fix(ai): wild creatures no longer stand down when attacked (#2645)

## Symptom

Since #2614, on any shard with `taming.petsStandDownOnCommand` (default `Core.ML`), every wild creature hits `"I'm being attacked but my master told me not to fight."` when struck. Brigands still chase (acquisition is a separate path in the think loop) but the retaliation path is dead: no `OnAggressiveAction`, no `StopFlee`, no `ForceReacquire`, `Combatant` never set, and `Warmode` forced off on every hit.

## Root cause

#2614 correctly added `OrderType.None` to `BaseAI.IsStandDownOrder` — a stopped pet rests on `None` and Publish 51 says it must not fight back. But the gate in `BaseCreature.AggressiveAction` never asked whether anybody could have given the order. The old predicate (`ct != Follow && ct != Stop && ct != Stay`) had only excluded wild creatures by accident: `None` was not in its set, so nothing ever needed to spell the check out. A wild creature's `_controlOrder` is always `None`.

## Fix

Both halves of `AggressiveAction` now gate on `Controlled && ControlMaster != null && Commandable` — the same predicate every order entry point already uses (`OnSpeech`, context menu, `IsValidTarget`). Only a creature somebody can command has been told to stand down. That excludes, and lets fight back:

| Creature | Why it was standing down |
|---|---|
| Wild creature | rests on `None` |
| Energy vortex, blade spirits, animated weapon, animate dead | `Summoned` with a `SummonMaster` but never `Controlled`; rests on `None` |
| Familiar, talisman summon, escortee, mirror image | `Controlled` with a master but `Commandable => false`; sits on a system-issued `Follow` |

The last row is a deliberate behaviour change from #2614 for ML+ shards: a familiar or escortee on `Follow` no longer stands down when attacked. The publish speaks of commanded pets; a creature that cannot take an order was never told anything, and pre-ML it always fought back.

Commandable summons (Summon Creature, elementals, daemons) are `Controlled` with `ControlMaster == SummonMaster`, so they stand down exactly as pets do.

## Also: stop after stay

Found while testing: `all come` then `all stop` left the pet on `Stay`, ticking *"I have been ordered to stay"*. `come` rests into `Stay` on arrival (deliberate ModernUO divergence, kept), and #2614 had `IssueStop` keep a previous `Stay`. RunUO and ServUO never consult the previous order — `DoOrderStop` is "wander around here" (or `None` pre-ML) — and Publish 51 says a stopped pet *"may wander"*. `Stay` now joins `Follow`/`Guard` in `IssueStop`: stop cancels the standing order and the pet idles anchored where it stands. `Stop_WhileStaying_RemainsStayingAtOriginalPost` is replaced by `Stop_WhileStaying_CancelsToIdleNone` plus the `come, stop` repro.

## Tests

`PetRetaliationTests` gains one case per row above: `WildCreature_`, `UncontrolledSummon_`, `UncommandableCreature_Retaliates_UnderStandDown`. Each fails on main and passes here; full `UOContent.Tests` green (1058 passed).
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Kamron Batman 2026-09-14 23:18:11 -07:00 committed by GitHub
parent 1e891094fe
commit f8d2a2bacc
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4 changed files with 95 additions and 21 deletions

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@ -133,8 +133,10 @@ public class PetOrderTests : IDisposable
Assert.Equal(pet.Location, pet.Home); // idle anchor = where stopped
}
// Publish 51: "Stop: ... may wander." A stay is a standing order like follow or guard;
// stop cancels it and the pet idles, anchored where it stands.
[Fact]
public void Stop_WhileStaying_RemainsStayingAtOriginalPost()
public void Stop_WhileStaying_CancelsToIdleNone()
{
var post = new Point3D(1005, 1005, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
@ -143,9 +145,26 @@ public class PetOrderTests : IDisposable
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.None, pet.ControlOrder);
Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
Assert.Equal(pet.Location, pet.Home); // idle anchor = where stopped
}
// "all come" rests into Stay on arrival; "all stop" must not leave the pet at that post.
[Fact]
public void Come_ThenArrive_ThenStop_IdlesRatherThanStaying()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
Assert.Equal(OrderType.Come, pet.ControlOrder);
pet.AIObject.Obey(); // within 2 tiles -> Stay
Assert.Equal(OrderType.Stay, pet.ControlOrder);
Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
Assert.Equal(post, pet.Home); // post unchanged
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.None, pet.ControlOrder);
Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
Assert.Equal(pet.Location, pet.Home);
}
[Fact]

View file

@ -161,4 +161,66 @@ public class PetRetaliationTests : IDisposable
Assert.Same(attacker, pet.Combatant);
Assert.True(pet.Warmode);
}
private sealed class UncommandablePet : PetTestStub
{
public override bool StandsDownOnCommand => true;
public override bool Commandable => false;
}
// The publish speaks of commanded pets. A creature nobody can give an order to was never
// told anything, yet it rests on None (wild, uncontrolled summon) or a system-issued Follow
// (familiar, escortee) - the same orders a pet stands down on. It must still fight back.
[Fact]
public void WildCreature_Retaliates_UnderStandDown()
{
var creature = new StandDownPet();
creature.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
creature.AIObject.AITimer?.Stop();
_created.Add(creature);
Assert.Equal(OrderType.None, creature.ControlOrder);
var attacker = Attack(creature);
Assert.Same(attacker, creature.Combatant);
Assert.True(creature.Warmode);
}
[Fact] // energy vortex, blade spirits: Summoned with a SummonMaster, never Controlled
public void UncontrolledSummon_Retaliates_UnderStandDown()
{
var caster = new PlayerMobile(World.NewMobile);
caster.DefaultMobileInit();
caster.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
_created.Add(caster);
var summon = new StandDownPet();
summon.Summoned = true;
summon.SummonMaster = caster;
summon.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
summon.AIObject.AITimer?.Stop();
_created.Add(summon);
Assert.False(summon.Controlled);
Assert.Equal(OrderType.None, summon.ControlOrder);
var attacker = Attack(summon);
Assert.Same(attacker, summon.Combatant);
Assert.True(summon.Warmode);
}
[Fact] // familiar, escortee: Controlled with a master, but not Commandable
public void UncommandableCreature_Retaliates_UnderStandDown()
{
var (master, familiar) = Spawn<UncommandablePet>();
familiar.ControlTarget = master;
familiar.ControlOrder = OrderType.Follow; // system-issued, not a command
var attacker = Attack(familiar);
Assert.Same(attacker, familiar.Combatant);
Assert.True(familiar.Warmode);
}
}