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11 commits

Author SHA1 Message Date
Kamron Batman
a082202e98
refactor: serialize one master reference; fold the SummonMaster lockstep
ControlMaster and SummonMaster, when both set, are always the same
mobile: BaseCreature.Summon assigns both to the caster, and every pet
management flow (transfer, stable, claim, ball of summoning, GM obey,
login overflow) followed SetControlMaster with an identical SummonMaster
assignment. They differ only in presence - uncontrolled summons carry
only a summon master, pets only a control master.

So one _master reference serializes (refreshed at save, fanned back out
through the Controlled/Summoned flags in AfterDeserialization; legacy
loads feed the same path), and SetControlMaster now keeps SummonMaster
in lockstep itself, deleting the six hand-rolled copies of that
boilerplate.

Also: a creature constructed without speeds (missing npc-speeds.json)
now logs debug and defaults to Medium (0.25/0.5) instead of throwing -
this is the place a sane default belongs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 20:07:35 -07:00
Kamron Batman
6d7eb24cc1
test: drop the fossilized v22 legacy-stream test
It served its purpose validating the migration during development; the
legacy path is one-time upgrade code and the replica writer was most of
the file.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 19:18:07 -07:00
Kamron Batman
cdcf82cfd8
refactor: None means custom; the type list resolves only at construction
The None -> type list -> Medium chain was construction-time defaulting
(so creatures without a bucket or a SetSpeed call never spawn at 0/0),
not a live semantic. The constructor now resolves it once into
_speedClass itself, so at runtime a concrete bucket means table-backed
and None means the creature's own speeds are authoritative - which is
what SpeedLevel.Custom was; it is removed. Runtime entry resolution
collapses to a single level lookup, and the SpeedClass byte still
elides by comparing against the (cached) resolved type default.

Legacy loads guess the type default and demote to None when the loaded
speeds do not conform, so pre-codegen customized creatures (SetSpeed
vendors) come out honestly labeled. A constructor guard keeps a missing
speed table loud instead of spawning 0-delay creatures that spin their
AI timers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 13:13:46 -07:00
Kamron Batman
4238980c6d
feat: treat the four speeds as one block against the bucket
Either all four values (active/passive think + move) conform to the
creature's speed entry - elided as a set - or the creature is fully
custom and all four serialize. Partial conformance cannot exist on the
wire, so no value is ever left silently tracking the table beside a
hand-tuned sibling.

"Fully custom" is a real state: SpeedLevel.Custom (None already means
"resolve by type list" for the type-listed species, so it cannot double
as the custom marker). Tuning any speed flips the bucket to Custom (the
label never lies), Custom resolves no entry and short-circuits the
conformance check, a custom creature is its own GetSpeeds reference
(paragon snap becomes a natural no-op), and assigning a real bucket
un-customs it via ApplySpeedClass. A re-entrancy guard keeps the flip
from misreading ApplySpeedClass's half-assigned block, and constructors
seed raw fields so DefaultSpeedClass types do not flip at birth.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 13:05:51 -07:00
Kamron Batman
695efc7d6e
feat: stateful SpeedClass; the type constant moves to DefaultSpeedClass
A virtual SpeedClass could be overridden dynamically (boss state change)
and silently diverge from the cached speed entry. SpeedClass is now
non-virtual instance state: assigning it invalidates the cached entry,
applies the new bucket's think and move speeds (preserving the
active/passive mode), and serializes only when it differs from the
type's DefaultSpeedClass - so a runtime bucket change survives a save
while its (bucket-matching) speeds still elide. Works from [props too.

Overrides become: DefaultSpeedClass for a type's constant bucket,
SpeedClass assignment for state changes, GetSpeeds/GetMoveSpeeds to
bypass the table entirely - none of which can leave the cache stale.

SpeedClass deserializes before the speed fields (index 7; later indexes
shift by one - v23 was never released, schema regenerated).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 12:50:17 -07:00
Kamron Batman
963b9b3b85
refactor: collapse the move-speed properties into serialized fields
ActiveMoveSpeed/PassiveMoveSpeed become plain [SerializableField]s (not
virtual): the properties now read the raw override (0 = inheriting) and
CurrentMoveSpeed carries the inherit resolution - it was the only
production reader of the resolving getters. The <=0 coercion moves to an
allowFieldChange hook. Wire format unchanged (schema diff is empty).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 12:27:56 -07:00
Kamron Batman
f4327e6a3a
refactor: BaseCreature to the SerializationGenerator with SaveFlag elision
Converts BaseCreature's hand-written v22 serialization to codegen v23.
Nearly every field sits behind a [SaveFlag], so a creature matching its
defaults writes only [version int][ulong flags][default AI] - 13 bytes -
instead of ~236, and the writer's work is mostly branch-not-taken. With
500k-1M creatures in a world, this is the dominant slice of mobile save
freeze time and disk.

- Speeds serialize only when they differ from the creature's npc-speeds
  values (GetSpeeds/GetMoveSpeeds on both the flag check and the load
  default), so table edits now reach existing unmodified spawns on
  restart, and former paragons (snapped back to table values) elide
  fully. CurrentSpeed writes only when it differs from PassiveSpeed.
- The delete countdown is a [DeserializeTimer] field (anchored);
  stabled/controlled pets never persist one, and the abandoned-pet
  3-day fallback lives in AfterDeserialization for both load paths.
- SummonEnd stays anchored, written only while summoned.
- Old saves (v0-22) load through the retained legacy
  Deserialize(reader, version), now assigning raw fields; the shared
  post-load fixups (stat timers, AI creation, followers, animate-dead
  registration, unsummon timer) moved to [AfterDeserialization].
- Side-effect setters became generated-field hooks (Team, Controlled,
  Summoned, Loyalty clamp, resistance seeds, CurrentSpeed); properties
  whose semantics the hooks cannot express stay hand-written as
  [SerializableProperty] (ControlMaster/SummonMaster bracket the
  assignment with follower bookkeeping, ControlOrder must run on equal
  re-assignment, Tamable/IsParagon/move speeds have custom getters).
- CreatureDeathEvent/CreatureDeletedEvent moved to a CreatureEvents
  host class: the events generator and the serialization generator each
  emit a [GeneratedCode] partial for the declaring type, and the
  attribute forbids duplicates (CS0579).
- m_ fields renamed to _camelCase.

Tests: new-format round trips (default and fully populated) with exact
byte consumption, back-to-back saves byte-identical, and a
byte-authentic fossilized v22 stream loading through the legacy path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 10:50:38 -07:00
Kamron Batman
e7f85d404d
feat: Adds independent think/move clocks for creature AI to fix speed (#2591)
Splits creature speed into two clocks so movement pace can be tuned without touching reaction time:

- **Think clock** — `ActiveSpeed`/`PassiveSpeed`/`CurrentSpeed`: seconds per AI decision. Unchanged in meaning, storage, and cadence.
- **Move clock** — `ActiveMoveSpeed`/`PassiveMoveSpeed` (+ resolved `CurrentMoveSpeed`): seconds per step. `0` = inherit the matching think value.

### How

- Move speeds come from optional `activeMove`/`passiveMove` in `npc-speeds.json`, are `[props`-tunable per instance (set `0` to re-inherit), and serialize (BaseCreature v22).
- `SetSpeed()` keeps its legacy one-clock semantics — sets the think clock **and clears move overrides** — so existing callers cannot half-configure a creature. `SetMoveSpeed()`/`ClearMoveSpeed()` configure movement explicitly; `ScaleMoveSpeed()` scales overrides for buffs.
- `CurrentMoveSpeed` is derived by classifying `CurrentSpeed`: a verbatim active/passive think value maps to the matching move value; a bespoke pace written directly (mount boosts, follow sprint) stays fused to both clocks. External `CurrentSpeed` writers need no changes.
- `AITimer` schedules the earlier of the two deadlines. Decisions run at the think cadence exactly as before; while a pursuit/investigation is live, the timer also wakes when the movement budget elapses and advances one step with no decisions. Steps no longer snap to the think grid, so any step delay paces smoothly on the 8ms wheel. A blocked creature schedules no move wakes.
- The movement budget is RunUO's `m_NextMove` accumulate-and-clamp at a full step, so long-run pacing averages `CurrentMoveSpeed` exactly.

### Behavior changes

- **`npc-speeds.json` buckets get RunUO `TransformMoveDelay`-parity move values**: creatures step at RunUO pace while thinking/reacting at current speed. The situational +0.1/+0.2 offsets are deliberately omitted.
- **Existing saves migrate on load**: a pre-v22 creature whose think speeds still match its npc-speeds entry (never hand-tuned) adopts the table's move values — worlds and pets pick up the new pacing without a respawn. Tuned creatures keep movement inheriting their think clock.
- **Paragons scale movement by `SpeedBuff` (1.2x)**: RunUO had no deliberate policy here — dividing by 1.2 knocked most speeds off `TransformMoveDelay`'s exact-equality table (raw pass-through, 2x+ faster), while 0.3/0.6 creatures landed back on it for ~1.33x. This applies the uniform 1.2x the buff always claimed. UnConvert snaps speeds back to exact table values within 1e-4 — /1.2 then ×1.2 drifts 0.45 and 0.9 by an ulp, which would read as hand-tuned (and defeat a future skip-table-conformant-values serialization pass); tuned speeds keep.
- **Herding paces the movement clock**: the old `CurrentSpeed` getter hack is gone. A herded creature walks at a fixed 0.3s/step — RunUO's forced pace, without its `TransformMoveDelay` inflation to 0.6 — so herding is never penalized by a slow creature. Thinking is untouched, and `CheckHerding` walks through `MoveToPoint`, so herded creatures path around obstacles.
- **Badly-hurt slowdown now inflates the step delay only** (RunUO parity), computed from the base each step. Previously it wrote `CurrentSpeed = CurrentSpeed + 0.05..0.15` back on every successful step — compounding unboundedly while hurt and slowing decisions too.
- Removes the vestigial `MoveSpeedMod` (never read, written, or serialized).
- With no bucket or per-instance move values, both clocks carry identical values and creatures pace as before.

### Testing

- Full suite passes (1557, including 12 new `MoveSpeedTests`: resolution classes, `SetSpeed` clearing, `0`-re-inherit, v22 round-trip with exact-consumption check, save migration adopt/skip, buff scale/snap, herding).
- In-game verified via local diagnostics build (per-step budget tracing): steady 700ms step cadence on a 0.3s think grid with one-step catch-up after idle, think grid unperturbed by move wakes.
2026-08-23 10:19:59 -07:00
Kamron Batman
a706ef1449
fix(ci): run test projects on CI; remove brittle OPL attribute tests (#2513)
## Problem

Three coupled issues, each hiding the next:

1. **CI passed despite failing tests, with no test logs.** ([example run](https://github.com/modernuo/ModernUO/actions/runs/28639143286/job/84931544255) — the `Test` step produced zero output and the job went green.)
2. **Two `EmitsLowerStatReqWhenPassed` tests** fail with `KeyNotFoundException: '1060435'`.
3. Once CI actually ran the tests, **~337 UOContent tests failed** with `FileNotFoundException: tiledata.mul was not found` — the test bootstrap force-loaded copyrighted client data that CI doesn't have.

## Root causes & fixes

### 1. CI ran zero tests (`fix(ci)`)
The `Test` step ran `dotnet test --no-restore`, but the `Build` step only restores/builds `Application` — never the test projects. Without a restore, the test projects have no `project.assets.json`, so `Microsoft.NET.Test.Sdk`'s targets aren't imported, they aren't recognized as test projects, and `dotnet test` runs the `VSTest` target against **zero** projects → no output, **exit 0**.

- Both jobs now run `dotnet test --logger trx --results-directory ./TestResults` (test projects restore and run) **plus a guard** that fails the job if no `.trx` is produced — a permanent backstop against silent zero-test passes.

### 2. Impossible OPL tests (`fix(ci)` + `test(opl)`)
#2501 deliberately emits `LowerStatReq` (`1060435`) **inline in each item**, not in `GetProperties`. A follow-up "fix" dropped the `lowerStatReq:` argument to make the tests compile but left the assertions expecting `1060435`.

- Removed the two impossible tests, then removed the **entire `Tests/PropertyList/` OPL attribute set** from #2501: these assert exact cliloc/value/order of OPL emission per item base — a one-time proof of the #2501 rewire, now a permanent tax on modding (any admin reorder/value change/added line reddens the build). The one non-trivial case (LowerStatReq) is what just broke, because the test was wrong. Inline emission stays covered by the `BaseArmor`/`BaseClothing` tests.

### 3. Tile-data-dependent tests crashed CI (`test(uocontent)`)
UOContent.Tests' collection-fixture constructor force-loaded `tiledata.mul` unconditionally. On CI (no client files) it threw, and xUnit failed **every test in the collection** with the same error — mostly collateral (packet/scheduler/spawner tests that don't need tile data).

- Mirror Server.Tests' graceful pattern: `TestServerInitializer` probes for `tiledata.mul` and only loads tile/multi data (and runs the tile-dependent configure steps) when present, exposing `TileDataLoaded` so the fixture no longer throws.
- Add a shared `TileDataRequirement.SkipIfMissing()` guard and apply it to exactly the **31** pathfinding/multi/AI tests that genuinely need real tile data (`[SkippableFact]`/`[SkippableTheory]`).

## Verification (all local)

| Scenario | Server.Tests | UOContent.Tests |
|---|---|---|
| **Client data absent (CI)** | 726 pass, 17 skip, **0 fail** | 469 pass, 32 skip, **0 fail** |
| **Client data present (dev)** | 726 pass, 0 skip, **0 fail** | 501 pass, 0 skip, **0 fail** |

- Full `dotnet test` exits **0**; TRX files produced; the no-test guard trips (exit 1) only when zero `.trx` are produced.
2026-07-02 22:35:37 -07:00
Kamron Batman
346228fa69
fix(ai): pet order/home refactor — stop & post-combat behavior (#2459)
## Summary

Fixes two related pet-behavior bugs and the underlying design flaw behind both:

1. **Post-combat erratic** — after a pet killed its `all kill` target it milled around erratically at the kill site (or failed to return to the master) until the player issued `all follow`/`all stop`.
2. **`all stop` returns home** — a pet with a non-zero `Home` walked back toward that location on `all stop` (on ML; on non-ML the old `DoOrderStop` was a no-op, so the sighting there came from a residual `Stay`).

### Root cause

`ControlOrder` and the wild-creature `Home` field were overloaded to express several distinct ideas, mutated/read inconsistently across order transitions:

- `Home` doubled as the controlled-pet "stay anchor" (`HandleStayOrder` set `Home = Location`) but nothing cleared it when the pet left the staying state; `HandleStopOrder` was the only handler that never touched it.
- `DoOrderStop` had dropped RunUO's `Home = Location` re-anchor, so on ML it walked to a stale anchor.
- The post-combat fallback was a fragile `_lastPetOrder` hack in `DoOrderNone` that re-anchored a resumed `Stay` at the corpse.
- Controlled idle-wander bypassed the `CheckIdle()` rest gate that every non-controlled creature uses, so idling pets jittered every AI tick.

## Approach

Separate three concepts that were tangled together:

- **`ControlOrder`** — the active order (may be transient: Come/Attack/Drop).
- **Persistent command** (`PersistentOrder` ∈ `{None, Stay, Follow, Guard}`) — the standing directive a pet falls back to when a transient order completes. Runtime-only (not serialized; reset to `None` on load) and **derived from master proximity on login** (near → Follow, far → Stay).
- **Anchor** (`Home`) — a pure function of the persistent command, set only when that command changes (never on transient transitions or fallback-resume), so it can't go stale.

### Behavior

- **Stop** is resolved immediately from what the pet was doing: Attack/Come → resume the persistent command; Follow/Guard → cancel to idle where it stands; Stay → stay put.
- **Stay** holds its post (returns only if displaced, e.g. after a fight) — no shuffle.
- **Idle** (`None`) is a gentle wander routed through `CheckMove/CanMoveNow/CheckIdle`, so idling pets take the same 15–25s rest periods as other creatures, on both ML and non-ML.
- **Post-combat** the pet resumes its persistent command (a staying pet returns to its original post, not the corpse).
- **Release** without a spawner anchors where the pet stands instead of pathing to a stale anchor.

This restores the RunUO-intended behavior (verified against the RunUO reference) while fixing the ModernUO regressions.

## Tests

New `PetOrderTests` (13 deterministic xUnit tests) cover: anchor lifecycle, the full Stop truth table, report 1 (post-combat return to post), report 2 (no stale-anchor walk-home), frozen-Stay/gated-idle wiring, release fix, derive-on-login, and a non-ML spot-check. The subjective wander *feel* is covered by a manual-QA checklist in the implementation plan.

## Notes

- Engine project (`Projects/Server`) untouched; the one `BaseCreature.cs` change is the `ControlOrder` setter passing the previous order to `OnCurrentOrderChanged`.
- `DoOrderCome` keeps auto-converting to `Stay` on arrival, which under the new model cleanly means "come and hold near me."
- Commits in this PR are temporarily **unsigned** (the signing agent's passphrase cache expired mid-session); happy to re-sign / amend on request.
2026-06-07 01:22:43 -07:00
Kamron Batman
cff9fbda29
fix(ai): creatures pathfind around concave obstacles instead of oscillating (#2461)
## Summary

Creatures (pets following, monsters chasing, NPCs approaching) would **oscillate — "pace back and forth really fast"** at concave obstacles (reported at the Britain Inn L-desk: a pet at `(1493,1614,20)` never reaching its master at `(1494,1605,21)`) instead of routing around them.

**Root cause** (the A* pathfinder itself was correct): all goal-seeking funnels through `MoveTo` and `WalkMobileRange` → `MoveTowardsOrAwayFrom`, which step greedily via `DoMove(dir, badStateOk:true)`. `DoMove` returns `true` even when the direct step was blocked and the creature merely **auto-turned and sidestepped** (`MoveResult.SuccessAutoTurn`), and the caller then set `Path = null`, discarding the `PathFollower`. So at a concave obstacle a non-progressing sidestep was mistaken for progress and the creature never committed to a route. (AOS pet-follow runs at `CurrentSpeed = 0.1`, hence the "really fast" shuffle.)

## What changed

- **New centralized `BaseAI.ApproachTarget(target, run, range)` primitive.** A greedy step is committed only when it **fully succeeds (`MoveResult.Success`) and actually gets closer**; otherwise the creature commits to a **persistent `PathFollower`** that routes around the obstacle and is never discarded by a greedy step. The open-terrain fast path (one greedy step, no pathfinding) is preserved. `MoveTo`, `MoveTowardsOrAwayFrom`, and `MoveToWithCollisionAvoidance` all delegate to it — public signatures unchanged, so no AI-class call site changes.
- **Best-distance give-up + idle.** A creature that cannot reach a **stationary** in-range goal stops shuffling and idles after `ApproachGiveUpTicks` (40) ticks without lowering its closest-ever distance; a **moving** goal (active chase) never gives up. It resumes the moment the goal moves.
- **Pathfinder fix (required):** `BitmapAStarAlgorithm.IsBlockedByDynamic` now skips the dynamic mobile-block check **at the goal cell only** (`MoveImpl.Goal`). Previously A* returned `null` whenever the target mobile stood on the goal cell, so creatures could never pathfind *toward* another mobile — only toward empty ground. The follower stops within `range` short of it. Static/item blocking and all non-goal mobile blocking are unchanged.

## Tests

New AI-loop integration tests in `ApproachTargetTests.cs` drive the real `BaseAI` primitives against live Britain Inn map statics: exact-repro pet follow, open-terrain (asserts zero pathfinding), `MoveTo` chase (static + walking-away target), route-around-a-dynamic-wall, and walled-off give-up-and-idle.

- Pathfinding + AI subset: **52/52** pass.
- Full `UOContent.Tests`: **301/301** pass. (Note: the test host lingers on shutdown — a pre-existing infra quirk unrelated to this change; all tests complete and pass.)
- Full solution build: clean (0 warnings / 0 errors).

## Notes

- Branched off `main`; independent of the in-flight step-cache work.
- Out of scope (future work): proactive "SmartAI" look-ahead pathfinding so clever creatures plan a route before walking into the obstacle, rather than reacting after they hit it.

## Test Plan

- [X] In-game: order a pet to `follow`/`come` across the Britain Inn L-desk; confirm it routes around and reaches you instead of pacing.
- [X] Aggro a monster and kite it around a building/treeline; confirm it chases around obstacles.
- [X] Confirm open-terrain following/chasing feels unchanged (no extra latency).
- [X] Confirm a creature with a genuinely unreachable target idles rather than shuffling forever.
2026-06-06 10:20:52 -07:00