ModernUO/Projects/UOContent/Mobiles/Familiars/BaseFamiliar.cs
Kamron Batman 843a29e7dc
refactor: master views over BaseCreature's one master reference (#2674)
## Summary

After #2670, `BaseCreature` stores one master. Callers still reached it through three differently gated names plus hand-rolled combinations of the `Controlled`/`Summoned` flags. Each gate is now one named view:

| Member | Definition | Meaning |
|---|---|---|
| `Master` | the reference; its setter does the follower bookkeeping; serialized as before | whoever the creature answers to |
| `ControlMaster` | `Controlled ? Master : null` | the owner |
| `SummonMaster` | `Summoned ? Master : null` | the summoner |
| `GetMaster()` | `ControlMaster ?? SummonMaster` | who answers for the creature |

`ControlMaster` and `SummonMaster` stay settable so custom code keeps compiling: both setters assign `Master`. There is no guard, so a write through either one can read back as null until the matching flag is set.

An enraged creature is the one shape with a master and neither flag. It keeps its meer through `Master`, while `GetMaster()` stays null, so the meer never answers for it (notoriety, kill credit).

Readers move onto the view they mean:
- "Owner or summoner" pairs and `ControlMaster ?? SummonMaster` collapse into `GetMaster()`: pack instinct, familiars, golem, house access, mounts, pack horse, Solen friendship, spell target and guild checks, and the `[` pet command.
- Checks such as `Controlled && ControlMaster == from` drop the flag the view already applies. Checks that don't reduce keep it: `Controlled && ControlMaster != from`, a possibly-null `from`, and `MageAI.CanDispel`'s `Summoned &&`.

**No behavior change, save format unchanged** (the schema generator produces no diff). Edge cases for custom code and shard operators:
- `SummonMaster = x` on a plain pet now replaces its owner (#2670 made that a no-op), and `ControlMaster = null` on an uncontrolled summon now clears its caster (it did nothing before).
- `SpellHelper.GetGuildFor` no longer falls back to an enraged creature's meer. Meer mages have no guild.

## Docs

- `dev-docs/content-patterns.md` § Masters: which view answers which question, how to set a master, and which flag checks are redundant.
- `dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md` § Masters: RunUO's two-field reads mapped onto the views, plus the gotcha for creatures that set `SummonMaster` without `Summoned` (the write compiles, the read now returns null; use `Master`).
- The `modernuo-content-patterns` and `migrate-items-mobiles` skills point at both.

## Test plan

- [x] `MasterViewsTests`: all four views across wild, pet, controlled summon, uncontrolled summon and enraged shapes; reassigning `Master` moves follower slots; `SetControlMaster(null)` keeps an uncontrolled summon's caster; deleting a summon returns the caster's slots
- [x] Serialization tests updated to the new views (round-trip, legacy v22, v23 migration)
- [x] UOContent.Tests (1178 passed, 2 skipped) and Server.Tests (907) green
2026-09-24 22:45:24 -07:00

169 lines
4.2 KiB
C#

using ModernUO.Serialization;
using Server.Collections;
using Server.ContextMenus;
using Server.Items;
namespace Server.Mobiles;
[SerializationGenerator(0, false)]
public abstract partial class BaseFamiliar : BaseCreature
{
// Open-ground distance beyond which the familiar snaps to the caster.
public const int KeepUpRange = 10;
public BaseFamiliar() : base(AIType.AI_Melee)
{
SetSpeed(0.1, 0.1);
}
protected override BaseAI ForcedAI => new FamiliarAI(this);
public override bool BardImmune => true;
public override Poison PoisonImmune => Poison.Lethal;
public override bool Commandable => false;
public override bool IgnoreMobiles => true;
public override bool PlayerRangeSensitive => false;
// Joins the caster's fights; false never fights.
public virtual bool AssistsMaster => true;
// FamiliarAI decides whether it fights, not the ML stand-down rule.
public override bool StandsDownOnCommand => false;
// A wounded familiar still keeps up.
public override bool ReduceSpeedWithDamage => false;
// The one choke point for "never fights" / "not while the caster is hidden":
// BaseCreature.AggressiveAction assigns Combatant unconditionally. GetCPA does not inherit.
[CommandProperty(AccessLevel.GameMaster)]
public override Mobile Combatant
{
get => base.Combatant;
set
{
if (value != null && (!AssistsMaster || ControlMaster?.Hidden == true))
{
return;
}
base.Combatant = value;
}
}
public override void OnThink()
{
base.OnThink();
if (Deleted)
{
return;
}
var master = ControlMaster;
if (master?.Deleted != false)
{
DropPackContents();
Delete();
return;
}
// Compare our own state: Mobile.OnMove reveals a stepping NPC.
if (Hidden != master.Hidden)
{
Hidden = master.Hidden;
if (Hidden)
{
Warmode = false; // nulls Combatant
}
}
}
// Nothing reveals a hidden caster's familiar.
public override void RevealingAction()
{
if (ControlMaster?.Hidden != true)
{
base.RevealingAction();
}
}
public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, ref list);
if (from.Alive && from == ControlMaster && from.InRange(this, 14))
{
list.Add(new ReleaseEntry());
}
}
public virtual void BeginRelease(Mobile from)
{
if (!Deleted && Controlled && from == ControlMaster && from.CheckAlive())
{
EndRelease(from);
}
}
public virtual void EndRelease(Mobile from)
{
if (from?.CheckAlive() != false && !Deleted && Controlled && from == ControlMaster)
{
Effects.SendLocationParticles(
EffectItem.Create(Location, Map, EffectItem.DefaultDuration),
0x3728,
1,
13,
2100,
3,
5042,
0
);
PlaySound(0x201);
Delete();
}
}
public virtual void DropPackContents()
{
var map = Map;
var pack = Backpack;
if (map == null || map == Map.Internal || pack == null)
{
return;
}
using var queue = pack.EnumerateItems();
while (queue.Count > 0)
{
queue.Dequeue().MoveToWorld(Location, map);
}
}
[AfterDeserialization(false)]
private void AfterDeserialization()
{
DropPackContents();
Delete();
}
private class ReleaseEntry : ContextMenuEntry
{
public ReleaseEntry() : base(6118, 14)
{
}
public override void OnClick(Mobile from, IEntity target)
{
if (from.CheckAlive() && target is BaseFamiliar { Deleted: false, Controlled: true } familiar &&
from == familiar.ControlMaster)
{
familiar.BeginRelease(from);
}
}
}
}