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.
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18 changed files with 1265 additions and 115 deletions
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@ -39,6 +39,11 @@ public abstract partial class BaseAI
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private bool _approachGaveUp;
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private Point3D _approachGaveUpGoalLoc;
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/// <summary>Which exit the last <see cref="ApproachTarget"/> (via <see cref="MoveTo"/> or
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/// <see cref="WalkMobileRange"/>) took. A <see cref="WalkMobileRange"/> retreat step does not
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/// classify.</summary>
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public ApproachOutcome LastApproach { get; private set; }
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// --- Move intent (see ContinueMove) ------------------------------------------------
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// Durable movement goal renewed by en-route ApproachTarget/MoveToPoint calls; while
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// live, the AITimer wakes at NextMove between think ticks to advance the step.
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@ -359,12 +364,14 @@ public abstract partial class BaseAI
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || target?.Deleted != false)
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{
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LastApproach = ApproachOutcome.InvalidGoal;
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ClearMoveIntent();
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return false;
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}
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if (Mobile.InRange(target, range))
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{
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LastApproach = ApproachOutcome.Arrived;
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ResetApproach();
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ClearMoveIntent();
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return true;
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@ -375,6 +382,7 @@ public abstract partial class BaseAI
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{
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if (target.Location == _approachGaveUpGoalLoc)
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{
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LastApproach = ApproachOutcome.GaveUp;
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ClearMoveIntent();
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return false;
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}
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@ -398,12 +406,13 @@ public abstract partial class BaseAI
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if (res == MoveResult.BadState)
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{
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LastApproach = ApproachOutcome.Waiting;
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return true; // not allowed to move this tick (frozen/casting/throttled); not a failure
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}
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if (res == MoveResult.Success && Mobile.GetDistanceToSqrt(target) < distBefore)
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{
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LastApproach = ApproachOutcome.DirectProgress;
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ResetApproach();
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return true; // healthy en-route progress
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}
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@ -414,7 +423,6 @@ public abstract partial class BaseAI
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// PLANNING PATH: a persistent PathFollower, never discarded by a greedy step.
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if (Path == null || Path.Goal != target)
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{
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Path = new PathFollower(Mobile, target) { Mover = DoMoveImpl };
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}
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@ -425,24 +433,33 @@ public abstract partial class BaseAI
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if (Path.Follow(range))
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{
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LastApproach = ApproachOutcome.Arrived;
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ResetApproach();
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return true;
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}
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TrackApproachProgress(target, couldMove);
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if (_approachGaveUp)
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{
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LastApproach = ApproachOutcome.GaveUp;
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return false;
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}
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// En-route progress is success; failure only when a move-eligible tick took no step
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// (no working path), or the approach has given up.
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var progressed = !_approachGaveUp && (Mobile.Location != locBefore || !couldMove);
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// (no working path).
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var progressed = Mobile.Location != locBefore || !couldMove;
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LastApproach = progressed ? ApproachOutcome.Routing : ApproachOutcome.Blocked;
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return progressed;
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}
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/// <summary>
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/// Walks toward a fixed point (e.g. a target's last-known position), pathfinding around
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/// obstacles. Returns false on arrival or when genuinely unable to make progress.
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/// obstacles, until within <paramref name="range"/> (0 = onto the tile). Returns false on
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/// arrival or when genuinely unable to make progress.
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/// </summary>
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public bool MoveToPoint(IPoint3D goal)
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public bool MoveToPoint(IPoint3D goal, int range = 1)
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || goal == null)
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{
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@ -455,12 +472,12 @@ public abstract partial class BaseAI
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Path = new PathFollower(Mobile, goal) { Mover = DoMoveImpl };
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}
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RenewMoveIntent(null, goal, 1);
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RenewMoveIntent(null, goal, range);
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var couldMove = CanMoveNow(out _) && !IsInBadState();
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var locBefore = Mobile.Location;
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if (Path.Follow(1))
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if (Path.Follow(range))
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{
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Path = null;
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ClearMoveIntent();
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@ -536,6 +553,13 @@ public abstract partial class BaseAI
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_approachGaveUp = false;
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}
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/// <summary>Drops the path, stall state, and move intent (after a relocation).</summary>
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public void ResetApproachState()
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{
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ResetApproach();
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ClearMoveIntent();
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}
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private void RenewMoveIntent(Mobile target, IPoint3D point, int range)
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{
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_moveIntentTarget = target;
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@ -580,7 +604,7 @@ public abstract partial class BaseAI
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}
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else
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{
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MoveToPoint(_moveIntentPoint);
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MoveToPoint(_moveIntentPoint, _moveIntentRange);
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}
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}
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@ -588,12 +612,16 @@ public abstract partial class BaseAI
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || m?.Deleted != false)
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{
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LastApproach = ApproachOutcome.InvalidGoal;
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ClearMoveIntent();
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return false;
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}
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if (Mobile.InRange(m, range))
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{
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LastApproach = ApproachOutcome.Arrived;
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ResetApproach();
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ClearMoveIntent();
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return true;
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}
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@ -676,6 +704,7 @@ public abstract partial class BaseAI
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{
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if (Mobile.Deleted || Mobile.DisallowAllMoves || m == null)
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{
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LastApproach = ApproachOutcome.InvalidGoal;
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return false;
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}
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@ -685,6 +714,7 @@ public abstract partial class BaseAI
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if (iCurrDist >= iWantDistMin && iCurrDist <= iWantDistMax)
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{
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LastApproach = ApproachOutcome.Arrived;
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return true;
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}
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30
Projects/UOContent/Mobiles/AI/BaseAI/ApproachOutcome.cs
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30
Projects/UOContent/Mobiles/AI/BaseAI/ApproachOutcome.cs
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@ -0,0 +1,30 @@
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/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: ApproachOutcome.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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************************************************************************/
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namespace Server.Mobiles;
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/// <summary>Which exit <see cref="BaseAI.ApproachTarget"/> took, for policies that need more
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/// than its bool.</summary>
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public enum ApproachOutcome
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{
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None,
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Arrived, // already within range
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Waiting, // frozen, casting, or the move budget has not elapsed
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DirectProgress, // greedy step succeeded and closed the distance (open ground)
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Routing, // a PathFollower is active and working the detour
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Blocked, // move-eligible tick took no step; stall counter still running
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GaveUp, // stall counter exhausted on a stationary goal
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InvalidGoal // deleted target, deleted self, or DisallowAllMoves
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}
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@ -632,13 +632,13 @@ public abstract partial class BaseAI
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{
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// A cached boxed goal keeps the PathFollower persistent across ticks; walking
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// through MoveToPoint paces herding on the movement clock and paths around
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// obstacles.
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// obstacles. Range 0: the exit below is distance < 1.
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if (_herdGoal == null || _herdGoal.X != target.X || _herdGoal.Y != target.Y)
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{
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_herdGoal = new Point3D(target.X, target.Y, Mobile.Map?.GetAverageZ(target.X, target.Y) ?? Mobile.Z);
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}
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MoveToPoint(_herdGoal);
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MoveToPoint(_herdGoal, 0);
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return true;
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}
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