fix(ai): BaseAI.OnAggressiveAction owns the retaliation policy; familiars refuse cleanly (#2662)
> [!IMPORTANT] > **Breaking change to API to fix NPC AI issues** ## Symptom `FamiliarAITests.HiddenCaster_FamiliarRefusesRetaliation` fails on main at `Assert.False(wolf.Warmode)`: the familiar's `Combatant` stays null as intended, but it is left in war stance. In-game the familiar of a hidden caster flips into warmode for a tick when struck, until `FamiliarAI.StandDown()` clears it on the next think. CI never saw it because the familiar tests are `SkippableFact` (they need client tiledata). ## Root cause #2644 and #2645 landed a day apart and are individually correct but conflict at one seam. Since #2645, a familiar (`Commandable == false`) is no longer "told to stand down", so `BaseCreature.AggressiveAction` continues past `AIObject.OnAggressiveAction(aggressor)` to its generic fallback: ```cs else if (Combatant == null && !BardPacified) { Warmode = true; Combatant = aggressor; } ``` `FamiliarAI.OnAggressiveAction` had already declined (caster hidden), but the hook was `void`, so the creature could not tell. The fallback raised `Warmode` before `BaseFamiliar.Combatant` vetoed the target. ## Fix This is the follow-up agreed in #2645: the retaliation policy moves into a virtual `BaseAI.OnAggressiveAction(aggressor) -> bool`. - **`BaseAI.OnAggressiveAction`** now holds the stand-down verdict, the closer-aggressor swap (`PreferCloserAggressor`), and the `IssueOrder(Attack)` vs `Combatant =` decision. Returns `false` when the creature stands down. - **`BaseCreature.AggressiveAction`** keeps only bookkeeping — `ControlMaster.Aggressors` entry, `StopFlee`, `ForceReacquire`, ethics `FinishShield` — keyed off the return, so an AI that declines is never second-guessed. - **`FamiliarAI`** overrides the whole policy: no orders to stand down on, never fights for a hidden caster or a hidden aggressor. Behaviour for every other AI is unchanged. Moving the fallback ahead of `StopFlee`/`ForceReacquire` is order-safe: both are pure field resets, `IssueAttack` does not `Think()`, and `OnCombatantChange` only derives `Warmode`. Two commits: the first is the minimal `bool` hook that alone fixes the test, the second the policy move. ## Not changed (noted for later) - `Warmode = true; Combatant = x;` (also in `FamiliarAI.Act`, `IssueAttack`) is redundant when the setter accepts — `BaseCreature.OnCombatantChange` derives `Warmode` — and is the dangling-warmode hazard whenever a `Combatant` setter vetoes. - Since #2614 a stood-down pet skips the ethics `FinishShield`; RunUO ran it unconditionally. Preserved as-is. ## Tests `HiddenCaster_FamiliarRefusesRetaliation` fails on main and passes here. Full `UOContent.Tests`: 1126 passed, 0 failed, 2 skipped (spawner fixture capture + benchmark).
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7 changed files with 96 additions and 31 deletions
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@ -2735,18 +2735,12 @@ namespace Server.Mobiles
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aggressor.Aggressors.Add(AggressorInfo.Create(this, aggressor, true));
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}
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var toldToStandDown = _controlled && _controlMaster != null && Commandable &&
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BaseAI.IsStandDownOrder(_controlOrder);
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if (StandsDownOnCommand && toldToStandDown)
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// The AI owns the retaliation policy; a creature that stands down keeps its flee and acquire state.
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if (AIObject?.OnAggressiveAction(aggressor) != true)
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{
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AIObject?.DebugSay("I'm being attacked but my master told me not to fight.");
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Warmode = false;
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return;
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}
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AIObject?.OnAggressiveAction(aggressor);
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StopFlee();
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ForceReacquire();
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@ -2760,17 +2754,6 @@ namespace Server.Mobiles
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pl.FinishShield();
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}
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}
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// Only reachable when the pet does not stand down: the orders above returned early.
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if (aggressor.ChangingCombatant && toldToStandDown)
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{
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IssueOrder(OrderType.Attack, null, aggressor);
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}
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else if (Combatant == null && !BardPacified)
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{
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Warmode = true;
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Combatant = aggressor;
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}
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}
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public override bool OnMoveOver(Mobile m)
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