fix: handle null maps when deactivating creature AI (#2629)

An uncontrolled creature with `Map == null` throws in `BaseAI.Deactivate()` when the condition reaches `Map.GetSector()`. A controlled creature with a null map avoids the exception but leaves its AI timer running.

Treat a null map like `Map.Internal` in the existing stop condition. This stops the timer without dereferencing the missing map and leaves the existing valid-map condition and return-home scheduling unchanged.

Addresses only the null-map `Deactivate()` item in #2627; the other audit items remain separate. No era-specific rules are changed.
This commit is contained in:
Robert Dickey 2026-09-11 19:26:47 -05:00 committed by GitHub
parent 51d2e998fc
commit 75f326bfdd
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2 changed files with 34 additions and 1 deletions

View file

@ -0,0 +1,33 @@
using Server;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
[Collection("Sequential UOContent Tests")]
public class AIDeactivationTests
{
[Theory]
[InlineData(false, false)]
[InlineData(false, true)]
[InlineData(true, false)]
[InlineData(true, true)]
public void Deactivate_WithoutWorldMap_StopsTimer(bool internalMap, bool controlled)
{
var creature = new PetTestStub();
try
{
creature.Controlled = controlled;
creature.Map = internalMap ? Map.Internal : null;
creature.AIObject.Activate();
Assert.True(creature.AIObject.AITimer.Running);
creature.AIObject.Deactivate();
Assert.False(creature.AIObject.AITimer.Running);
}
finally
{
creature.Delete();
}
}
}

View file

@ -1102,7 +1102,7 @@ public abstract partial class BaseAI
public virtual void Deactivate()
{
if (Mobile.Map == Map.Internal || !Mobile.Controlled && !Mobile.Map.GetSector(Mobile.Location).Active)
if (Mobile.Map == null || Mobile.Map == Map.Internal || !Mobile.Controlled && !Mobile.Map.GetSector(Mobile.Location).Active)
{
AITimer.Stop();
}