fix(ai): guarding pets never target their owner or the owner's pets (#2665)
Supersedes #2657 (rebased onto #2662, which the original branch conflicted with). Credit to @MithrilHammer for the diagnosis, the fix and the regression tests; their three commits are kept as authored. Fixes #2656. ## Root cause When a guarding pet's combatant hides or becomes invalid, its AI calls `AcquireFocusMob` to find a new target. A controlled creature with no `ControlTarget` (Guard normally has none) fell out of `HandleControlled` and into the wild-creature scan, where `IsEnemy` treats any player as an enemy. With `FightMode.Closest`, the owner won. The fall-through dates to #2232. RunUO never let a controlled creature reach the wild scan. ## Changes - `AcquireFocusMob`: a controlled creature returns whatever `HandleControlled` decides. Guard uses `FindGuardTarget`, Attack uses its `ControlTarget`, and every other order acquires nothing. - `FindGuardTarget` skips guard allies: the master and creatures the master controls, including controlled summons. Uncontrolled summons (energy vortex, blade spirits) attack their caster, so a guard still defends against them, as in RunUO. - Friendly fire: `BaseAI.OnAggressiveAction` stands a guard down when an ally is the aggressor. `BaseCreature.Combatant` refuses an ally while guarding, because `Mobile.AggressiveAction` assigns the first aggressor as `Combatant` before any retaliation policy runs. The veto sits on `Combatant` rather than `CanBeHarmful`, so what a pet can harm doesn't depend on its current order. An explicit Attack order and bard provocation can still target an ally. ## Tests 16 regression cases in `GuardFriendlyFireTests` (skipped without client map data), including a real `WhiteWyrm` reproduction. `UOContent.Tests`: 1142 passed, 2 skipped, 0 failed on Windows.
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4 changed files with 287 additions and 5 deletions
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@ -3650,6 +3650,26 @@ namespace Server.Mobiles
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m?.InvalidateProperties();
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}
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// A guard never fights its master or the master's other pets. An explicit Attack order and bard
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// provocation still may.
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public bool RefusesGuardTarget(Mobile target) =>
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_controlled && _controlOrder == OrderType.Guard && !BardProvoked && AIObject?.IsGuardAlly(target) == true;
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// Mobile.AggressiveAction assigns the first aggressor as Combatant before any retaliation policy runs.
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public override Mobile Combatant
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{
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get => base.Combatant;
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set
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{
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if (value != null && RefusesGuardTarget(value))
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{
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return;
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}
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base.Combatant = value;
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}
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}
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public override bool CanBeHarmful(Mobile target, bool message, bool ignoreOurBlessedness)
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{
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if (target is BaseFactionGuard)
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