ModernUO/Projects/UOContent.Tests/Tests/Mobiles/AI/ApproachTargetTests.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

285 lines
8.7 KiB
C#

using System.Collections.Generic;
using Server.Engines.Pathing.Cache;
using Server.Mobiles;
using Xunit;
namespace Server.Tests.Mobiles.AI;
// AI movement tests drive the real BaseAI primitives against live map statics. The
// pathfinder uses non-reentrant static buffers, so we share the pathfinding sequential
// collection to avoid parallel interference.
[Collection("Sequential Pathfinding Tests")]
public class ApproachTargetTests
{
private sealed class FollowerStub : BaseCreature
{
// Serial ctor + DefaultMobileInit bypasses NPCSpeeds JSON (absent in tests).
public FollowerStub(Serial serial) : base(serial) => Body = 0xC9;
}
private sealed class TargetStub : Mobile
{
public TargetStub() => Body = 0xC9;
}
private static (FollowerStub bc, BaseAI ai) NewFollower(Map map, Point3D loc)
{
var bc = new FollowerStub(World.NewMobile);
bc.DefaultMobileInit();
bc.MoveToWorld(loc, map);
BaseAI ai = new AnimalAI(bc);
ai.AITimer?.Stop(); // we drive movement manually; no background timer
return (bc, ai);
}
// Drives the pet follow primitive once per tick; returns true once it reaches within
// arriveDist tiles. Uses InRange (Chebyshev) to match the game's own range semantics —
// a diagonal neighbor at Euclidean ~2.24 is "within 2" to the engine.
private static bool DriveFollow(BaseAI ai, Mobile bc, Mobile target, int arriveDist, int maxTicks)
{
for (var i = 0; i < maxTicks; i++)
{
ai.NextMove = 0;
ai.WalkMobileRange(target, 1, 1, 2);
if (bc.InRange(target, arriveDist))
{
return true;
}
}
return false;
}
internal static ushort FirstImpassableItemId()
{
for (ushort id = 1; id < TileData.MaxItemValue; id++)
{
if (TileData.ItemTable[id].ImpassableSurface)
{
return id;
}
}
return 0;
}
[Fact]
public void OpenTerrain_ReachesTarget_WithoutPathfinding()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1495, 1600, (sbyte)z), map); // 5 tiles west, open
StepCache.Instance.Clear();
var buildsBefore = StepCache.Instance.GetStats().BuildsTotal;
var arrived = DriveFollow(ai, bc, target, 2, 40);
var buildsAfter = StepCache.Instance.GetStats().BuildsTotal;
bc.Delete();
target.Delete();
Assert.True(arrived, "creature should reach an open-terrain target by stepping");
Assert.Equal(buildsBefore, buildsAfter); // greedy fast path: no chunk builds
}
[Fact]
public void BritainInnDesk_PetReachesMaster()
{
var map = Map.Maps[1];
Assert.NotNull(map);
// Exact in-game repro: pet south of the L-desk, master north of it.
var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1494, 1605, 21), map);
StepCache.Instance.Clear();
// 200 ticks is generous for the ~17-step detour at one step per tick.
var arrived = DriveFollow(ai, bc, target, 2, 200);
bc.Delete();
target.Delete();
Assert.True(arrived, "pet must navigate around the L-desk to reach the master");
}
[Fact]
public void MoveTo_ReachesTargetAroundDesk()
{
var map = Map.Maps[1];
Assert.NotNull(map);
var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1494, 1605, 21), map);
StepCache.Instance.Clear();
var arrived = false;
for (var i = 0; i < 200; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
if (bc.InRange(target, 1))
{
arrived = true;
break;
}
}
bc.Delete();
target.Delete();
Assert.True(arrived, "MoveTo chaser must reach the target around the desk");
}
[Fact]
public void MoveTo_CatchesTargetWalkingAway_OpenTerrain()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1498, 1600, (sbyte)z), map);
StepCache.Instance.Clear();
var caught = false;
for (var i = 0; i < 60; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
// Target walks west every other tick for its first several steps, then stops,
// so a same-speed chaser eventually closes the gap.
if (i % 2 == 0 && i < 16 && target.X > 1490)
{
target.MoveToWorld(new Point3D(target.X - 1, target.Y, target.Z), map);
}
if (bc.InRange(target, 1))
{
caught = true;
break;
}
}
bc.Delete();
target.Delete();
Assert.True(caught, "chaser must catch a target that walks away then stops");
}
[SkippableFact]
public void UnreachableTarget_GivesUp_AndIdles()
{
TileDataRequirement.SkipIfMissing();
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1601, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1601, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1500, 1596, (sbyte)z), map);
// Full impassable ring around the target cell -> no path to within range 1.
var id = FirstImpassableItemId();
Assert.NotEqual<ushort>(0, id);
var ring = new List<Item>();
for (var x = 1499; x <= 1501; x++)
{
for (var y = 1595; y <= 1597; y++)
{
if (x == 1500 && y == 1596)
{
continue; // leave the target's own cell
}
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();
// Run well past the stuck window so give-up engages.
for (var i = 0; i < 120; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
}
// After giving up, the creature must idle (not oscillate) while the goal is still.
var idleStart = bc.Location;
var stayedIdle = true;
for (var i = 0; i < 20; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
if (bc.Location != idleStart)
{
stayedIdle = false;
break;
}
}
var reached = bc.InRange(target, 1);
bc.Delete();
target.Delete();
foreach (var it in ring)
{
it.Delete();
}
Assert.False(reached, "walled-off target must not be reached");
Assert.True(stayedIdle, "after giving up, the creature must idle, not shuffle");
}
[SkippableFact]
public void WallBetween_RoutesAround_ReachesTarget()
{
TileDataRequirement.SkipIfMissing();
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1500, 1595, (sbyte)z), map); // 5 tiles north
// Impassable wall on Y=1598 from X=1497..1503: blocks the straight line; ends open.
var id = FirstImpassableItemId();
Assert.NotEqual<ushort>(0, id);
var wall = new List<Item>();
for (var x = 1497; x <= 1503; x++)
{
map.GetAverageZ(x, 1598, out _, out var wz, out _);
wall.Add(new Item(World.NewItem)
{
ItemID = id, Map = map, Location = new Point3D(x, 1598, (sbyte)wz)
});
}
StepCache.Instance.Clear();
var arrived = DriveFollow(ai, bc, target, 2, 200);
bc.Delete();
target.Delete();
foreach (var it in wall)
{
it.Delete();
}
Assert.True(arrived, "creature must route around the wall to reach the target");
}
}