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:
Kamron Batman 2026-09-14 23:14:30 -07:00 • committed by GitHub
parent 459674ce3b
commit 1e891094fe
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
18 changed files with 1265 additions and 115 deletions

View file

@ -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)

View file

@ -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;
}

View 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
}

View file

@ -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;
}

View 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;
}
}

View file

@ -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)

View file

@ -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();
}
}

View file

@ -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;
}

View file

@ -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);
}
}
}

View file

@ -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();

View file

@ -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;