ModernUO/Projects/UOContent/Mobiles/AI/BaseAI
Kamron Batman 502c3f6aa4
fix(ai): BaseAI.OnAggressiveAction owns the retaliation policy; familiars refuse cleanly (#2662)
> [!IMPORTANT]
> **Breaking change to API to fix NPC AI issues**

## Symptom

`FamiliarAITests.HiddenCaster_FamiliarRefusesRetaliation` fails on main at `Assert.False(wolf.Warmode)`: the familiar's `Combatant` stays null as intended, but it is left in war stance. In-game the familiar of a hidden caster flips into warmode for a tick when struck, until `FamiliarAI.StandDown()` clears it on the next think.

CI never saw it because the familiar tests are `SkippableFact` (they need client tiledata).

## Root cause

#2644 and #2645 landed a day apart and are individually correct but conflict at one seam.

Since #2645, a familiar (`Commandable == false`) is no longer "told to stand down", so `BaseCreature.AggressiveAction` continues past `AIObject.OnAggressiveAction(aggressor)` to its generic fallback:

```cs
else if (Combatant == null && !BardPacified)
{
    Warmode = true;
    Combatant = aggressor;
}
```

`FamiliarAI.OnAggressiveAction` had already declined (caster hidden), but the hook was `void`, so the creature could not tell. The fallback raised `Warmode` before `BaseFamiliar.Combatant` vetoed the target.

## Fix

This is the follow-up agreed in #2645: the retaliation policy moves into a virtual `BaseAI.OnAggressiveAction(aggressor) -> bool`.

- **`BaseAI.OnAggressiveAction`** now holds the stand-down verdict, the closer-aggressor swap (`PreferCloserAggressor`), and the `IssueOrder(Attack)` vs `Combatant =` decision. Returns `false` when the creature stands down.
- **`BaseCreature.AggressiveAction`** keeps only bookkeeping — `ControlMaster.Aggressors` entry, `StopFlee`, `ForceReacquire`, ethics `FinishShield` — keyed off the return, so an AI that declines is never second-guessed.
- **`FamiliarAI`** overrides the whole policy: no orders to stand down on, never fights for a hidden caster or a hidden aggressor.

Behaviour for every other AI is unchanged. Moving the fallback ahead of `StopFlee`/`ForceReacquire` is order-safe: both are pure field resets, `IssueAttack` does not `Think()`, and `OnCombatantChange` only derives `Warmode`.

Two commits: the first is the minimal `bool` hook that alone fixes the test, the second the policy move.

## Not changed (noted for later)

- `Warmode = true; Combatant = x;` (also in `FamiliarAI.Act`, `IssueAttack`) is redundant when the setter accepts — `BaseCreature.OnCombatantChange` derives `Warmode` — and is the dangling-warmode hazard whenever a `Combatant` setter vetoes.
- Since #2614 a stood-down pet skips the ethics `FinishShield`; RunUO ran it unconditionally. Preserved as-is.

## Tests

`HiddenCaster_FamiliarRefusesRetaliation` fails on main and passes here. Full `UOContent.Tests`: 1126 passed, 0 failed, 2 skipped (spawner fixture capture + benchmark).
2026-09-22 18:48:13 -07:00
..
ActionType.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
AIGroupMovement.cs feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599) 2026-08-30 16:48:52 -07:00
AIMovement.cs fix(ai): FamiliarAI owns familiar movement and combat; herding reaches its tile; ForcedAI read once (#2644) 2026-09-14 23:14:30 -07:00
AITimer.cs feat: event-driven target acquisition with a reaction-time gradient (#2601) 2026-09-01 20:42:15 -07:00
AIType.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
ApproachOutcome.cs fix(ai): FamiliarAI owns familiar movement and combat; herding reaches its tile; ForcedAI read once (#2644) 2026-09-14 23:14:30 -07:00
BaseAI.cs fix(ai): BaseAI.OnAggressiveAction owns the retaliation policy; familiars refuse cleanly (#2662) 2026-09-22 18:48:13 -07:00
BaseAIExtensions.cs fix: Consolidates debug check messages for AI and adds debounce (#2235) 2025-07-18 18:08:03 -07:00
ContextMenu.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
DebugInterpolatedStringHandler.cs fix(ai): make debug-message cooldown comparisons wraparound-safe (#2659) 2026-09-19 09:59:00 -07:00
InternalEntry.cs fix: pets freeze, forget their orders, obey the wrong players, and fight when told not to (#2614) 2026-09-10 19:28:13 -07:00
OnSpeech.cs fix: pets freeze, forget their orders, obey the wrong players, and fight when told not to (#2614) 2026-09-10 19:28:13 -07:00
PetLogin.cs fix: pets freeze, forget their orders, obey the wrong players, and fight when told not to (#2614) 2026-09-10 19:28:13 -07:00
PetOrders.cs fix(ai): wild creatures no longer stand down when attacked (#2645) 2026-09-14 23:18:11 -07:00
SpeechEventArgsExt.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
TransferItem.cs fix: pets freeze, forget their orders, obey the wrong players, and fight when told not to (#2614) 2026-09-10 19:28:13 -07:00
WalkRandomLogic.cs fix(ai): pet order/home refactor — stop & post-combat behavior (#2459) 2026-06-07 01:22:43 -07:00