ModernUO/Projects/UOContent.Tests/Tests/Mobiles/AI/ApproachOutcomeTests.cs
Kamron Batman 1e891094fe
fix(ai): FamiliarAI owns familiar movement and combat; herding reaches its tile; ForcedAI read once (#2644)
## Problem

`BaseFamiliar.OnThink` drove its own movement (`WalkMobileRange` toward the master) while the familiar was also a controlled pet running `Obey()`. `Summon → SetControlMaster` issues `Come`; `DoOrderCome` converts it to `Stay` within two tiles and anchors `Home`; from then on `OnThink` walked toward the caster while `DoOrderStay` greedy-stepped back toward the stale post — the backtracking. Combat never approached anything: main only copied `Combatant` while already adjacent to the caster. `CurrentSpeed = 0.01` was a 10 ms think / 50 ms step sprint hack, and `RangeCheck` teleported the familiar to a spot eight tiles *from* the caster.

## Change

A dedicated `FamiliarAI : BaseAI` (registered through `ForcedAI`, like `CloneAI`) owns every familiar decision, for both the controlled (`Obey`) and uncontrolled (`Think`) dispatch:

1. **Lifecycle** — caster gone → drop pack, delete. Caster on another map → stand down and wait for `TeleportPets`.
2. **Herding** (Dark Tides) — stands down, then `CheckHerding()`. Outranks combat.
3. **Assist** — combat-capable familiars (dark wolf, vampire bat, horde minion) engage the caster's target; otherwise anything in a fight with the caster's side — attacked the caster or the familiar, or attacked by the caster (a pet's attack is credited to the caster) — that is still fighting the caster, the familiar, or one of the caster's pets. Leashed to `RangePerception` of the caster; dropped when the caster hides. Shadow wisp and death adder never fight (`AssistsMaster => false`, enforced at the `Combatant` setter so no path can hand them a target).
4. **Follow** — `MoveTo(master, 1)` through the centralized `ApproachTarget` (greedy step / persistent `PathFollower` / stall detection).
5. **Keep-up** — snap to a validated tile beside the caster (on the caster's floor) when outpaced on open ground beyond 10 tiles, or when `ApproachTarget` gave up; never while a detour is working.

**Command immunity** is expressed inside the order machinery rather than around it: `FamiliarAI.IssueOrder` does nothing and rests the order on `Come`, so `TeleportPets` keeps working and no system-issued `Attack` (retaliation on ML's stand-down rule) can strand the familiar. `StandsDownOnCommand => false` so the ML rule never mutes it.

**Visibility** mirrors the caster from the familiar's own state (a step reveals a hidden NPC in `Mobile.OnMove`; the old cache compared the caster's previous state), `RevealingAction` is suppressed while the caster is hidden, and becoming hidden drops Warmode so no swing gives the caster away.

**Speed** is a flat 0.1 (`ReduceSpeedWithDamage => false`).

### Engine-side (all `Projects/UOContent`)

- `ApproachTarget` records which exit it took in `BaseAI.LastApproach` (`ApproachOutcome`: Arrived / Waiting / DirectProgress / Routing / Blocked / GaveUp / InvalidGoal). Callers' booleans are unchanged; keep-up reads this instead of running a second scheduler. `MoveTo`'s arrival return now also clears the move intent, as `ApproachTarget`'s own arrival does.
- `MoveToPoint(goal, range = 1)`; `CheckHerding` passes 0. **Fixes a main regression from #2591:** herding stopped one tile short, never cleared `TargetLocation`, and left the creature pinned to the herding pace — affects the shepherd's crook and the Dark Tides scroll fetch for every herded creature, not just familiars.
- `ChangeAIType` reads `ForcedAI` once. It read it twice, and each `BaseAI` ctor activates its timer for a non-sector-gated creature, so a `ForcedAI` creature with `PlayerRangeSensitive => false` got an orphan AI ticking it.

## Tests

`FamiliarAITests` are timer-wheel driven (the real `AITimer` thinks and moves; `PetPacingTests` style) against live Trammel statics, gated on client map data: follow without backtracking, the five-way assist theory, leash, retaliation, aggressor fallback (caster's own `Combatant` expired; caster's pet in the fight), target dropped when it stops fighting, keep-up on open ground / not while routing / after give-up, hidden mirror across steps, herding priority with a visible fighting caster, stand-down when left behind, no stale move intent. `ApproachOutcomeTests`, `HerdingTests` (fails on main), `ForcedAITests` (fails on main) cover the engine-side pieces.

Against `origin/main` with the familiar tests dropped in: 16/16 fail, including the reported backtracking. On this branch: `UOContent.Tests` 1082 passed / 2 skipped, `Server.Tests` 891/891, solution builds with 0 warnings.
2026-09-14 23:14:30 -07:00

130 lines
3.7 KiB
C#

using System.Collections.Generic;
using Server;
using Server.Engines.Pathing.Cache;
using Server.Mobiles;
using Server.Tests;
using Server.Tests.Mobiles.AI;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// Driven manually against live map statics; the pathfinder's buffers are not reentrant.
[Collection("Sequential Pathfinding Tests")]
public class ApproachOutcomeTests
{
private sealed class Stub : BaseCreature
{
public Stub(Serial serial) : base(serial) => Body = 0xC9;
}
private sealed class Target : Mobile
{
public Target() => Body = 0xC9;
}
private static (Stub bc, BaseAI ai) NewFollower(Map map, int x, int y)
{
map.GetAverageZ(x, y, out _, out var z, out _);
var bc = new Stub(World.NewMobile);
bc.DefaultMobileInit();
bc.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
BaseAI ai = new AnimalAI(bc);
ai.AITimer?.Stop();
return (bc, ai);
}
private static Target NewTarget(Map map, int x, int y)
{
map.GetAverageZ(x, y, out _, out var z, out _);
var t = new Target();
t.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
return t;
}
[SkippableFact]
public void OpenGround_ReportsDirectProgress_ThenArrived()
{
TileDataRequirement.SkipIfMissing();
var map = Map.Maps[1];
var (bc, ai) = NewFollower(map, 1500, 1600);
var target = NewTarget(map, 1497, 1600);
StepCache.Instance.Clear();
try
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
Assert.Equal(ApproachOutcome.DirectProgress, ai.LastApproach);
ai.MoveTo(target, 1); // budget consumed: no step
Assert.Equal(ApproachOutcome.Waiting, ai.LastApproach);
ai.NextMove = 0;
ai.MoveTo(target, 1); // lands adjacent: still a progress step
Assert.Equal(ApproachOutcome.DirectProgress, ai.LastApproach);
ai.NextMove = 0;
ai.MoveTo(target, 1);
Assert.Equal(ApproachOutcome.Arrived, ai.LastApproach);
}
finally
{
bc.Delete();
target.Delete();
}
}
[SkippableFact]
public void WalledTarget_ReportsGaveUp()
{
TileDataRequirement.SkipIfMissing();
var map = Map.Maps[1];
var (bc, ai) = NewFollower(map, 1500, 1601);
var target = NewTarget(map, 1500, 1596);
var ring = new List<Item>();
var id = ApproachTargetTests.FirstImpassableItemId();
Assert.NotEqual<ushort>(0, id);
// Impassable ring around the target: unreachable.
for (var x = 1499; x <= 1501; x++)
{
for (var y = 1595; y <= 1597; y++)
{
if (x == 1500 && y == 1596)
{
continue;
}
map.GetAverageZ(x, y, out _, out var rz, out _);
ring.Add(new Item(World.NewItem) { ItemID = id, Map = map, Location = new Point3D(x, y, (sbyte)rz) });
}
}
StepCache.Instance.Clear();
try
{
var sawRouting = false;
for (var i = 0; i < 120; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
sawRouting |= ai.LastApproach is ApproachOutcome.Routing or ApproachOutcome.Blocked;
}
Assert.True(sawRouting, "a walled target must route or block before giving up");
Assert.Equal(ApproachOutcome.GaveUp, ai.LastApproach);
}
finally
{
bc.Delete();
target.Delete();
for (var i = 0; i < ring.Count; i++)
{
ring[i].Delete();
}
}
}
}