## 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.
212 lines
4.9 KiB
C#
212 lines
4.9 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Collections;
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using Server.ContextMenus;
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using Server.Gumps;
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using Server.Items;
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namespace Server.Mobiles;
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[SerializationGenerator(0, false)]
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public partial class HordeMinionFamiliar : BaseFamiliar
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{
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private long _nextPickup;
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public HordeMinionFamiliar()
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{
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Body = 776;
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BaseSoundID = 0x39D;
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SetStr(100);
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SetDex(110);
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SetInt(100);
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SetHits(70);
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SetStam(110);
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SetMana(0);
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SetDamage(5, 10);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 50, 60);
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SetResistance(ResistanceType.Fire, 50, 55);
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SetResistance(ResistanceType.Poison, 25, 30);
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SetResistance(ResistanceType.Energy, 25, 30);
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SetSkill(SkillName.Wrestling, 70.1, 75.0);
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SetSkill(SkillName.Tactics, 50.0);
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ControlSlots = 1;
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var pack = Backpack;
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pack?.Delete();
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pack = new Backpack();
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pack.Movable = false;
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pack.Weight = 13.0;
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AddItem(pack);
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}
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public override string CorpseName => "a horde minion corpse";
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public override bool DisplayWeight => true;
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public override string DefaultName => "a horde minion";
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public override void OnThink()
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{
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base.OnThink();
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if (Core.TickCount - _nextPickup <= 0)
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{
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return;
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}
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var pickedUp = 3;
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try
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{
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var pack = Backpack;
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if (pack == null)
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{
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return;
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}
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using var queue = PooledRefQueue<Item>.Create();
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foreach (var item in GetItemsInRange(2))
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{
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if (item.Movable && item.Stackable)
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{
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queue.Enqueue(item);
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}
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}
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while (pickedUp > 0 && queue.Count > 0)
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{
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var item = queue.Dequeue();
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if (!pack.CheckHold(this, item, false, true))
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{
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return;
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}
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NextActionTime = Core.TickCount;
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Lift(item, item.Amount, out var rejected, out var _);
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if (rejected)
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{
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continue;
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}
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Drop(this, Point3D.Zero);
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pickedUp--;
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}
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}
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finally
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{
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if (pickedUp < 3)
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{
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// 5-10s
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_nextPickup = Core.TickCount + Utility.Random(5000, 5000);
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}
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}
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}
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private void ConfirmRelease_Callback(Mobile from, bool okay)
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{
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if (okay)
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{
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EndRelease(from);
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}
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}
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public override void BeginRelease(Mobile from)
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{
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if (Backpack?.Items.Count > 0)
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{
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from.SendGump(
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new ReleaseFamiliarWarningGump(okay => ConfirmRelease_Callback(from, okay))
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);
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}
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else
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{
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EndRelease(from);
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}
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}
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public override bool OnBeforeDeath()
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{
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if (!base.OnBeforeDeath())
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{
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return false;
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}
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PackAnimal.CombineBackpacks(this);
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return true;
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}
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public override DeathMoveResult GetInventoryMoveResultFor(Item item) => DeathMoveResult.MoveToCorpse;
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public override bool IsSnoop(Mobile from)
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{
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if (PackAnimal.CheckAccess(this, from))
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{
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return false;
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}
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return base.IsSnoop(from);
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}
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public override bool OnDragDrop(Mobile from, Item item)
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{
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if (CheckFeed(from, item))
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{
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return true;
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}
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if (PackAnimal.CheckAccess(this, from))
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{
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AddToBackpack(item);
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return true;
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}
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return base.OnDragDrop(from, item);
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}
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public override bool CheckNonlocalDrop(Mobile from, Item item, Item target) => PackAnimal.CheckAccess(this, from);
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public override bool CheckNonlocalLift(Mobile from, Item item) => PackAnimal.CheckAccess(this, from);
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public override void OnDoubleClick(Mobile from)
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{
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PackAnimal.TryPackOpen(this, from);
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}
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public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, ref list);
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PackAnimal.GetContextMenuEntries(this, from, ref list);
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}
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private class ReleaseFamiliarWarningGump : StaticWarningGump<ReleaseFamiliarWarningGump>
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{
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/*
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* If you release your familiar, everything in its backpack will be destroyed!
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* Are you sure you want to release your familiar?
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*/
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public override int StaticLocalizedContent => 1061672;
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public override int Width => 420;
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public override int Height => 280;
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public ReleaseFamiliarWarningGump(Action<bool> callback) : base(callback)
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{
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}
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}
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}
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