Pets slowed dramatically after #2591 (issue #2593): the per-step budget grew from half a think interval to the full RunUO-parity move table, and a guarding pet resolves passive (OnCombatantChange clears Warmode whenever the combatant clears), putting Guard/Come at ~1.05s/step for Medium-bucket pets. Order changes and speed-ups also waited out the previously scheduled AITimer wake, because the timer wheel reads Interval only after the next fire. - CurrentMoveSpeed: a controlled pet executing a master's movement order (Come/Follow/Guard, no combatant) paces steps on the think clock — the wild-creature move table no longer slows obedience. Combat chases and herding keep their own pacing. - AITimer: track the pending wake and reschedule (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 (stable claims no longer wait out the random construction stagger). - DoOrderGuard: guard-following routes through WalkMobileRange so it registers a move intent (between-think move wakes) and paths around obstacles instead of bare greedy stepping quantized to the think grid. Closes #2593 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
272 lines
8.1 KiB
C#
272 lines
8.1 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: PetOrderHandlers.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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************************************************************************/
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using System;
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namespace Server.Mobiles;
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public abstract partial class BaseAI
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{
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public virtual void OnCurrentOrderChanged(OrderType previous)
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{
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if (Mobile.Deleted || Mobile.ControlMaster?.Deleted != false)
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{
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return;
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}
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// A fresh command wakes the AI immediately — never wait out the previous cadence.
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AITimer.Prod();
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switch (Mobile.ControlOrder)
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{
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case OrderType.None:
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{
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HandleNoOrder();
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break;
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}
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case OrderType.Come:
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case OrderType.Drop:
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case OrderType.Friend:
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case OrderType.Unfriend:
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{
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break;
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}
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case OrderType.Release:
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{
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HandleReleaseOrder();
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break;
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}
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case OrderType.Stop:
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{
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// Stop is resolved into another order; it never rests as the active order.
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ResolveStop(previous);
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return;
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}
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case OrderType.Transfer:
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{
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HandleTransferOrder();
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break;
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}
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case OrderType.Stay:
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{
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HandleStayOrder();
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break;
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}
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case OrderType.Guard:
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{
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HandleGuardOrder();
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break;
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}
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case OrderType.Attack:
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{
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HandleAttackOrder();
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break;
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}
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case OrderType.Follow:
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{
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HandleFollowOrder();
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break;
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}
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case OrderType.Rename:
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{
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HandleRenameOrder();
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break;
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}
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}
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// A freshly issued standing command becomes the persistent fallback and (re)anchors
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// Home. Skipped while resuming a fallback so a resume never re-anchors. See
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// ResumePersistentOrder.
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if (!_resolvingOrder && Mobile.ControlOrder is OrderType.Stay or OrderType.Follow or OrderType.Guard)
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{
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SetPersistentOrder(Mobile.ControlOrder);
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}
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}
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// "Stop" cancels the active order, mapping to a resting order based on what the pet was
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// doing: Attack/Come/etc. -> resume the persistent command; Follow/Guard -> cancel to idle
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// (None) where it stands; Stay -> remain staying at its post.
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private void ResolveStop(OrderType previous)
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{
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_commandIssuer?.RevealingAction();
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_commandIssuer = null;
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Mobile.ControlTarget = null;
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switch (previous)
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{
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case OrderType.Stay:
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{
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_resolvingOrder = true;
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Mobile.ControlOrder = OrderType.Stay; // remain staying; anchor untouched
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_resolvingOrder = false;
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break;
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}
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case OrderType.Follow:
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case OrderType.Guard:
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{
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SetPersistentOrder(OrderType.None); // cancel standing order; anchor = current
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_resolvingOrder = true;
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Mobile.ControlOrder = OrderType.None; // idle
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_resolvingOrder = false;
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break;
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}
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default: // Attack / Come / Drop / None / etc. -> resume the standing order
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{
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ResumePersistentOrder();
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break;
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}
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}
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}
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private void HandleNoOrder()
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{
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Mobile.ControlTarget = null;
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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}
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private void HandleTransferOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.PlaySound(Mobile.GetIdleSound());
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_commandIssuer = null;
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}
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private void HandleGuardOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = true;
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Mobile.PlaySound(Mobile.GetAttackSound());
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Mobile.ControlMaster?.SendLocalizedMessage(1049671, Mobile.Name);
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// ~1_NAME~ is now guarding you.
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_commandIssuer = null;
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}
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private void HandleAttackOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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if (Mobile.ControlTarget != null &&
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!Mobile.ControlTarget.Deleted &&
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Mobile.ControlTarget.Alive)
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{
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Mobile.FocusMob = Mobile.ControlTarget;
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Mobile.Combatant = Mobile.ControlTarget;
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}
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else
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{
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Mobile.FocusMob = null;
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Mobile.Combatant = null;
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}
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Mobile.Warmode = true;
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Mobile.PlaySound(Mobile.GetAttackSound());
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_commandIssuer = null;
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}
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private void HandleFollowOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.PlaySound(Mobile.GetIdleSound());
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_commandIssuer = null;
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}
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private void HandleStayOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.PlaySound(Mobile.GetIdleSound());
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_commandIssuer = null;
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// Home (the stay anchor) is owned by SetPersistentOrder, not this handler.
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}
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private void HandleReleaseOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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if (Mobile.Summoned)
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{
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Mobile.Kill();
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return;
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}
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if (!string.IsNullOrEmpty(Mobile.Name))
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{
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Mobile.Name = null;
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}
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_commandIssuer?.RevealingAction();
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Mobile.ControlTarget = null;
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.PlaySound(Mobile.GetIdleSound());
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Mobile.BondingBegin = DateTime.MinValue;
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Mobile.OwnerAbandonTime = DateTime.MinValue;
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Mobile.IsBonded = false;
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Mobile.SetControlMaster(null);
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_commandIssuer = null;
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}
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public virtual void HandleRenameOrder()
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{
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if (Mobile.Summoned)
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{
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Mobile.ControlMaster?.SendMessage("You cannot rename a summoned creature.");
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}
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else
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{
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Mobile.ControlMaster?.SendMessage("Change name on pet health bar.");
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}
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}
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}
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