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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@ -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 |
|---|---|

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@ -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