## 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.
268 lines
8.2 KiB
C#
268 lines
8.2 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: FamiliarAI.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.Collections.Generic;
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namespace Server.Mobiles;
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/// <summary>
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/// Necromancy familiars: command-immune, glued to the caster, assist its fights if combat-capable,
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/// snap to it when outpaced or stuck. <see cref="Obey"/> and <see cref="Think"/> share one decision.
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/// </summary>
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public class FamiliarAI : BaseAI
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{
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public FamiliarAI(BaseFamiliar familiar) : base(familiar)
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{
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}
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private BaseFamiliar Familiar => (BaseFamiliar)Mobile;
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// Assist targets, and the familiar itself, stay within this of the caster.
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public int LeashRange => Mobile.RangePerception;
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public override bool CanDetectHidden => false;
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public override bool Think() => Act();
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public override bool Obey() => Act();
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// Command immunity: no issue-phase side effects; rests on Come so TeleportPets still applies.
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public override OrderType IssueOrder(
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OrderType order, OrderType previous, Mobile issuer, bool resuming, Mobile interruptedTarget
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)
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{
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AITimer.Prod();
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return Mobile.Controlled ? OrderType.Come : OrderType.None;
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}
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public override void OnAggressiveAction(Mobile aggressor)
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{
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if (!Familiar.AssistsMaster || aggressor.Hidden || Familiar.ControlMaster?.Hidden == true)
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{
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return;
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}
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if (Mobile.Combatant == null)
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{
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Mobile.Warmode = true;
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Mobile.Combatant = aggressor;
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return;
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}
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base.OnAggressiveAction(aggressor);
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}
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private bool Act()
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{
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var master = Familiar.ControlMaster;
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// Deletion is BaseFamiliar.OnThink's.
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if (Mobile.Deleted || master?.Deleted != false)
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{
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return true;
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}
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// Left behind: stand down until TeleportPets or the unsummon.
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if (master.Map != Mobile.Map)
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{
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StandDown();
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return true;
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}
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// Herding outranks combat.
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if (Mobile.TargetLocation != null)
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{
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StandDown();
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if (CheckHerding())
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{
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DebugSay("Fetching for my master.");
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return true;
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}
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}
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if (Familiar.AssistsMaster && !master.Hidden && TryAssist(master))
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{
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return true;
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}
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Follow(master);
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return true;
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}
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// The caster's target; else the closest mobile in a fight with the caster's side that is
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// still fighting one of us (the caster's own Combatant expires while a monster keeps hitting).
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private bool TryAssist(Mobile master)
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{
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var target = master.Combatant;
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if (!IsValidAssistTarget(master, target))
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{
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target = Mobile.Combatant;
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if (!IsValidAssistTarget(master, target) || !IsFightingUs(master, target))
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{
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target = FindAggressor(master);
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if (target == null)
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{
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return false;
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}
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}
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}
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if (!Mobile.InRange(master, LeashRange))
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{
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DebugSay("Too far from my master; returning.");
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return false;
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}
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Mobile.Warmode = true;
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Mobile.Combatant = target;
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if (Mobile.Combatant != target)
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{
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return false; // setter refused it
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}
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Mobile.SetCurrentSpeedToActive();
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this.DebugSayFormatted($"Assisting my master against {target.Name}.");
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MoveTo(target, Mobile.RangeFight);
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return true;
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}
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private bool IsFightingUs(Mobile master, Mobile target)
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{
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var combatant = target.Combatant;
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return combatant == Mobile || combatant == master ||
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combatant is BaseCreature { Controlled: true } pet && pet.ControlMaster == master;
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}
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// Closest mobile in a fight with the caster's side.
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private Mobile FindAggressor(Mobile master)
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{
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Mobile best = null;
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var bestDist = double.MaxValue;
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ScanAggression(master, master.Aggressors, false, ref best, ref bestDist);
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ScanAggression(master, Mobile.Aggressors, false, ref best, ref bestDist);
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ScanAggression(master, master.Aggressed, true, ref best, ref bestDist);
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return best;
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}
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// defenders: an Aggressed list, read the Defender.
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private void ScanAggression(
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Mobile master, List<AggressorInfo> list, bool defenders, ref Mobile best, ref double bestDist
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)
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{
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for (var i = 0; i < list.Count; i++)
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{
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var info = list[i];
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if (info.Expired)
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{
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continue;
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}
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var other = defenders ? info.Defender : info.Attacker;
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if (other == best || !IsValidAssistTarget(master, other) || !IsFightingUs(master, other))
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{
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continue;
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}
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var dist = master.GetDistanceToSqrt(other);
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if (dist < bestDist)
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{
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best = other;
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bestDist = dist;
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}
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}
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}
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private bool IsValidAssistTarget(Mobile master, Mobile target) =>
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target?.Deleted == false && target != Mobile && target != master && target.Alive &&
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!target.Hidden && target.Map == Mobile.Map && !target.IsDeadBondedPet &&
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target.AccessLevel == AccessLevel.Player && master.InRange(target, LeashRange) &&
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Mobile.CanBeHarmful(target, false);
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// Clears the move intent too, or a move-wake resumes the abandoned pursuit.
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private void StandDown()
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{
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.SetCurrentSpeedToActive();
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ClearMoveIntent();
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}
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private void Follow(Mobile master)
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{
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StandDown();
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MoveTo(master, 1);
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TryKeepUp(master);
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}
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// Outpaced on open ground, or given up: snap. A live detour finishes; Blocked is still counting.
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private void TryKeepUp(Mobile master)
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{
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var snap = LastApproach switch
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{
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ApproachOutcome.GaveUp => true,
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ApproachOutcome.DirectProgress => !Mobile.InRange(master, BaseFamiliar.KeepUpRange),
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_ => false
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};
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if (!snap || !TryFindLanding(master, out var loc))
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{
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return;
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}
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DebugSay("Keeping up with my master.");
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Mobile.SetLocation(loc, true);
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ResetApproachState();
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}
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private static readonly (int dx, int dy)[] _landingRing =
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[
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(0, 1), (1, 0), (0, -1), (-1, 0), (1, 1), (-1, 1), (1, -1), (-1, -1)
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];
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// An adjacent tile on the caster's floor this creature can stand on.
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private bool TryFindLanding(Mobile master, out Point3D loc)
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{
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var map = master.Map;
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var start = Utility.Random(_landingRing.Length); // no favoured side
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for (var i = 0; i < _landingRing.Length; i++)
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{
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var (dx, dy) = _landingRing[(start + i) % _landingRing.Length];
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var x = master.X + dx;
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var y = master.Y + dy;
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if (map.CanSpawnMobile(x, y, master.Z - 5, master.Z + 5, Mobile.CanSwim, Mobile.CantWalk, out var z))
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{
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loc = new Point3D(x, y, z);
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return true;
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}
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}
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loc = Point3D.Zero;
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return false;
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}
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}
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