fix: pet obedience pacing, stale AI wake rescheduling, and Guard order persistence through combat (#2594)
Closes #2593. Closes #2595. Two related pet-AI fixes: the post-#2591 pacing/wake regression (#2593), and the guard order silently converting to Attack during combat (#2595). Root-cause analyses are in the issues. ## #2593 — pets follow slowly; stale AITimer wakes **Why pets slowed:** - The per-step budget grew from **half a think interval** (`CurrentSpeed * 500`) to the full RunUO-parity move table (`CurrentMoveSpeed * 1000`). Medium-bucket pets (Horse, Dog, most tamables): passiveMove **1.05s/step**. - Pet order speed depended on stale `Warmode`: `HandleGuardOrder` set it once, but `OnCombatantChange` clears it whenever the combatant drops, so obedience ran active or passive **by combat history** — usually passive. Net: Guard/Come at ~1.05s/step (~2.1x slower than pre-#2591), vs a player running at 0.1–0.2s/step. - The AITimer never rescheduled its pending wheel entry: the wheel reads `Interval` only after the next fire, so a speed-up or a fresh order (`Activate()` no-ops while running) waited out the stale wake — up to a full passive think, stacked on the residual move budget on Guard → Follow. **What changed:** - **Order handlers own obedience speed** (RunUO `OnCurrentOrderChanged`/`DoOrder*` parity, re-derived continuously): issuing a movement order (Come/Follow/Guard/Attack) sets the **active** think clock, resting orders (Stay/None/Transfer) set passive, and the guard/follow peaceful branches write **RunUO's AOS `CurrentSpeed = 0.1` sprint** — RunUO's guard else-branch had the identical write as follow. The bespoke 0.1 fuses to both clocks through #2591's existing classification, so `CurrentMoveSpeed` stays **pure herding + classification** with no obedience special case, and `DoMoveImpl`'s per-step flip skips obeying pets (their handler owns the pace) and loses its old follow-only 0.1 write. Combat still re-derives organically via warmode/combatant. - **`AITimer`**: tracks the pending wake and reschedules (`Stop`, `Delay` = remaining, `Start`) when a speed-up or fresh order moves the earliest deadline up; changes inside a tick still flow through `ScheduleNext`. New `Prod()` wakes the AI immediately on player commands — including from a stopped timer, so stable claims no longer wait out the random construction stagger. Sector/spawn wakes keep the stagger. Spam-safe: a prodded think grants reaction, never action — steps/swings/casts/abilities are gated by their own budgets and timers. The residual move budget is deliberately **not** cleared on order change — that would let order-spam macros grant free steps. Deadline changes reschedule the timer; rate changes take effect at the next deadline computation. ## #2595 — Guard order converts to Attack during combat **Why:** `FindCombatant()` set `ControlOrder = OrderType.Attack` when engaging, so a guarding pet left the Guard order for the whole fight: OPL tags wiped (pet `1080078` + master `501129`), no retargeting (`DoOrderAttack` locks its target), `TeleportPets` left the pet behind on recall/gate, and every engage→kill→resume cycle replayed the guard flourish. **What changed:** - **`FindGuardTarget()`** (was `FindCombatant`): a pure selector — prefers the aggressor **closest to the master** (RunUO guard parity, dynamic retargeting to protect the owner), keeps the current combatant unless a strictly closer one exists, and never mutates order state. `DoOrderGuard` engages through it while **staying in Guard** the whole fight. - **Persistent-order semantics** (the ModernUO improvement over RunUO): an explicit `all attack` completes → `ResumePersistentOrder()` returns to Guard → the guard scan engages remaining threats in-order. The Attack-chaining fallback (`FightMode.Closest/Aggressor`) now applies only to non-guard persistent orders. Resuming Guard no longer replays the sound/"is now guarding you" message. - **Peaceful guard stands down deterministically** (`Warmode`/`Combatant`/`FocusMob` cleared) and returns to the master at the RunUO sprint (see above); at the master's side it stays organically active. - **`WalkMobileRange` honors the caller's run flag** (the internal hardcoded `dist > 5` gate silently overrode it). Run is animation-only server-side; the only callers passing anything but `false` — follow, guard, clone — gate on their own thresholds. ## Resulting behavior (Medium-bucket pet) | Scenario | Broken | This PR | |---|---|---| | Guard trailing master (AOS) | ~1.05s/step, think-grid quantized | 0.1s/step sprint (RunUO parity), smooth move wakes | | Guard during combat | order flips to Attack; tags lost; no retarget; left behind on recall | stays Guard; retargets to master's closest aggressor; teleports with master | | `all attack` while guarding | resume spams guard flourish per kill; chains into Attack | resumes Guard silently; guard scan takes over | | Come / friend-follow | 1.05s/step | activeMove 0.45s/step (≈ pre-#2591 feel) | | Guard → Follow reaction | up to ~1.5s dead time | think within one wheel turn | | Follow master (AOS sprint) | 0.1s/step | 0.1s/step (unchanged) | | Wild creature chase | RunUO-parity move table | unchanged | Also documents two contracts this work leaned on: the `ControlOrder` setter deliberately fires on every assignment (a reissued order is a command — retarget/break-off/re-anchor), and `OnThink`/`MonsterAbility` must be excess-call tolerant (`dev-docs/content-patterns.md` § OnThink: the excess-call contract). ## Testing - Full suite passes (1570: 837 Server + 733 UOContent). - `PetPacingTests`: order-issue think-clock parity, follow-master sprint via Obey, guard organically active at the master's side, combat-chase and herding boundaries, plus two deterministic timer-wheel tests (8ms-lockstep slicing) proving a fresh order and a mid-wait speed-up wake the AI promptly. - `GuardOrderTests`: engage keeps the Guard order; retargets to the aggressor closest to the master; explicit attack resumes Guard without chaining into Attack; peaceful guard stands down. Setup self-validates LOS/terrain. - `GuardFollowTests`: guard-following registers a move intent, steps toward the master, sprints at 0.1 under AOS (per-step flip must not undo it), and runs active pre-AOS. - All behavioral tests were written first and failed for the documented reasons.
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@ -283,6 +283,61 @@ ClearMoveSpeed(); // back to inheriting the think clock
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All four are `[props`-tunable per instance (move values: set `0` to re-inherit); per-instance
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move overrides serialize. Being badly hurt slows steps, never decisions (RunUO parity).
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### OnThink: the excess-call contract
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`OnThink()` is a scheduler pass, not an action. The AI timer calls it *at least* at the
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think cadence (`CurrentSpeed`), but it can and does fire more often: a player command
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wakes the AI immediately (`AITimer.Prod()`), a speed-up reschedules the pending wake, and
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players run command macros that drive extra thinks deliberately (order spam is spam-safe
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by design — reaction, never action). RunUO had the same property (its timer restarted
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with a random delay on every speed change), so this has never been a fixed-rate callback.
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**Every `OnThink` override must be excess-call tolerant.** An extra call must never grant
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an extra action:
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- Gate consequential work on its own deadline field, compared in subtraction form
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(`Core.TickCount - _nextX >= 0` — see `tick-counts.md`), or make it idempotent.
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- Never pace a consequential action with a bare per-call `Utility.RandomDouble()` roll —
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its frequency then scales with think rate, which players can influence. Per-call rolls
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are acceptable only for pure cosmetics (idle animations, flavor sounds).
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- The engine already gates the expensive things: steps (the `NextMove` budget), weapon
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swings, spell casts, detect-hidden, and the base `BaseCreature.OnThink` actions (heal,
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rummage, aura) all carry their own clocks. Follow that pattern.
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```csharp
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private long _nextSpecial;
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public override void OnThink()
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{
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base.OnThink();
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if (Core.TickCount - _nextSpecial >= 0)
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{
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DoSpecial();
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_nextSpecial = Core.TickCount + 5000; // the real rate limit lives here
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}
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}
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```
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### MonsterAbility: same contract
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`MonsterAbility.CanTrigger` is sampled once per think for `Think`- and
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`CombatAction`-triggered abilities, so abilities live under the same rule:
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- **`MinTriggerCooldown`/`MaxTriggerCooldown` is the real rate limit** — the floor holds
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no matter how often thinks fire. Always give a triggered ability a real cooldown.
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- **`ChanceToTrigger` is a per-sample roll**: above the cooldown floor, the expected
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trigger delay shrinks as think rate rises. Treat the chance as flavor jitter, never as
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the rate limiter, and keep cooldowns long relative to the think interval so the jitter
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stays negligible (fire breath — chance 0.5, cooldown 30–45s — varies under 1% between
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natural and spammed think rates).
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- A **zero-cooldown ability records no cooldown at all** and triggers on every sampled
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think that passes its chance — only ever correct for passive alteration hooks, never
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for `Think`/`CombatAction` triggers.
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- An ability that breaks pet orders (fear-style effects) must own its duration explicitly
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(a hold state, or a "refuses orders until" deadline checked in the order handlers) —
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pets react to re-issued commands immediately, so think latency is not a hold.
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---
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## New Spell
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