fix(ai): pet order/home refactor — stop & post-combat behavior (#2459)

## Summary

Fixes two related pet-behavior bugs and the underlying design flaw behind both:

1. **Post-combat erratic** — after a pet killed its `all kill` target it milled around erratically at the kill site (or failed to return to the master) until the player issued `all follow`/`all stop`.
2. **`all stop` returns home** — a pet with a non-zero `Home` walked back toward that location on `all stop` (on ML; on non-ML the old `DoOrderStop` was a no-op, so the sighting there came from a residual `Stay`).

### Root cause

`ControlOrder` and the wild-creature `Home` field were overloaded to express several distinct ideas, mutated/read inconsistently across order transitions:

- `Home` doubled as the controlled-pet "stay anchor" (`HandleStayOrder` set `Home = Location`) but nothing cleared it when the pet left the staying state; `HandleStopOrder` was the only handler that never touched it.
- `DoOrderStop` had dropped RunUO's `Home = Location` re-anchor, so on ML it walked to a stale anchor.
- The post-combat fallback was a fragile `_lastPetOrder` hack in `DoOrderNone` that re-anchored a resumed `Stay` at the corpse.
- Controlled idle-wander bypassed the `CheckIdle()` rest gate that every non-controlled creature uses, so idling pets jittered every AI tick.

## Approach

Separate three concepts that were tangled together:

- **`ControlOrder`** — the active order (may be transient: Come/Attack/Drop).
- **Persistent command** (`PersistentOrder` ∈ `{None, Stay, Follow, Guard}`) — the standing directive a pet falls back to when a transient order completes. Runtime-only (not serialized; reset to `None` on load) and **derived from master proximity on login** (near → Follow, far → Stay).
- **Anchor** (`Home`) — a pure function of the persistent command, set only when that command changes (never on transient transitions or fallback-resume), so it can't go stale.

### Behavior

- **Stop** is resolved immediately from what the pet was doing: Attack/Come → resume the persistent command; Follow/Guard → cancel to idle where it stands; Stay → stay put.
- **Stay** holds its post (returns only if displaced, e.g. after a fight) — no shuffle.
- **Idle** (`None`) is a gentle wander routed through `CheckMove/CanMoveNow/CheckIdle`, so idling pets take the same 15–25s rest periods as other creatures, on both ML and non-ML.
- **Post-combat** the pet resumes its persistent command (a staying pet returns to its original post, not the corpse).
- **Release** without a spawner anchors where the pet stands instead of pathing to a stale anchor.

This restores the RunUO-intended behavior (verified against the RunUO reference) while fixing the ModernUO regressions.

## Tests

New `PetOrderTests` (13 deterministic xUnit tests) cover: anchor lifecycle, the full Stop truth table, report 1 (post-combat return to post), report 2 (no stale-anchor walk-home), frozen-Stay/gated-idle wiring, release fix, derive-on-login, and a non-ML spot-check. The subjective wander *feel* is covered by a manual-QA checklist in the implementation plan.

## Notes

- Engine project (`Projects/Server`) untouched; the one `BaseCreature.cs` change is the `ControlOrder` setter passing the previous order to `OnCurrentOrderChanged`.
- `DoOrderCome` keeps auto-converting to `Stay` on arrival, which under the new model cleanly means "come and hold near me."
- Commits in this PR are temporarily **unsigned** (the signing agent's passphrase cache expired mid-session); happy to re-sign / amend on request.
This commit is contained in:
Kamron Batman 2026-06-07 01:22:43 -07:00 committed by GitHub
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7 changed files with 446 additions and 84 deletions

View file

@ -0,0 +1,236 @@
using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
[Collection("Sequential UOContent Tests")]
public class PetOrderTests : IDisposable
{
// Track and delete every mobile we spawn so they don't linger in the shared static World
// and pollute other tests in this collection (e.g. Tracking's nearby-mobile scan).
private readonly List<Mobile> _created = new();
private (PlayerMobile master, PetTestStub pet) Spawn(Point3D masterLoc, Point3D petLoc)
{
var pair = PetTestSetup.SpawnControlledPet(masterLoc, petLoc);
_created.Add(pair.master);
_created.Add(pair.pet);
return pair;
}
public void Dispose()
{
foreach (var m in _created)
{
m?.Delete();
}
_created.Clear();
}
[Fact]
public void SetPersistentOrder_Stay_AnchorsHomeToCurrentLocation()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1005, 1000, 0));
pet.AIObject.SetPersistentOrder(OrderType.Stay);
Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
Assert.Equal(pet.Location, pet.Home);
}
[Fact]
public void SetPersistentOrder_Follow_ClearsAnchor()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1005, 1000, 0));
pet.Home = new Point3D(900, 900, 0); // stale anchor
pet.AIObject.SetPersistentOrder(OrderType.Follow);
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
Assert.Equal(Point3D.Zero, pet.Home);
}
[Fact]
public void Stop_WhileAttacking_FallsBackToPersistentFollow()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow; // persistent = Follow
pet.ControlOrder = OrderType.Attack; // transient
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.Follow, pet.ControlOrder); // resumed standing order
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
}
[Fact]
public void Stop_WhileFollowing_CancelsToIdleNone()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow;
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.None, pet.ControlOrder);
Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
Assert.Equal(pet.Location, pet.Home); // idle anchor = where stopped
}
[Fact]
public void Stop_WhileStaying_RemainsStayingAtOriginalPost()
{
var post = new Point3D(1005, 1005, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
pet.ControlOrder = OrderType.Stay; // Home = post
Assert.Equal(post, pet.Home);
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.Stay, pet.ControlOrder);
Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
Assert.Equal(post, pet.Home); // post unchanged
}
[Fact]
public void Stay_ThenFollow_ThenStop_DoesNotReturnToOldStayAnchor() // report 2
{
var postA = new Point3D(1005, 1005, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), postA);
pet.ControlOrder = OrderType.Stay; // Home = A
pet.ControlOrder = OrderType.Follow; // Home cleared to Zero
pet.MoveToWorld(new Point3D(1050, 1050, 0), pet.Map); // walked to B
pet.ControlOrder = OrderType.Stop; // stop while following
Assert.NotEqual(postA, pet.Home); // never re-acquires A
Assert.Equal(pet.Location, pet.Home); // idles at B
}
[Fact]
public void AttackTargetLost_ResumesPersistentFollow()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow; // persistent = Follow
pet.ControlOrder = OrderType.Attack;
pet.ControlTarget = null; // target gone
pet.AIObject.DoOrderAttack(); // invalid-target path
Assert.Equal(OrderType.Follow, pet.ControlOrder);
}
[Fact]
public void StayPet_AttacksThenTargetLost_ReturnsToOriginalPost() // report 1
{
var post = new Point3D(1005, 1005, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
pet.ControlOrder = OrderType.Stay; // persistent = Stay, Home = post
pet.ControlOrder = OrderType.Attack;
pet.MoveToWorld(new Point3D(1060, 1060, 0), pet.Map); // chased far to the "corpse"
pet.ControlTarget = null;
pet.AIObject.DoOrderAttack();
Assert.Equal(OrderType.Stay, pet.ControlOrder);
Assert.Equal(post, pet.Home); // anchor still the original post, not the corpse
}
// NOTE: the test fixture does not load tile data, so Mobile.Move is blocked and Location
// never changes here. DoMoveImpl still sets Mobile.Direction before the (blocked) move,
// so an *attempted* wander is observable via Direction. The subjective wander cadence is
// covered by manual QA; these tests verify the gate/frozen wiring deterministically.
[Fact]
public void IdlePet_DoesNotAttemptToMove_WhileResting()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow;
pet.ControlOrder = OrderType.Stop; // -> idle None
Assert.Equal(OrderType.None, pet.ControlOrder);
pet.ForceIdle = true; // CheckIdle() reports resting -> idle wander must be skipped
pet.Direction = Direction.North;
for (var i = 0; i < 40; i++)
{
pet.AIObject.DoOrderNone();
}
Assert.Equal(Direction.North, pet.Direction); // gated by CheckIdle -> never attempts a step
}
[Fact]
public void StayingPet_DoesNotAttemptToMove()
{
var post = new Point3D(1005, 1005, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
pet.ControlOrder = OrderType.Stay;
pet.Direction = Direction.North;
for (var i = 0; i < 40; i++)
{
pet.AIObject.DoOrderStay();
}
Assert.Equal(Direction.North, pet.Direction); // frozen -> no wander attempts
}
[Fact]
public void Release_WithoutSpawner_AnchorsHomeToCurrentLocation()
{
var loc = new Point3D(1010, 1010, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), loc);
pet.ControlOrder = OrderType.Stay; // sets Home to loc
pet.Home = new Point3D(800, 800, 0); // simulate a stale anchor
pet.Spawner = null;
pet.AIObject.DoOrderRelease();
Assert.Equal(loc, pet.Home); // released where it stands, not the stale point
}
[Fact]
public void Login_NearMaster_DerivesFollow()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
PetLoginHandler.DeriveFollowerOrders(master);
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
}
[Fact]
public void Login_FarFromMaster_DerivesStay()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1040, 1000, 0));
PetLoginHandler.DeriveFollowerOrders(master);
Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
}
[Fact]
public void Stop_WhileFollowing_CancelsToIdle_NonML()
{
var previous = Core.Expansion;
try
{
Core.Expansion = Expansion.SE; // pre-ML: Core.ML is false
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow;
pet.ControlOrder = OrderType.Stop;
// Stop/idle resolution is era-independent.
Assert.Equal(OrderType.None, pet.ControlOrder);
Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
Assert.Equal(pet.Location, pet.Home);
}
finally
{
Core.Expansion = previous;
}
}
}

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@ -0,0 +1,51 @@
using Server;
using Server.Mobiles;
namespace UOContent.Tests.Mobiles.AI;
// Minimal tameable creature for AI-state tests. Uses the AIType constructor so the
// creature gets a real AIObject (the Serial ctor does not initialize AI).
public class PetTestStub : BaseCreature
{
// When true, CheckIdle() reports "resting" so the idle-wander path must not move.
public bool ForceIdle { get; set; }
public PetTestStub() : base(AIType.AI_Animal, FightMode.Closest, 10, 1)
{
Body = 0xC8; // dog
}
// NPCSpeeds isn't configured in the test fixture; provide fixed speeds so the
// AIType constructor doesn't hit the unconfigured speed table.
public override void GetSpeeds(out double activeSpeed, out double passiveSpeed)
{
activeSpeed = 0.2;
passiveSpeed = 0.4;
}
public override bool CheckIdle() => ForceIdle || base.CheckIdle();
public PetTestStub(Serial serial) : base(serial)
{
}
}
public static class PetTestSetup
{
// Places a player master and a controlled pet on Felucca and returns both.
public static (PlayerMobile master, PetTestStub pet) SpawnControlledPet(
Point3D masterLoc, Point3D petLoc)
{
var map = Map.Felucca;
var master = new PlayerMobile(World.NewMobile);
master.DefaultMobileInit();
master.MoveToWorld(masterLoc, map);
var pet = new PetTestStub();
pet.MoveToWorld(petLoc, map);
pet.SetControlMaster(master); // sets Controlled, Home=Zero, ControlOrder=Come
return (master, pet);
}
}

View file

@ -0,0 +1,50 @@
/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: PetLogin.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 ModernUO.CodeGeneratedEvents;
namespace Server.Mobiles;
public static class PetLoginHandler
{
// Within this many tiles of the master we assume the pet was following; otherwise staying.
private const int FollowRange = 12;
[OnEvent(nameof(PlayerMobile.PlayerLoginEvent))]
public static void OnLogin(PlayerMobile pm) => DeriveFollowerOrders(pm);
// The persistent command is runtime-only and reset to None on load. When the master logs
// in we give each controlled pet that still has no standing command a sane one, inferred
// from proximity: near master -> Follow, otherwise Stay.
public static void DeriveFollowerOrders(PlayerMobile master)
{
if (master?.AllFollowers == null)
{
return;
}
foreach (var follower in master.AllFollowers)
{
if (follower is BaseCreature { Controlled: true, Deleted: false } bc
&& bc.ControlMaster == master
&& bc.AIObject is { } ai
&& ai.PersistentOrder == OrderType.None)
{
var near = bc.Map == master.Map && bc.GetDistanceToSqrt(master) <= FollowRange;
ai.SetPersistentOrder(near ? OrderType.Follow : OrderType.Stay);
}
}
}
}

View file

@ -19,7 +19,7 @@ namespace Server.Mobiles;
public abstract partial class BaseAI
{
public virtual void OnCurrentOrderChanged()
public virtual void OnCurrentOrderChanged(OrderType previous)
{
if (Mobile.Deleted || Mobile.ControlMaster?.Deleted != false)
{
@ -49,8 +49,9 @@ public abstract partial class BaseAI
}
case OrderType.Stop:
{
HandleStopOrder();
break;
// Stop is resolved into another order; it never rests as the active order.
ResolveStop(previous);
return;
}
case OrderType.Transfer:
{
@ -83,6 +84,49 @@ public abstract partial class BaseAI
break;
}
}
// A freshly issued standing command becomes the persistent fallback and (re)anchors
// Home. Skipped while resuming a fallback so a resume never re-anchors. See
// ResumePersistentOrder.
if (!_resolvingOrder && Mobile.ControlOrder is OrderType.Stay or OrderType.Follow or OrderType.Guard)
{
SetPersistentOrder(Mobile.ControlOrder);
}
}
// "Stop" cancels the active order, mapping to a resting order based on what the pet was
// doing: Attack/Come/etc. -> resume the persistent command; Follow/Guard -> cancel to idle
// (None) where it stands; Stay -> remain staying at its post.
private void ResolveStop(OrderType previous)
{
_commandIssuer?.RevealingAction();
_commandIssuer = null;
Mobile.ControlTarget = null;
switch (previous)
{
case OrderType.Stay:
{
_resolvingOrder = true;
Mobile.ControlOrder = OrderType.Stay; // remain staying; anchor untouched
_resolvingOrder = false;
break;
}
case OrderType.Follow:
case OrderType.Guard:
{
SetPersistentOrder(OrderType.None); // cancel standing order; anchor = current
_resolvingOrder = true;
Mobile.ControlOrder = OrderType.None; // idle
_resolvingOrder = false;
break;
}
default: // Attack / Come / Drop / None / etc. -> resume the standing order
{
ResumePersistentOrder();
break;
}
}
}
private void HandleNoOrder()
@ -178,24 +222,8 @@ public abstract partial class BaseAI
Mobile.Warmode = false;
Mobile.Combatant = null;
Mobile.PlaySound(Mobile.GetIdleSound());
Mobile.Home = Mobile.Location;
_commandIssuer = null;
}
private void HandleStopOrder()
{
if (Mobile.ControlMaster?.Alive != true)
{
return;
}
_commandIssuer?.RevealingAction();
Mobile.ControlTarget = null;
Mobile.FocusMob = null;
Mobile.Warmode = false;
Mobile.Combatant = null;
Mobile.PlaySound(Mobile.GetIdleSound());
_commandIssuer = null;
// Home (the stay anchor) is owned by SetPersistentOrder, not this handler.
}
private void HandleReleaseOrder()

View file

@ -17,7 +17,29 @@ namespace Server.Mobiles;
public abstract partial class BaseAI
{
private OrderType _lastPetOrder = OrderType.None;
// The standing command a pet falls back to when a transient order (Attack/Come/Drop)
// completes: None, Stay, Follow, or Guard. Runtime-only (not serialized); reset to None
// on load and derived from master proximity on login. See PetLoginHandler.
internal OrderType PersistentOrder { get; private set; } = OrderType.None;
// Guards anchor/persistent derivation while we resume a fallback order, so a resume
// never re-derives the persistent command or re-anchors Home. See OnCurrentOrderChanged.
private bool _resolvingOrder;
// The controlled-pet wander anchor (Home) is a pure function of the persistent command.
internal void SetPersistentOrder(OrderType order)
{
PersistentOrder = order;
Mobile.Home = order is OrderType.Follow or OrderType.Guard ? Point3D.Zero : Mobile.Location;
}
// Resume the persistent command without re-deriving the persistent order or anchor.
private void ResumePersistentOrder()
{
_resolvingOrder = true;
Mobile.ControlOrder = PersistentOrder;
_resolvingOrder = false;
}
public virtual bool Obey() =>
!Mobile.Deleted && Mobile.ControlOrder switch
@ -43,33 +65,9 @@ public abstract partial class BaseAI
Mobile.Warmode = IsValidCombatant(Mobile.Combatant);
if (_lastPetOrder == OrderType.Guard)
{
DebugSay("Target lost, resuming guard duty.");
Mobile.ControlOrder = OrderType.Guard;
_lastPetOrder = OrderType.None;
return true;
}
else if (_lastPetOrder == OrderType.Stay)
{
DebugSay("Target lost, resuming stay position.");
Mobile.ControlOrder = OrderType.Stay;
_lastPetOrder = OrderType.None;
return true;
}
else if (_lastPetOrder == OrderType.Follow)
{
DebugSay("Target lost, resuming follow command.");
Mobile.ControlTarget = Mobile.ControlMaster;
Mobile.ControlOrder = OrderType.Follow;
_lastPetOrder = OrderType.None;
return true;
}
WalkRandom(3, 2, 1);
// Pure idle: gently wander near the anchor, with CheckIdle rest periods. Pets resume
// a standing order via ResumePersistentOrder, not by re-deriving it here.
WalkRandomIdle();
return true;
}
@ -106,8 +104,6 @@ public abstract partial class BaseAI
if (Mobile.ControlTarget?.Deleted == false && Mobile.ControlTarget != Mobile)
{
_lastPetOrder = OrderType.Follow;
FollowTarget();
}
else
@ -147,9 +143,8 @@ public abstract partial class BaseAI
this.DebugSayFormatted($"I am ordered to drop my items by {Mobile.ControlMaster?.Name ?? "Unknown"}.");
Mobile.ControlOrder = OrderType.None;
DropItems();
ResumePersistentOrder();
return true;
}
@ -224,7 +219,7 @@ public abstract partial class BaseAI
{
from.SendLocalizedMessage(1049691);
// That person is already a friend.
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
return;
}
@ -270,7 +265,7 @@ public abstract partial class BaseAI
{
from.SendLocalizedMessage(1070953);
// That person is not a friend.
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
return;
}
@ -296,8 +291,6 @@ public abstract partial class BaseAI
return true;
}
_lastPetOrder = OrderType.Guard;
FindCombatant();
if (IsValidCombatant(Mobile.Combatant))
@ -364,7 +357,7 @@ public abstract partial class BaseAI
DebugSay("Target is either dead, hidden, or out of range.");
Mobile.ControlTarget = Mobile.ControlMaster;
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
if (Mobile.FightMode is FightMode.Closest or FightMode.Aggressor)
{
@ -442,6 +435,9 @@ public abstract partial class BaseAI
}
else
{
// No spawner to return to: anchor where it stands so it idle-wanders here
// instead of pathing toward a stale (e.g. former stay) anchor.
Mobile.Home = Mobile.Location;
Action = ActionType.Wander;
}
@ -473,31 +469,20 @@ public abstract partial class BaseAI
this.DebugSayFormatted($"I have been ordered to stay by {Mobile.ControlMaster?.Name ?? "Unknown"}.");
}
_lastPetOrder = OrderType.Stay;
WalkRandomInHome(3, 2, 1);
return true;
}
public virtual bool DoOrderStop()
{
if (CheckHerding())
// Hold position at the post (Home). Stand still when there; only walk back if displaced
// (e.g. after chasing a kill). No idle shuffle.
if (Mobile.Home != Point3D.Zero && Mobile.Location != Mobile.Home)
{
this.DebugSayFormatted($"I am being herded by {Mobile.ControlTarget?.Name ?? "Unknown"}.");
}
else
{
this.DebugSayFormatted($"I have been ordered to stop by {Mobile.ControlMaster?.Name ?? "Unknown"}.");
}
if (Core.ML)
{
WalkRandomInHome(5, 2, 1);
DoMove(Mobile.GetDirectionTo(Mobile.Home));
}
return true;
}
// Stop is resolved into another order in OnCurrentOrderChanged and never rests as the
// active order; this is a defensive no-op.
public virtual bool DoOrderStop() => true;
public virtual bool DoOrderTransfer()
{
if (Mobile.IsDeadPet)
@ -519,7 +504,7 @@ public abstract partial class BaseAI
{
from.SendLocalizedMessage(502040);
// As a young player, you may not friend pets to older players.
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
return true;
}
@ -527,7 +512,7 @@ public abstract partial class BaseAI
{
from.SendLocalizedMessage(502041);
// As an older player, you may not friend pets to young players.
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
return true;
}
@ -536,7 +521,7 @@ public abstract partial class BaseAI
SendTransferRefusalMessages(from, to, 1043248, 1043249);
// 1043248: The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
// 1043249: The pet will not accept you as a master because it does not trust you.~3_BLANK~
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
return true;
}
@ -545,7 +530,7 @@ public abstract partial class BaseAI
SendTransferRefusalMessages(from, to, 1043250, 1043251);
// 1043250: The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
// 1043251: The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
return true;
}
@ -554,7 +539,7 @@ public abstract partial class BaseAI
{
from.SendMessage("You can not transfer a pet while in combat.");
to.SendMessage("You can not transfer a pet while in combat.");
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
return true;
}
@ -563,7 +548,7 @@ public abstract partial class BaseAI
if (fromState == null || toState == null)
{
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
return true;
}
@ -573,7 +558,7 @@ public abstract partial class BaseAI
// You cannot transfer a pet with a trade pending
to.SendLocalizedMessage(1010507);
// You cannot transfer a pet with a trade pending
Mobile.ControlOrder = OrderType.None;
ResumePersistentOrder();
return true;
}

View file

@ -38,6 +38,17 @@ public abstract partial class BaseAI
}
}
// Idle wander for controlled pets. Routes through the same CheckMove/CanMoveNow/CheckIdle
// gate that non-controlled DoActionWander uses, so idling pets take the gentle 15-25s
// CheckIdle rest periods instead of shuffling every AI tick.
public void WalkRandomIdle()
{
if (CheckMove() && CanMoveNow(out _) && !Mobile.CheckIdle())
{
WalkRandomInHome(3, 2, 1);
}
}
public virtual void WalkRandomInHome(int chanceToNotMove, int chanceToDir, int steps)
{
if (Mobile.Deleted || Mobile.DisallowAllMoves)

View file

@ -803,9 +803,10 @@ namespace Server.Mobiles
get => m_ControlOrder;
set
{
var previous = m_ControlOrder;
m_ControlOrder = value;
AIObject?.OnCurrentOrderChanged();
AIObject?.OnCurrentOrderChanged(previous);
InvalidateProperties();