tests/Mobiles/AI/FamiliarAITests.cs
Normal file
557
Projects/UOContent.Tests/Tests/Mobiles/AI/FamiliarAITests.cs
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@ -0,0 +1,557 @@
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using System;
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using System.Collections.Generic;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Tests;
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using Server.Tests.Mobiles.AI;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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// Timer-wheel driven (the real AITimer thinks and moves) against live Trammel statics.
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[Collection("Sequential Pathfinding Tests")]
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public class FamiliarAITests : IDisposable
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{
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// NPCSpeeds is not configured in the fixture; pin the speeds.
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private sealed class Wolf : DarkWolfFamiliar
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class Bat : VampireBatFamiliar
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class Wisp : ShadowWispFamiliar
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class Adder : DeathAdder
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class Minion : HordeMinionFamiliar
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class EnemyStub : Mobile
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{
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public EnemyStub()
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{
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Body = 0x190;
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Str = 100;
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}
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}
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private static readonly Map _map = Map.Maps[1];
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private readonly List<IEntity> _created = new();
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public FamiliarAITests()
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{
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TileDataRequirement.SkipIfMissing();
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Core._tickCount = 0;
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Timer.Init(0);
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}
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public void Dispose()
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{
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for (var i = _created.Count - 1; i >= 0; i--)
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{
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_created[i].Delete();
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}
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}
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private static Point3D At(int x, int y)
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{
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_map.GetAverageZ(x, y, out _, out var z, out _);
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return new Point3D(x, y, (sbyte)z);
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}
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private PlayerMobile Master(int x, int y)
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{
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var p = new PlayerMobile(World.NewMobile);
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p.DefaultMobileInit();
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p.Player = true;
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p.Body = 0x190;
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p.Str = p.Dex = p.Int = 100;
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p.AddItem(new Backpack());
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p.MoveToWorld(At(x, y), _map);
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_created.Add(p);
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return p;
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}
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private BaseFamiliar Familiar(int kind, PlayerMobile master, int x, int y)
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{
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BaseFamiliar f = kind switch
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{
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0 => new Wolf(),
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1 => new Bat(),
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2 => new Wisp(),
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3 => new Adder(),
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_ => new Minion()
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};
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Assert.True(BaseCreature.Summon(f, master, At(x, y), -1, TimeSpan.FromHours(1)));
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_created.Add(f);
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return f;
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}
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private EnemyStub Enemy(int x, int y)
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{
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var e = new EnemyStub();
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e.MoveToWorld(At(x, y), _map);
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_created.Add(e);
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return e;
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}
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// 8ms lockstep keeps the wheel and Core.TickCount in sync.
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private static void RunFor(long ms)
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{
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var deadline = Core._tickCount + ms;
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while (Core._tickCount - deadline < 0)
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{
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Core._tickCount += 8;
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Timer.Slice(Core._tickCount);
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}
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}
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private static bool RunUntil(Func<bool> condition, long maxMs)
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{
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var deadline = Core._tickCount + maxMs;
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while (Core._tickCount - deadline < 0)
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{
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if (condition())
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{
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return true;
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}
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Core._tickCount += 8;
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Timer.Slice(Core._tickCount);
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}
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return condition();
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}
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[SkippableFact]
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public void UsesFamiliarAI_AndStaysOnComeOrder()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1500, 1600);
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Assert.IsType<FamiliarAI>(f.AIObject);
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Assert.Equal(OrderType.Come, f.ControlOrder);
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Assert.Equal(0.1, f.ActiveSpeed);
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Assert.Equal(0.1, f.PassiveSpeed);
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}
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[SkippableFact]
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public void Follows_WithoutBacktracking()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1500, 1600);
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RunFor(400); // past the activation spread
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p.MoveToWorld(At(1494, 1600), _map);
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var best = f.GetDistanceToSqrt(p);
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var regressed = false;
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var arrived = RunUntil(
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() =>
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{
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var d = f.GetDistanceToSqrt(p);
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if (d > best + 0.01)
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{
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regressed = true;
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}
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best = Math.Min(best, d);
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return f.InRange(p, 1);
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},
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3000
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);
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Assert.True(arrived, "familiar must reach range 1 of its master");
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Assert.False(regressed, "familiar must never step away from the master while following");
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Assert.Equal(OrderType.Come, f.ControlOrder);
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Assert.Equal(Point3D.Zero, f.Home);
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}
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[SkippableFact]
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public void Orders_AreInert()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1500, 1600);
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RunFor(400);
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f.IssueOrder(OrderType.Stay, p);
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Assert.Equal(Point3D.Zero, f.Home);
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Assert.Equal(0.1, f.CurrentSpeed);
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p.MoveToWorld(At(1495, 1600), _map);
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Assert.True(RunUntil(() => f.InRange(p, 1), 3000), "a familiar under a Stay order still follows");
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}
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[SkippableTheory]
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[InlineData(0, true)] // dark wolf
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[InlineData(1, true)] // vampire bat
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[InlineData(2, false)] // shadow wisp
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[InlineData(3, false)] // death adder
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[InlineData(4, true)] // horde minion
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public void AssistsMastersTarget_OnlyIfCombatCapable(int kind, bool assists)
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{
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var p = Master(1500, 1600);
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var f = Familiar(kind, p, 1501, 1600);
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var e = Enemy(1495, 1600);
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RunFor(400);
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p.Warmode = true;
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p.Combatant = e;
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if (assists)
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{
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Assert.True(
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RunUntil(() => f.Combatant == e && f.InRange(e, f.RangeFight), 4000),
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"a combat familiar must engage the caster's target"
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);
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Assert.True(f.Warmode);
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Assert.Equal(OrderType.Come, f.ControlOrder);
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}
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else
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{
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RunFor(2000);
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Assert.Null(f.Combatant);
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Assert.False(f.Warmode);
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Assert.True(f.InRange(p, 1), "a non-combat familiar stays with the caster");
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}
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}
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[SkippableFact]
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public void DropsTarget_WhenMasterHides()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1501, 1600);
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var e = Enemy(1495, 1600);
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RunFor(400);
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p.Warmode = true;
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p.Combatant = e;
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Assert.True(RunUntil(() => f.Combatant == e, 2000));
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p.Hidden = true;
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Assert.True(RunUntil(() => f.Combatant == null && f.Hidden, 1000));
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}
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[SkippableFact]
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public void Leash_NeverEngagesATargetFarFromTheMaster()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1501, 1600);
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var e = Enemy(1500 - f.RangePerception - 4, 1600); // beyond the leash
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RunFor(400);
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p.Warmode = true;
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p.Combatant = e;
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RunFor(4000);
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Assert.Null(f.Combatant);
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Assert.True(f.InRange(p, 1), "assist must not carry the familiar past the leash");
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}
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[SkippableFact]
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public void Retaliates_IfCombatCapable_AndStaysOnComeOrder()
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{
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var p = Master(1500, 1600);
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var wolf = Familiar(0, p, 1501, 1600);
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var wisp = Familiar(2, p, 1499, 1600);
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var e = Enemy(1503, 1600);
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RunFor(400);
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// Combatant setter → DoHarmful → AggressiveAction with ChangingCombatant: the path that
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// issues a stand-down pet an Attack order.
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e.Combatant = wolf;
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Assert.True(RunUntil(() => wolf.Combatant == e, 1000), "a combat familiar fights back");
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Assert.Equal(OrderType.Come, wolf.ControlOrder);
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e.Combatant = wisp;
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RunFor(1000);
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Assert.Null(wisp.Combatant);
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Assert.False(wisp.Warmode);
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}
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[SkippableFact]
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public void KeepUp_SnapsWhenFarOnOpenGround()
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{
|
||||
var p = Master(1500, 1600);
|
||||
var f = Familiar(0, p, 1500, 1600);
|
||||
RunFor(400);
|
||||
|
||||
p.MoveToWorld(At(1500 - BaseFamiliar.KeepUpRange - 2, 1600), _map);
|
||||
RunFor(300); // one think with a greedy step
|
||||
|
||||
Assert.True(f.InRange(p, 1), "familiar must snap adjacent to a master 12 tiles away on open ground");
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void KeepUp_DoesNotSnapWhileRouting()
|
||||
{
|
||||
// Britain inn L-desk: master north, familiar south; ~17-step detour.
|
||||
var p = Master(1494, 1605);
|
||||
var f = Familiar(0, p, 1493, 1614);
|
||||
p.MoveToWorld(new Point3D(1494, 1605, 21), _map);
|
||||
f.MoveToWorld(new Point3D(1493, 1614, 20), _map);
|
||||
Server.Engines.Pathing.Cache.StepCache.Instance.Clear();
|
||||
|
||||
// Observed from the first tick so an early snap cannot hide behind "arrived".
|
||||
var teleported = false;
|
||||
var last = f.Location;
|
||||
var arrived = RunUntil(
|
||||
() =>
|
||||
{
|
||||
if (f.Location != last && !f.InRange(last, 1))
|
||||
{
|
||||
teleported = true;
|
||||
}
|
||||
|
||||
last = f.Location;
|
||||
return f.InRange(p, 1);
|
||||
},
|
||||
8000
|
||||
);
|
||||
|
||||
Assert.True(arrived, "familiar walks the detour");
|
||||
Assert.False(teleported, "a working detour must not be short-circuited by a snap");
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void KeepUp_SnapsAfterGiveUp()
|
||||
{
|
||||
var p = Master(1500, 1596);
|
||||
var f = Familiar(0, p, 1500, 1602);
|
||||
|
||||
// 5x5 ring, open 3x3 interior: a landing tile exists, no route reaches it.
|
||||
var id = ApproachTargetTests.FirstImpassableItemId();
|
||||
Assert.NotEqual<ushort>(0, id);
|
||||
|
||||
for (var x = 1498; x <= 1502; x++)
|
||||
{
|
||||
for (var y = 1594; y <= 1598; y++)
|
||||
{
|
||||
if (x is > 1498 and < 1502 && y is > 1594 and < 1598)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_map.GetAverageZ(x, y, out _, out var rz, out _);
|
||||
_created.Add(new Item(World.NewItem) { ItemID = id, Map = _map, Location = new Point3D(x, y, (sbyte)rz) });
|
||||
}
|
||||
}
|
||||
|
||||
Server.Engines.Pathing.Cache.StepCache.Instance.Clear();
|
||||
RunFor(400);
|
||||
|
||||
Assert.True(
|
||||
RunUntil(() => f.InRange(p, 1), 15000),
|
||||
"after giving up on an unreachable master the familiar snaps to it"
|
||||
);
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void MirrorsHidden_EvenWhileWalking()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var f = Familiar(0, p, 1500, 1600);
|
||||
RunFor(400);
|
||||
|
||||
p.Hidden = true;
|
||||
p.MoveToWorld(At(1495, 1600), _map);
|
||||
Assert.True(RunUntil(() => f.Hidden, 500));
|
||||
|
||||
var stayedHidden = true;
|
||||
var arrived = RunUntil(
|
||||
() =>
|
||||
{
|
||||
stayedHidden &= f.Hidden;
|
||||
return f.InRange(p, 1);
|
||||
},
|
||||
3000
|
||||
);
|
||||
|
||||
Assert.True(arrived);
|
||||
Assert.True(stayedHidden, "steps must not strip the mirror");
|
||||
|
||||
p.Hidden = false;
|
||||
Assert.True(RunUntil(() => !f.Hidden, 500));
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void Herding_TargetLocation_WinsAndClears()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var f = Familiar(4, p, 1500, 1600);
|
||||
RunFor(400);
|
||||
|
||||
var goal = new Point2D(1500, 1594);
|
||||
f.TargetLocation = goal;
|
||||
|
||||
Assert.True(RunUntil(() => f.TargetLocation == null, 6000), "familiar walks to the herding target");
|
||||
Assert.True(f.InRange(goal, 1));
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void NonCombatFamiliar_RefusesAnyCombatant()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var wisp = Familiar(2, p, 1501, 1600);
|
||||
var e = Enemy(1502, 1600);
|
||||
|
||||
wisp.Combatant = e;
|
||||
Assert.Null(wisp.Combatant);
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void HiddenCaster_FamiliarRefusesRetaliation()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var wolf = Familiar(0, p, 1501, 1600);
|
||||
var e = Enemy(1502, 1600);
|
||||
RunFor(400);
|
||||
p.Hidden = true;
|
||||
Assert.True(RunUntil(() => wolf.Hidden, 500));
|
||||
|
||||
e.Combatant = wolf;
|
||||
|
||||
// Synchronous: the veto is at the setter.
|
||||
Assert.Null(wolf.Combatant);
|
||||
Assert.False(wolf.Warmode);
|
||||
RunFor(500);
|
||||
Assert.Null(wolf.Combatant);
|
||||
Assert.True(wolf.Hidden);
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void LeftBehind_StandsDown()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var wolf = Familiar(0, p, 1501, 1600);
|
||||
var e = Enemy(1495, 1600);
|
||||
RunFor(400);
|
||||
p.Warmode = true;
|
||||
p.Combatant = e;
|
||||
Assert.True(RunUntil(() => wolf.Combatant == e, 2000));
|
||||
|
||||
p.MoveToWorld(new Point3D(1500, 1600, p.Z), Map.Felucca);
|
||||
Assert.True(RunUntil(() => wolf.Combatant == null && !wolf.Warmode, 500));
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void Herding_OutranksCombat_AndStandsDown()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var f = Familiar(4, p, 1501, 1600);
|
||||
var e = Enemy(1502, 1600);
|
||||
RunFor(400);
|
||||
p.Warmode = true;
|
||||
p.Combatant = e;
|
||||
Assert.True(RunUntil(() => f.Combatant == e, 2000));
|
||||
|
||||
// Caster visible and fighting: only herding clears this.
|
||||
var goal = new Point2D(1500, 1594);
|
||||
f.TargetLocation = goal;
|
||||
var distBefore = f.GetDistanceToSqrt(goal);
|
||||
RunFor(300);
|
||||
|
||||
Assert.Null(f.Combatant);
|
||||
Assert.False(f.Warmode);
|
||||
Assert.NotNull(f.TargetLocation);
|
||||
Assert.True(f.GetDistanceToSqrt(goal) < distBefore, "the fetch makes progress while combat is set aside");
|
||||
Assert.Same(e, p.Combatant);
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void AssistsAgainstWhatTheCastersPetIsFighting()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var f = Familiar(0, p, 1501, 1600);
|
||||
var e = Enemy(1496, 1600);
|
||||
var pet = new PetTestStub();
|
||||
pet.MoveToWorld(At(1497, 1600), _map);
|
||||
pet.SetControlMaster(p);
|
||||
_created.Add(pet);
|
||||
RunFor(400);
|
||||
|
||||
// The pet attacks; the caster is credited indirectly without a Combatant.
|
||||
pet.Combatant = e;
|
||||
p.DoHarmful(e, true);
|
||||
e.Combatant = pet;
|
||||
Assert.Null(p.Combatant);
|
||||
|
||||
Assert.True(
|
||||
RunUntil(() => f.Combatant == e && f.InRange(e, f.RangeFight), 4000),
|
||||
"familiar joins the fight the caster's pet is in"
|
||||
);
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void DefendsAnAttackedCaster_WhoseOwnCombatantExpired()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var f = Familiar(0, p, 1501, 1600);
|
||||
var e = Enemy(1496, 1600);
|
||||
RunFor(400);
|
||||
|
||||
e.Combatant = p;
|
||||
p.Combatant = null; // expired
|
||||
Assert.Null(p.Combatant);
|
||||
|
||||
Assert.True(
|
||||
RunUntil(() => f.Combatant == e && f.InRange(e, f.RangeFight), 4000),
|
||||
"familiar defends the caster from a live aggressor"
|
||||
);
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void DropsATarget_ThatNoLongerFightsAnyone()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var f = Familiar(0, p, 1501, 1600);
|
||||
var e = Enemy(1495, 1600);
|
||||
RunFor(400);
|
||||
p.Warmode = true;
|
||||
p.Combatant = e;
|
||||
Assert.True(RunUntil(() => f.Combatant == e, 2000));
|
||||
|
||||
// Caster stops, target disengages.
|
||||
p.Combatant = null;
|
||||
p.Warmode = false;
|
||||
e.Combatant = null;
|
||||
|
||||
Assert.True(RunUntil(() => f.Combatant == null && f.InRange(p, 1), 4000), "familiar disengages and returns");
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void AssistEnd_LeavesNoStaleMoveIntent()
|
||||
{
|
||||
var p = Master(1500, 1600);
|
||||
var f = Familiar(0, p, 1501, 1600);
|
||||
var e = Enemy(1495, 1600);
|
||||
RunFor(400);
|
||||
p.Warmode = true;
|
||||
p.Combatant = e;
|
||||
Assert.True(RunUntil(() => f.Combatant == e, 2000));
|
||||
|
||||
// Assist ends with the familiar already beside the caster (MoveTo's arrival return).
|
||||
f.MoveToWorld(At(1501, 1600), _map);
|
||||
p.Combatant = null;
|
||||
p.Warmode = false;
|
||||
e.Combatant = null;
|
||||
Assert.True(RunUntil(() => f.Combatant == null, 500));
|
||||
|
||||
Assert.False(f.AIObject.TryGetMoveWake(out _), "no pursuit may survive the stand-down");
|
||||
}
|
||||
}
|
||||
59
Projects/UOContent.Tests/Tests/Mobiles/AI/ForcedAITests.cs
Normal file
59
Projects/UOContent.Tests/Tests/Mobiles/AI/ForcedAITests.cs
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
using Server;
|
||||
using Server.Mobiles;
|
||||
using Xunit;
|
||||
|
||||
namespace UOContent.Tests.Mobiles.AI;
|
||||
|
||||
[Collection("Sequential UOContent Tests")]
|
||||
public class ForcedAITests
|
||||
{
|
||||
private sealed class CountingAI : BaseAI
|
||||
{
|
||||
public CountingAI(BaseCreature m) : base(m)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class ForcedStub : BaseCreature
|
||||
{
|
||||
public int Constructions;
|
||||
|
||||
public ForcedStub() : base(AIType.AI_Melee)
|
||||
{
|
||||
}
|
||||
|
||||
public override void GetSpeeds(out double activeSpeed, out double passiveSpeed)
|
||||
{
|
||||
activeSpeed = 0.2;
|
||||
passiveSpeed = 0.4;
|
||||
}
|
||||
|
||||
// Not sector-gated: a BaseAI ctor starts its timer immediately.
|
||||
public override bool PlayerRangeSensitive => false;
|
||||
|
||||
protected override BaseAI ForcedAI
|
||||
{
|
||||
get
|
||||
{
|
||||
Constructions++;
|
||||
return new CountingAI(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ChangeAIType_ConstructsForcedAIOnce()
|
||||
{
|
||||
var bc = new ForcedStub();
|
||||
|
||||
try
|
||||
{
|
||||
Assert.Equal(1, bc.Constructions);
|
||||
Assert.IsType<CountingAI>(bc.AIObject);
|
||||
}
|
||||
finally
|
||||
{
|
||||
bc.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
51
Projects/UOContent.Tests/Tests/Mobiles/AI/HerdingTests.cs
Normal file
51
Projects/UOContent.Tests/Tests/Mobiles/AI/HerdingTests.cs
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
using Server;
|
||||
using Server.Engines.Pathing.Cache;
|
||||
using Server.Mobiles;
|
||||
using Server.Tests;
|
||||
using Xunit;
|
||||
|
||||
namespace UOContent.Tests.Mobiles.AI;
|
||||
|
||||
// Driven manually against live map statics; the pathfinder's buffers are not reentrant.
|
||||
[Collection("Sequential Pathfinding Tests")]
|
||||
public class HerdingTests
|
||||
{
|
||||
private sealed class Stub : BaseCreature
|
||||
{
|
||||
public Stub(Serial serial) : base(serial) => Body = 0xC9;
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void HerdedCreature_ReachesTheTile_AndClearsTargetLocation()
|
||||
{
|
||||
TileDataRequirement.SkipIfMissing();
|
||||
var map = Map.Maps[1];
|
||||
map.GetAverageZ(1500, 1600, out _, out var z, out _);
|
||||
|
||||
var bc = new Stub(World.NewMobile);
|
||||
bc.DefaultMobileInit();
|
||||
bc.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
|
||||
BaseAI ai = new AnimalAI(bc);
|
||||
ai.AITimer?.Stop();
|
||||
StepCache.Instance.Clear();
|
||||
|
||||
try
|
||||
{
|
||||
var goal = new Point2D(1500, 1595);
|
||||
bc.TargetLocation = goal;
|
||||
|
||||
for (var i = 0; i < 40 && bc.TargetLocation != null; i++)
|
||||
{
|
||||
ai.NextMove = 0;
|
||||
ai.CheckHerding();
|
||||
}
|
||||
|
||||
Assert.Null(bc.TargetLocation);
|
||||
Assert.Equal(goal, new Point2D(bc.X, bc.Y));
|
||||
}
|
||||
finally
|
||||
{
|
||||
bc.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2102,14 +2102,10 @@ public abstract partial class BaseWeapon
|
|||
{
|
||||
var caster = bc.ControlMaster ?? bc.SummonMaster;
|
||||
|
||||
if (caster != null && caster.Map == bc.Map && caster.InRange(bc, 2))
|
||||
if (caster != null && caster.Map == bc.Map)
|
||||
{
|
||||
caster.Hits += damage;
|
||||
}
|
||||
else
|
||||
{
|
||||
bc.Hits += damage;
|
||||
}
|
||||
}
|
||||
|
||||
if (Core.AOS)
|
||||
|
|
|
|||
|
|
@ -39,6 +39,11 @@ public abstract partial class BaseAI
|
|||
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.
|
||||
|
|
@ -359,12 +364,14 @@ public abstract partial class BaseAI
|
|||
{
|
||||
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;
|
||||
|
|
@ -375,6 +382,7 @@ public abstract partial class BaseAI
|
|||
{
|
||||
if (target.Location == _approachGaveUpGoalLoc)
|
||||
{
|
||||
LastApproach = ApproachOutcome.GaveUp;
|
||||
ClearMoveIntent();
|
||||
return false;
|
||||
}
|
||||
|
|
@ -398,12 +406,13 @@ public abstract partial class BaseAI
|
|||
|
||||
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
|
||||
}
|
||||
|
|
@ -414,7 +423,6 @@ public abstract partial class BaseAI
|
|||
// PLANNING PATH: a persistent PathFollower, never discarded by a greedy step.
|
||||
if (Path == null || Path.Goal != target)
|
||||
{
|
||||
|
||||
Path = new PathFollower(Mobile, target) { Mover = DoMoveImpl };
|
||||
}
|
||||
|
||||
|
|
@ -425,24 +433,33 @@ public abstract partial class BaseAI
|
|||
|
||||
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), or the approach has given up.
|
||||
var progressed = !_approachGaveUp && (Mobile.Location != locBefore || !couldMove);
|
||||
// (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. Returns false on arrival or when genuinely unable to make progress.
|
||||
/// 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)
|
||||
public bool MoveToPoint(IPoint3D goal, int range = 1)
|
||||
{
|
||||
if (Mobile.Deleted || Mobile.DisallowAllMoves || goal == null)
|
||||
{
|
||||
|
|
@ -455,12 +472,12 @@ public abstract partial class BaseAI
|
|||
Path = new PathFollower(Mobile, goal) { Mover = DoMoveImpl };
|
||||
}
|
||||
|
||||
RenewMoveIntent(null, goal, 1);
|
||||
RenewMoveIntent(null, goal, range);
|
||||
|
||||
var couldMove = CanMoveNow(out _) && !IsInBadState();
|
||||
var locBefore = Mobile.Location;
|
||||
|
||||
if (Path.Follow(1))
|
||||
if (Path.Follow(range))
|
||||
{
|
||||
Path = null;
|
||||
ClearMoveIntent();
|
||||
|
|
@ -536,6 +553,13 @@ public abstract partial class BaseAI
|
|||
_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;
|
||||
|
|
@ -580,7 +604,7 @@ public abstract partial class BaseAI
|
|||
}
|
||||
else
|
||||
{
|
||||
MoveToPoint(_moveIntentPoint);
|
||||
MoveToPoint(_moveIntentPoint, _moveIntentRange);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -588,12 +612,16 @@ public abstract partial class BaseAI
|
|||
{
|
||||
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;
|
||||
}
|
||||
|
||||
|
|
@ -676,6 +704,7 @@ public abstract partial class BaseAI
|
|||
{
|
||||
if (Mobile.Deleted || Mobile.DisallowAllMoves || m == null)
|
||||
{
|
||||
LastApproach = ApproachOutcome.InvalidGoal;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
@ -685,6 +714,7 @@ public abstract partial class BaseAI
|
|||
|
||||
if (iCurrDist >= iWantDistMin && iCurrDist <= iWantDistMax)
|
||||
{
|
||||
LastApproach = ApproachOutcome.Arrived;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
30
Projects/UOContent/Mobiles/AI/BaseAI/ApproachOutcome.cs
Normal file
30
Projects/UOContent/Mobiles/AI/BaseAI/ApproachOutcome.cs
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2026 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: ApproachOutcome.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/>. *
|
||||
************************************************************************/
|
||||
|
||||
namespace Server.Mobiles;
|
||||
|
||||
/// <summary>Which exit <see cref="BaseAI.ApproachTarget"/> took, for policies that need more
|
||||
/// than its bool.</summary>
|
||||
public enum ApproachOutcome
|
||||
{
|
||||
None,
|
||||
Arrived, // already within range
|
||||
Waiting, // frozen, casting, or the move budget has not elapsed
|
||||
DirectProgress, // greedy step succeeded and closed the distance (open ground)
|
||||
Routing, // a PathFollower is active and working the detour
|
||||
Blocked, // move-eligible tick took no step; stall counter still running
|
||||
GaveUp, // stall counter exhausted on a stationary goal
|
||||
InvalidGoal // deleted target, deleted self, or DisallowAllMoves
|
||||
}
|
||||
|
|
@ -632,13 +632,13 @@ public abstract partial class BaseAI
|
|||
{
|
||||
// A cached boxed goal keeps the PathFollower persistent across ticks; walking
|
||||
// through MoveToPoint paces herding on the movement clock and paths around
|
||||
// obstacles.
|
||||
// obstacles. Range 0: the exit below is distance < 1.
|
||||
if (_herdGoal == null || _herdGoal.X != target.X || _herdGoal.Y != target.Y)
|
||||
{
|
||||
_herdGoal = new Point3D(target.X, target.Y, Mobile.Map?.GetAverageZ(target.X, target.Y) ?? Mobile.Z);
|
||||
}
|
||||
|
||||
MoveToPoint(_herdGoal);
|
||||
MoveToPoint(_herdGoal, 0);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
268
Projects/UOContent/Mobiles/AI/FamiliarAI.cs
Normal file
268
Projects/UOContent/Mobiles/AI/FamiliarAI.cs
Normal file
|
|
@ -0,0 +1,268 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2026 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: FamiliarAI.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.Collections.Generic;
|
||||
|
||||
namespace Server.Mobiles;
|
||||
|
||||
/// <summary>
|
||||
/// Necromancy familiars: command-immune, glued to the caster, assist its fights if combat-capable,
|
||||
/// snap to it when outpaced or stuck. <see cref="Obey"/> and <see cref="Think"/> share one decision.
|
||||
/// </summary>
|
||||
public class FamiliarAI : BaseAI
|
||||
{
|
||||
public FamiliarAI(BaseFamiliar familiar) : base(familiar)
|
||||
{
|
||||
}
|
||||
|
||||
private BaseFamiliar Familiar => (BaseFamiliar)Mobile;
|
||||
|
||||
// Assist targets, and the familiar itself, stay within this of the caster.
|
||||
public int LeashRange => Mobile.RangePerception;
|
||||
|
||||
public override bool CanDetectHidden => false;
|
||||
|
||||
public override bool Think() => Act();
|
||||
|
||||
public override bool Obey() => Act();
|
||||
|
||||
// Command immunity: no issue-phase side effects; rests on Come so TeleportPets still applies.
|
||||
public override OrderType IssueOrder(
|
||||
OrderType order, OrderType previous, Mobile issuer, bool resuming, Mobile interruptedTarget
|
||||
)
|
||||
{
|
||||
AITimer.Prod();
|
||||
return Mobile.Controlled ? OrderType.Come : OrderType.None;
|
||||
}
|
||||
|
||||
public override void OnAggressiveAction(Mobile aggressor)
|
||||
{
|
||||
if (!Familiar.AssistsMaster || aggressor.Hidden || Familiar.ControlMaster?.Hidden == true)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Mobile.Combatant == null)
|
||||
{
|
||||
Mobile.Warmode = true;
|
||||
Mobile.Combatant = aggressor;
|
||||
return;
|
||||
}
|
||||
|
||||
base.OnAggressiveAction(aggressor);
|
||||
}
|
||||
|
||||
private bool Act()
|
||||
{
|
||||
var master = Familiar.ControlMaster;
|
||||
|
||||
// Deletion is BaseFamiliar.OnThink's.
|
||||
if (Mobile.Deleted || master?.Deleted != false)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Left behind: stand down until TeleportPets or the unsummon.
|
||||
if (master.Map != Mobile.Map)
|
||||
{
|
||||
StandDown();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Herding outranks combat.
|
||||
if (Mobile.TargetLocation != null)
|
||||
{
|
||||
StandDown();
|
||||
|
||||
if (CheckHerding())
|
||||
{
|
||||
DebugSay("Fetching for my master.");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (Familiar.AssistsMaster && !master.Hidden && TryAssist(master))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
Follow(master);
|
||||
return true;
|
||||
}
|
||||
|
||||
// The caster's target; else the closest mobile in a fight with the caster's side that is
|
||||
// still fighting one of us (the caster's own Combatant expires while a monster keeps hitting).
|
||||
private bool TryAssist(Mobile master)
|
||||
{
|
||||
var target = master.Combatant;
|
||||
|
||||
if (!IsValidAssistTarget(master, target))
|
||||
{
|
||||
target = Mobile.Combatant;
|
||||
|
||||
if (!IsValidAssistTarget(master, target) || !IsFightingUs(master, target))
|
||||
{
|
||||
target = FindAggressor(master);
|
||||
|
||||
if (target == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!Mobile.InRange(master, LeashRange))
|
||||
{
|
||||
DebugSay("Too far from my master; returning.");
|
||||
return false;
|
||||
}
|
||||
|
||||
Mobile.Warmode = true;
|
||||
Mobile.Combatant = target;
|
||||
|
||||
if (Mobile.Combatant != target)
|
||||
{
|
||||
return false; // setter refused it
|
||||
}
|
||||
|
||||
Mobile.SetCurrentSpeedToActive();
|
||||
this.DebugSayFormatted($"Assisting my master against {target.Name}.");
|
||||
MoveTo(target, Mobile.RangeFight);
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsFightingUs(Mobile master, Mobile target)
|
||||
{
|
||||
var combatant = target.Combatant;
|
||||
|
||||
return combatant == Mobile || combatant == master ||
|
||||
combatant is BaseCreature { Controlled: true } pet && pet.ControlMaster == master;
|
||||
}
|
||||
|
||||
// Closest mobile in a fight with the caster's side.
|
||||
private Mobile FindAggressor(Mobile master)
|
||||
{
|
||||
Mobile best = null;
|
||||
var bestDist = double.MaxValue;
|
||||
|
||||
ScanAggression(master, master.Aggressors, false, ref best, ref bestDist);
|
||||
ScanAggression(master, Mobile.Aggressors, false, ref best, ref bestDist);
|
||||
ScanAggression(master, master.Aggressed, true, ref best, ref bestDist);
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
// defenders: an Aggressed list, read the Defender.
|
||||
private void ScanAggression(
|
||||
Mobile master, List<AggressorInfo> list, bool defenders, ref Mobile best, ref double bestDist
|
||||
)
|
||||
{
|
||||
for (var i = 0; i < list.Count; i++)
|
||||
{
|
||||
var info = list[i];
|
||||
|
||||
if (info.Expired)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var other = defenders ? info.Defender : info.Attacker;
|
||||
|
||||
if (other == best || !IsValidAssistTarget(master, other) || !IsFightingUs(master, other))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var dist = master.GetDistanceToSqrt(other);
|
||||
|
||||
if (dist < bestDist)
|
||||
{
|
||||
best = other;
|
||||
bestDist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsValidAssistTarget(Mobile master, Mobile target) =>
|
||||
target?.Deleted == false && target != Mobile && target != master && target.Alive &&
|
||||
!target.Hidden && target.Map == Mobile.Map && !target.IsDeadBondedPet &&
|
||||
target.AccessLevel == AccessLevel.Player && master.InRange(target, LeashRange) &&
|
||||
Mobile.CanBeHarmful(target, false);
|
||||
|
||||
// Clears the move intent too, or a move-wake resumes the abandoned pursuit.
|
||||
private void StandDown()
|
||||
{
|
||||
Mobile.Warmode = false;
|
||||
Mobile.Combatant = null;
|
||||
Mobile.SetCurrentSpeedToActive();
|
||||
ClearMoveIntent();
|
||||
}
|
||||
|
||||
private void Follow(Mobile master)
|
||||
{
|
||||
StandDown();
|
||||
|
||||
MoveTo(master, 1);
|
||||
TryKeepUp(master);
|
||||
}
|
||||
|
||||
// Outpaced on open ground, or given up: snap. A live detour finishes; Blocked is still counting.
|
||||
private void TryKeepUp(Mobile master)
|
||||
{
|
||||
var snap = LastApproach switch
|
||||
{
|
||||
ApproachOutcome.GaveUp => true,
|
||||
ApproachOutcome.DirectProgress => !Mobile.InRange(master, BaseFamiliar.KeepUpRange),
|
||||
_ => false
|
||||
};
|
||||
|
||||
if (!snap || !TryFindLanding(master, out var loc))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
DebugSay("Keeping up with my master.");
|
||||
Mobile.SetLocation(loc, true);
|
||||
ResetApproachState();
|
||||
}
|
||||
|
||||
private static readonly (int dx, int dy)[] _landingRing =
|
||||
[
|
||||
(0, 1), (1, 0), (0, -1), (-1, 0), (1, 1), (-1, 1), (1, -1), (-1, -1)
|
||||
];
|
||||
|
||||
// An adjacent tile on the caster's floor this creature can stand on.
|
||||
private bool TryFindLanding(Mobile master, out Point3D loc)
|
||||
{
|
||||
var map = master.Map;
|
||||
var start = Utility.Random(_landingRing.Length); // no favoured side
|
||||
|
||||
for (var i = 0; i < _landingRing.Length; i++)
|
||||
{
|
||||
var (dx, dy) = _landingRing[(start + i) % _landingRing.Length];
|
||||
var x = master.X + dx;
|
||||
var y = master.Y + dy;
|
||||
|
||||
if (map.CanSpawnMobile(x, y, master.Z - 5, master.Z + 5, Mobile.CanSwim, Mobile.CantWalk, out var z))
|
||||
{
|
||||
loc = new Point3D(x, y, z);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
loc = Point3D.Zero;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
@ -2524,9 +2524,12 @@ namespace Server.Mobiles
|
|||
{
|
||||
AIObject?.AITimer.Stop();
|
||||
|
||||
if (ForcedAI != null)
|
||||
// Read once: each read constructs an AI whose ctor may start its timer.
|
||||
var forced = ForcedAI;
|
||||
|
||||
if (forced != null)
|
||||
{
|
||||
AIObject = ForcedAI;
|
||||
AIObject = forced;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -3102,13 +3105,20 @@ namespace Server.Mobiles
|
|||
pack?.DisplayTo(from);
|
||||
}
|
||||
|
||||
if (DeathAdderCharmable && from.CanBeHarmful(this, false))
|
||||
if (DeathAdderCharmable && from.CanBeHarmful(this, false) &&
|
||||
SummonFamiliarSpell.Table.TryGetValue(from, out var bc) && bc is DeathAdder { Deleted: false } deathAddr &&
|
||||
deathAddr.Map == from.Map)
|
||||
{
|
||||
if (SummonFamiliarSpell.Table.TryGetValue(from, out var bc) && (bc as DeathAdder)?.Deleted == false)
|
||||
if (from.NetState.HasProtocolChanges(ProtocolChanges.Version7000))
|
||||
{
|
||||
from.SendLocalizedMessage(1114362); // You charm the snake. Select a target to attack.
|
||||
}
|
||||
else
|
||||
{
|
||||
from.SendAsciiMessage("You charm the snake. Select a target to attack.");
|
||||
from.Target = new DeathAdderCharmTarget(this);
|
||||
}
|
||||
|
||||
from.Target = new DeathAdderCharmTarget(this);
|
||||
}
|
||||
|
||||
if (MLQuestSystem.Enabled && CanGiveMLQuest && from is PlayerMobile mobile)
|
||||
|
|
|
|||
|
|
@ -8,13 +8,16 @@ namespace Server.Mobiles;
|
|||
[SerializationGenerator(0, false)]
|
||||
public abstract partial class BaseFamiliar : BaseCreature
|
||||
{
|
||||
private bool m_LastHidden;
|
||||
// Open-ground distance beyond which the familiar snaps to the caster.
|
||||
public const int KeepUpRange = 10;
|
||||
|
||||
public BaseFamiliar() : base(AIType.AI_Melee)
|
||||
{
|
||||
SetSpeed(0.1, 0.11);
|
||||
SetSpeed(0.1, 0.1);
|
||||
}
|
||||
|
||||
protected override BaseAI ForcedAI => new FamiliarAI(this);
|
||||
|
||||
public override bool BardImmune => true;
|
||||
public override Poison PoisonImmune => Poison.Lethal;
|
||||
public override bool Commandable => false;
|
||||
|
|
@ -22,89 +25,68 @@ public abstract partial class BaseFamiliar : BaseCreature
|
|||
|
||||
public override bool PlayerRangeSensitive => false;
|
||||
|
||||
public virtual void RangeCheck()
|
||||
// Joins the caster's fights; false never fights.
|
||||
public virtual bool AssistsMaster => true;
|
||||
|
||||
// FamiliarAI decides whether it fights, not the ML stand-down rule.
|
||||
public override bool StandsDownOnCommand => false;
|
||||
|
||||
// A wounded familiar still keeps up.
|
||||
public override bool ReduceSpeedWithDamage => false;
|
||||
|
||||
// The one choke point for "never fights" / "not while the caster is hidden":
|
||||
// BaseCreature.AggressiveAction assigns Combatant unconditionally. GetCPA does not inherit.
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public override Mobile Combatant
|
||||
{
|
||||
if (Deleted || ControlMaster?.Deleted != false)
|
||||
get => base.Combatant;
|
||||
set
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var range = RangeHome - 2;
|
||||
|
||||
if (InRange(ControlMaster.Location, RangeHome))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var master = ControlMaster;
|
||||
|
||||
var m_Loc = Point3D.Zero;
|
||||
|
||||
if (Map != master.Map)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var x = X > master.X ? master.X + range : master.X - range;
|
||||
var y = Y > master.Y ? master.Y + range : master.Y - range;
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
m_Loc.X = x + Utility.RandomMinMax(-1, 1);
|
||||
m_Loc.Y = y + Utility.RandomMinMax(-1, 1);
|
||||
|
||||
m_Loc.Z = Map.GetAverageZ(m_Loc.X, m_Loc.Y);
|
||||
|
||||
if (Map.CanSpawnMobile(m_Loc))
|
||||
if (value != null && (!AssistsMaster || ControlMaster?.Hidden == true))
|
||||
{
|
||||
break;
|
||||
return;
|
||||
}
|
||||
|
||||
m_Loc = master.Location;
|
||||
}
|
||||
|
||||
if (!Deleted)
|
||||
{
|
||||
SetLocation(m_Loc, true);
|
||||
base.Combatant = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnThink()
|
||||
{
|
||||
var master = ControlMaster;
|
||||
base.OnThink();
|
||||
|
||||
if (Deleted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var master = ControlMaster;
|
||||
|
||||
if (master?.Deleted != false)
|
||||
{
|
||||
DropPackContents();
|
||||
EndRelease(null);
|
||||
Delete();
|
||||
return;
|
||||
}
|
||||
|
||||
RangeCheck();
|
||||
|
||||
if (m_LastHidden != master.Hidden)
|
||||
// Compare our own state: Mobile.OnMove reveals a stepping NPC.
|
||||
if (Hidden != master.Hidden)
|
||||
{
|
||||
Hidden = m_LastHidden = master.Hidden;
|
||||
Hidden = master.Hidden;
|
||||
|
||||
if (Hidden)
|
||||
{
|
||||
Warmode = false; // nulls Combatant
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (AIObject?.WalkMobileRange(master, 5, 1, 1) == true)
|
||||
// Nothing reveals a hidden caster's familiar.
|
||||
public override void RevealingAction()
|
||||
{
|
||||
if (ControlMaster?.Hidden != true)
|
||||
{
|
||||
Warmode = master.Warmode;
|
||||
Combatant = master.Combatant;
|
||||
|
||||
CurrentSpeed = 0.1;
|
||||
}
|
||||
else
|
||||
{
|
||||
Warmode = false;
|
||||
FocusMob = Combatant = null;
|
||||
|
||||
CurrentSpeed = 0.01;
|
||||
base.RevealingAction();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -40,5 +40,7 @@ public partial class DeathAdder : BaseFamiliar
|
|||
public override string CorpseName => "a death adder corpse";
|
||||
public override string DefaultName => "a death adder";
|
||||
|
||||
public override bool AssistsMaster => false;
|
||||
|
||||
public override Poison HitPoison => Utility.RandomDouble() < 0.8 ? Poison.Greater : Poison.Deadly;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ namespace Server.Mobiles;
|
|||
[SerializationGenerator(0, false)]
|
||||
public partial class HordeMinionFamiliar : BaseFamiliar
|
||||
{
|
||||
private DateTime m_NextPickup;
|
||||
private long _nextPickup;
|
||||
|
||||
public HordeMinionFamiliar()
|
||||
{
|
||||
|
|
@ -59,51 +59,60 @@ public partial class HordeMinionFamiliar : BaseFamiliar
|
|||
{
|
||||
base.OnThink();
|
||||
|
||||
if (Core.Now < m_NextPickup)
|
||||
if (Core.TickCount - _nextPickup <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_NextPickup = Core.Now + TimeSpan.FromSeconds(Utility.RandomMinMax(5, 10));
|
||||
|
||||
var pack = Backpack;
|
||||
|
||||
if (pack == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
using var queue = PooledRefQueue<Item>.Create();
|
||||
foreach (var item in GetItemsInRange(2))
|
||||
{
|
||||
if (item.Movable && item.Stackable)
|
||||
{
|
||||
queue.Enqueue(item);
|
||||
}
|
||||
}
|
||||
|
||||
var pickedUp = 3;
|
||||
|
||||
while (pickedUp > 0 && queue.Count > 0)
|
||||
try
|
||||
{
|
||||
var item = queue.Dequeue();
|
||||
var pack = Backpack;
|
||||
|
||||
if (!pack.CheckHold(this, item, false, true))
|
||||
if (pack == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
NextActionTime = Core.TickCount;
|
||||
|
||||
Lift(item, item.Amount, out var rejected, out var _);
|
||||
|
||||
if (rejected)
|
||||
using var queue = PooledRefQueue<Item>.Create();
|
||||
foreach (var item in GetItemsInRange(2))
|
||||
{
|
||||
continue;
|
||||
if (item.Movable && item.Stackable)
|
||||
{
|
||||
queue.Enqueue(item);
|
||||
}
|
||||
}
|
||||
|
||||
Drop(this, Point3D.Zero);
|
||||
pickedUp--;
|
||||
while (pickedUp > 0 && queue.Count > 0)
|
||||
{
|
||||
var item = queue.Dequeue();
|
||||
|
||||
if (!pack.CheckHold(this, item, false, true))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
NextActionTime = Core.TickCount;
|
||||
|
||||
Lift(item, item.Amount, out var rejected, out var _);
|
||||
|
||||
if (rejected)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Drop(this, Point3D.Zero);
|
||||
pickedUp--;
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (pickedUp < 3)
|
||||
{
|
||||
// 5-10s
|
||||
_nextPickup = Core.TickCount + Utility.Random(5000, 5000);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -41,6 +41,8 @@ public partial class ShadowWispFamiliar : BaseFamiliar
|
|||
public override string CorpseName => "a shadow wisp corpse";
|
||||
public override string DefaultName => "a shadow wisp";
|
||||
|
||||
public override bool AssistsMaster => false;
|
||||
|
||||
public override void OnThink()
|
||||
{
|
||||
base.OnThink();
|
||||
|
|
|
|||
|
|
@ -37,9 +37,8 @@ namespace Server.SkillHandlers
|
|||
}
|
||||
|
||||
public static bool CheckMastery(Mobile tamer, BaseCreature creature) =>
|
||||
SummonFamiliarSpell.Table.TryGetValue(tamer, out var bc)
|
||||
&& bc is DarkWolfFamiliar { Deleted: false }
|
||||
&& creature is DireWolf or GreyWolf or TimberWolf or WhiteWolf or BakeKitsune;
|
||||
SummonFamiliarSpell.Table.TryGetValue(tamer, out var bc) &&
|
||||
bc is DarkWolfFamiliar { Deleted: false } && creature is DireWolf or GreyWolf or TimberWolf or WhiteWolf;
|
||||
|
||||
public static bool MustBeSubdued(BaseCreature bc) =>
|
||||
bc.Owners.Count <= 0 && bc.SubdueBeforeTame && bc.Hits > bc.HitsMax / 10;
|
||||
|
|
|
|||
|
|
@ -222,6 +222,16 @@ public partial class ForestWolf : BaseCreature
|
|||
| `AI_Berserk` | Mindless aggressors |
|
||||
| `AI_Thief` | Pickpockets |
|
||||
|
||||
**Bespoke policy: `ForcedAI`.** A creature whose behavior is not one of the stock AIs
|
||||
overrides `protected override BaseAI ForcedAI => new MyAI(this);` and `ChangeAIType` uses that
|
||||
instance regardless of `AIType` (`CloneAI` for mirror images, `FamiliarAI` for necromancy
|
||||
familiars, `FactionGuardAI`, `SpellbinderAI`). The property is read exactly once per
|
||||
`ChangeAIType`; do not put side effects in it. Movement or order decisions belong in the AI
|
||||
class — `OnThink` is for content extras (see the excess-call contract below). A controlled
|
||||
creature is dispatched through `Obey()`, an uncontrolled one through `Think()`; an AI that owns
|
||||
both routes them into one decision (`FamiliarAI.Act`). Overriding `IssueOrder` to return a
|
||||
fixed order is how "command immunity" is expressed without bypassing the order machinery.
|
||||
|
||||
### Fight Modes
|
||||
| FightMode | Behavior |
|
||||
|---|---|
|
||||
|
|
|
|||
|
|
@ -55,6 +55,21 @@ Per think-tick decision:
|
|||
Open terrain stays on the greedy fast path and never builds a `PathFollower` — pathfinding only
|
||||
engages when greedy movement stalls.
|
||||
|
||||
### Approach outcome
|
||||
|
||||
`ApproachTarget` returns a `bool` for its callers, but records which exit it took in
|
||||
`BaseAI.LastApproach` (`ApproachOutcome`): `Arrived`, `Waiting` (frozen/casting/throttled),
|
||||
`DirectProgress` (greedy step closed the distance), `Routing` (a `PathFollower` is working a
|
||||
detour), `Blocked` (move-eligible tick, no step, stall counter still running), `GaveUp`, or
|
||||
`InvalidGoal`. A policy that needs to distinguish "outpaced on open ground" from "stuck"
|
||||
reads this after its `MoveTo`/`WalkMobileRange` call instead of running a second scheduler —
|
||||
`FamiliarAI.TryKeepUp` is the reference use: snap to the caster on `DirectProgress` beyond
|
||||
`KeepUpRange`, or on `GaveUp`; never on `Routing`. After a policy-driven relocation call
|
||||
`ResetApproachState()` so the next approach starts fresh (`OnTeleported` only repaths).
|
||||
|
||||
`MoveToPoint(goal, range)` takes the arrival range explicitly; herding passes 0 because
|
||||
`CheckHerding` ends on the tile (its exit is `distance < 1`), and the default 1 stops beside it.
|
||||
|
||||
## The algorithm: windowed A* with hard limits
|
||||
|
||||
`BitmapAStarAlgorithm` (`Find`) is a **bounded local** pathfinder, not a global one. Key
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue