fix(ai): meer mages and their enraged creatures no longer fight each other (#2673)

## Summary

A meer mage fights `FightMode.Evil` and its enraged creatures carry -1000 karma, so `BaseCreature.IsEnemy` made each an enemy of the other:
- The meer acquired its own enraged creatures as ordinary targets.
- An enraged creature fell back to attacking its meer when nothing else was in range. It isn't `Summoned`, so it reached the meer through `AcquireNewFocusMob`'s summon-master fallback.

`BaseEnraged` and `MeerMage` now override `IsEnemy` to exclude each other. Another meer's creatures stay enemies.

`BaseEnraged` also pulled its meer into fights against any creature with a `SummonMaster`, which included another meer's enraged creatures. It now checks `GetMaster()`, matching the "controlled/summoned" OSI note in that method.

## Test plan

- [x] `MeerAndItsEnragedCreature_AreNotEnemies`: fails before the fix
- [x] `AnotherMeersEnragedCreature_StaysAnEnemy`
- [x] `MeerAndItsEnragedCreature_NeverAcquireEachOther`: fails before the fix (the meer acquired its own creature)
- [x] UOContent.Tests (1171 passed, 2 skipped) and Server.Tests (907) green
This commit is contained in:
Kamron Batman 2026-09-24 21:42:40 -07:00 • committed by GitHub
parent 05b6ca9d5d
commit 37970a4811
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3 changed files with 84 additions and 1 deletions

View file

@ -0,0 +1,77 @@
using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// A meer mage fights FightMode.Evil and its enraged creatures carry -1000 karma, so the karma rules alone
// make each an enemy of the other.
[Collection("Sequential UOContent Tests")]
public class MeerEnragedTests : IDisposable
{
private readonly List<Mobile> _created = [];
public void Dispose()
{
for (var i = 0; i < _created.Count; i++)
{
_created[i].Delete();
}
}
private T Track<T>(T m) where T : Mobile
{
_created.Add(m);
return m;
}
private static void Place(BaseCreature bc, int x)
{
var map = Map.Felucca;
bc.MoveToWorld(new Point3D(x, 1600, map.GetAverageZ(x, 1600)), map); // flat, clear line of sight both ways
bc.AIObject.AITimer.Stop();
}
private static bool Acquire(BaseCreature creature)
{
creature.NextReacquireTime = Core.TickCount - 1;
return creature.AIObject.AcquireFocusMob(creature.RangePerception, creature.FightMode, false, false, true);
}
[Fact]
public void MeerAndItsEnragedCreature_AreNotEnemies()
{
var meer = Track(new MeerMage());
var enraged = Track(new EnragedRabbit(meer));
Assert.False(enraged.IsEnemy(meer));
Assert.False(meer.IsEnemy(enraged));
}
[Fact]
public void AnotherMeersEnragedCreature_StaysAnEnemy()
{
var meer = Track(new MeerMage());
var other = Track(new MeerMage());
var enraged = Track(new EnragedRabbit(other));
Assert.True(enraged.IsEnemy(meer));
Assert.True(meer.IsEnemy(enraged));
}
[SkippableFact]
public void MeerAndItsEnragedCreature_NeverAcquireEachOther()
{
Skip.If(!Server.Tests.TestServerInitializer.TileDataLoaded, "Requires UO client map data.");
var meer = Track(new MeerMage());
var enraged = Track(new EnragedBlackBear(meer));
Place(meer, 1600);
Place(enraged, 1601);
Assert.False(Acquire(enraged));
Assert.False(Acquire(meer));
}
}

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@ -95,6 +95,9 @@ namespace Server.Mobiles
SummonMaster = summoner;
}
// The meer's FightMode.Evil against our negative karma would otherwise make us enemies.
public override bool IsEnemy(Mobile m) => m != SummonMaster && base.IsEnemy(m);
public override void OnThink()
{
if (SummonMaster?.Deleted != false)
@ -118,7 +121,7 @@ namespace Server.Mobiles
*/
else if (!Combat(SummonMaster))
{
if (Combatant.Player || Combatant is BaseCreature bc && (bc.Controlled || bc.SummonMaster != null))
if (Combatant.Player || Combatant is BaseCreature bc && bc.GetMaster() != null)
{
SummonMaster.Combatant = Combatant;
}

View file

@ -59,6 +59,9 @@ namespace Server.Mobiles
public override bool InitialInnocent => true;
// FightMode.Evil would otherwise target our own enraged creatures for their negative karma.
public override bool IsEnemy(Mobile m) => (m as BaseEnraged)?.SummonMaster != this && base.IsEnemy(m);
public override void GenerateLoot()
{
AddLoot(LootPack.FilthyRich);