Closes#2593. Closes#2595.
Two related pet-AI fixes: the post-#2591 pacing/wake regression (#2593), and the guard order silently converting to Attack during combat (#2595). Root-cause analyses are in the issues.
## #2593 — pets follow slowly; stale AITimer wakes
**Why pets slowed:**
- The per-step budget grew from **half a think interval** (`CurrentSpeed * 500`) to the full RunUO-parity move table (`CurrentMoveSpeed * 1000`). Medium-bucket pets (Horse, Dog, most tamables): passiveMove **1.05s/step**.
- Pet order speed depended on stale `Warmode`: `HandleGuardOrder` set it once, but `OnCombatantChange` clears it whenever the combatant drops, so obedience ran active or passive **by combat history** — usually passive. Net: Guard/Come at ~1.05s/step (~2.1x slower than pre-#2591), vs a player running at 0.1–0.2s/step.
- The AITimer never rescheduled its pending wheel entry: the wheel reads `Interval` only after the next fire, so a speed-up or a fresh order (`Activate()` no-ops while running) waited out the stale wake — up to a full passive think, stacked on the residual move budget on Guard → Follow.
**What changed:**
- **Order handlers own obedience speed** (RunUO `OnCurrentOrderChanged`/`DoOrder*` parity, re-derived continuously): issuing a movement order (Come/Follow/Guard/Attack) sets the **active** think clock, resting orders (Stay/None/Transfer) set passive, and the guard/follow peaceful branches write **RunUO's AOS `CurrentSpeed = 0.1` sprint** — RunUO's guard else-branch had the identical write as follow. The bespoke 0.1 fuses to both clocks through #2591's existing classification, so `CurrentMoveSpeed` stays **pure herding + classification** with no obedience special case, and `DoMoveImpl`'s per-step flip skips obeying pets (their handler owns the pace) and loses its old follow-only 0.1 write. Combat still re-derives organically via warmode/combatant.
- **`AITimer`**: tracks the pending wake and reschedules (`Stop`, `Delay` = remaining, `Start`) when a speed-up or fresh order moves the earliest deadline up; changes inside a tick still flow through `ScheduleNext`. New `Prod()` wakes the AI immediately on player commands — including from a stopped timer, so stable claims no longer wait out the random construction stagger. Sector/spawn wakes keep the stagger. Spam-safe: a prodded think grants reaction, never action — steps/swings/casts/abilities are gated by their own budgets and timers.
The residual move budget is deliberately **not** cleared on order change — that would let order-spam macros grant free steps. Deadline changes reschedule the timer; rate changes take effect at the next deadline computation.
## #2595 — Guard order converts to Attack during combat
**Why:** `FindCombatant()` set `ControlOrder = OrderType.Attack` when engaging, so a guarding pet left the Guard order for the whole fight: OPL tags wiped (pet `1080078` + master `501129`), no retargeting (`DoOrderAttack` locks its target), `TeleportPets` left the pet behind on recall/gate, and every engage→kill→resume cycle replayed the guard flourish.
**What changed:**
- **`FindGuardTarget()`** (was `FindCombatant`): a pure selector — prefers the aggressor **closest to the master** (RunUO guard parity, dynamic retargeting to protect the owner), keeps the current combatant unless a strictly closer one exists, and never mutates order state. `DoOrderGuard` engages through it while **staying in Guard** the whole fight.
- **Persistent-order semantics** (the ModernUO improvement over RunUO): an explicit `all attack` completes → `ResumePersistentOrder()` returns to Guard → the guard scan engages remaining threats in-order. The Attack-chaining fallback (`FightMode.Closest/Aggressor`) now applies only to non-guard persistent orders. Resuming Guard no longer replays the sound/"is now guarding you" message.
- **Peaceful guard stands down deterministically** (`Warmode`/`Combatant`/`FocusMob` cleared) and returns to the master at the RunUO sprint (see above); at the master's side it stays organically active.
- **`WalkMobileRange` honors the caller's run flag** (the internal hardcoded `dist > 5` gate silently overrode it). Run is animation-only server-side; the only callers passing anything but `false` — follow, guard, clone — gate on their own thresholds.
## Resulting behavior (Medium-bucket pet)
| Scenario | Broken | This PR |
|---|---|---|
| Guard trailing master (AOS) | ~1.05s/step, think-grid quantized | 0.1s/step sprint (RunUO parity), smooth move wakes |
| Guard during combat | order flips to Attack; tags lost; no retarget; left behind on recall | stays Guard; retargets to master's closest aggressor; teleports with master |
| `all attack` while guarding | resume spams guard flourish per kill; chains into Attack | resumes Guard silently; guard scan takes over |
| Come / friend-follow | 1.05s/step | activeMove 0.45s/step (≈ pre-#2591 feel) |
| Guard → Follow reaction | up to ~1.5s dead time | think within one wheel turn |
| Follow master (AOS sprint) | 0.1s/step | 0.1s/step (unchanged) |
| Wild creature chase | RunUO-parity move table | unchanged |
Also documents two contracts this work leaned on: the `ControlOrder` setter deliberately fires on every assignment (a reissued order is a command — retarget/break-off/re-anchor), and `OnThink`/`MonsterAbility` must be excess-call tolerant (`dev-docs/content-patterns.md` § OnThink: the excess-call contract).
## Testing
- Full suite passes (1570: 837 Server + 733 UOContent).
- `PetPacingTests`: order-issue think-clock parity, follow-master sprint via Obey, guard organically active at the master's side, combat-chase and herding boundaries, plus two deterministic timer-wheel tests (8ms-lockstep slicing) proving a fresh order and a mid-wait speed-up wake the AI promptly.
- `GuardOrderTests`: engage keeps the Guard order; retargets to the aggressor closest to the master; explicit attack resumes Guard without chaining into Attack; peaceful guard stands down. Setup self-validates LOS/terrain.
- `GuardFollowTests`: guard-following registers a move intent, steps toward the master, sprints at 0.1 under AOS (per-step flip must not undo it), and runs active pre-AOS.
- All behavioral tests were written first and failed for the documented reasons.
## 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.
## Summary
- Fixes pets falling behind mounted masters in AOS+ by setting `CurrentSpeed = 0.1` when following master
- Fixes AI timer permanently stopping when `Obey()`/`Think()` returns `false` for transient conditions
- Fixes controlled pets losing AI in inactive sectors (pet follows owner across sector boundary, sector deactivates, AI dies)
- Adds defense-in-depth: AI timer restarts on pet resurrection and order changes
## AI Timer Permanent Stop (Bug Fix)
`AITimer.OnTick()` called `Stop()` when `Obey()` or `Think()` returned `false`. By that point, `ShouldStop()` had already validated the creature is alive, on a valid map, and in an active sector — so any `false` return was a **transient** condition, not terminal. The timer stopped permanently with no mechanism to restart it.
**Scenarios that triggered permanent AI death:**
- Dead bonded pet with attack order (`DoOrderAttack` returned `false` for `IsDeadPet`)
- Failed pet transfer — loyalty refusal, combat, disconnected player, or pending trade (`DoOrderTransfer` returned `false` for 5 different transient conditions)
- Unknown `OrderType` or `ActionType` (defensive defaults)
**Fixes:**
- Removed `Stop()` from the `Obey()`/`Think()` failure path — timer skips the tick and fires again next interval
- Changed `DoOrderAttack()` and all five `DoOrderTransfer()` failure paths to return `true` (correct semantics: these are recoverable states, not "stop AI forever" signals)
- Added `Activate()` call in `ResurrectPet()` — ensures dead bonded pets have AI running after resurrection
- Added `Activate()` call in `OnCurrentOrderChanged()` — self-heals timer if any voice command is issued to a pet with a stopped timer
## Controlled Pet Sector Deactivation (Bug Fix)
`ShouldStop()` stopped the AI timer for **all** `PlayerRangeSensitive` creatures in inactive sectors, including controlled pets. But `Deactivate()` intentionally exempted controlled pets. The exemption was dead code — `ShouldStop()` bypassed it.
This matters when a pet follows its owner across a sector boundary: the owner enters the next sector (active), the pet's old sector deactivates (no more players), and the pet's AI dies. The pet stops following and stands there until the player backtracks far enough to reactivate the sector.
**Fix:** Added `Controlled` check to `ShouldStop()` to match `Deactivate()`. Controlled pets now keep their AI running in inactive sectors. The overhead is negligible — controlled pets are bounded by follower slots.
## Movement Speed Simplification
- Simplifies `AITimer` to use `CurrentSpeed` directly as the tick interval (in seconds), removing the complex multiplier/floor logic in `GetBaseInterval`
- Refactors `DoMoveImpl` speed assignment into explicit if/else for clarity
- AOS+ pets following master use `CurrentSpeed = 0.1` (100ms), matching `RunMountDelay`
## Files Changed
- `AITimer.cs` — removed `Stop()` on Obey/Think failure, added `Controlled` exemption to `ShouldStop()`, simplified interval logic
- `BaseAI.cs` — renamed `_timer` to `AITimer` (public), simplified `Deactivate()`, fixed `ReturnToHome` to use `Activate()`
- `PetOrders.cs` — `DoOrderAttack` and `DoOrderTransfer` return `true` for transient failures
- `PetOrderHandlers.cs` — `OnCurrentOrderChanged()` calls `Activate()` to self-heal stopped timers
- `BaseCreature.cs` — `ResurrectPet()` calls `Activate()`, fixed `GoHome_Callback` PlayerRangeSensitive check
- `AIMovement.cs` — refactored speed assignment, AOS+ follow-master speed fix
### Summary
* Refactors AI so it is easier to read and maintain
* Fixes NPC speed issues
* Fixes pet sector AI issue that was causing stuttering
* Fixes direction snapping for Melee/Mage AI
* Refactors pet orders
* Refactors speech commands
* Removes scale speed by dex for HS+ (it was a stupid feature anyways)