ModernUO/Projects/UOContent/Mobiles/AI/FamiliarAI.cs
Kamron Batman 843a29e7dc
refactor: master views over BaseCreature's one master reference (#2674)
## Summary

After #2670, `BaseCreature` stores one master. Callers still reached it through three differently gated names plus hand-rolled combinations of the `Controlled`/`Summoned` flags. Each gate is now one named view:

| Member | Definition | Meaning |
|---|---|---|
| `Master` | the reference; its setter does the follower bookkeeping; serialized as before | whoever the creature answers to |
| `ControlMaster` | `Controlled ? Master : null` | the owner |
| `SummonMaster` | `Summoned ? Master : null` | the summoner |
| `GetMaster()` | `ControlMaster ?? SummonMaster` | who answers for the creature |

`ControlMaster` and `SummonMaster` stay settable so custom code keeps compiling: both setters assign `Master`. There is no guard, so a write through either one can read back as null until the matching flag is set.

An enraged creature is the one shape with a master and neither flag. It keeps its meer through `Master`, while `GetMaster()` stays null, so the meer never answers for it (notoriety, kill credit).

Readers move onto the view they mean:
- "Owner or summoner" pairs and `ControlMaster ?? SummonMaster` collapse into `GetMaster()`: pack instinct, familiars, golem, house access, mounts, pack horse, Solen friendship, spell target and guild checks, and the `[` pet command.
- Checks such as `Controlled && ControlMaster == from` drop the flag the view already applies. Checks that don't reduce keep it: `Controlled && ControlMaster != from`, a possibly-null `from`, and `MageAI.CanDispel`'s `Summoned &&`.

**No behavior change, save format unchanged** (the schema generator produces no diff). Edge cases for custom code and shard operators:
- `SummonMaster = x` on a plain pet now replaces its owner (#2670 made that a no-op), and `ControlMaster = null` on an uncontrolled summon now clears its caster (it did nothing before).
- `SpellHelper.GetGuildFor` no longer falls back to an enraged creature's meer. Meer mages have no guild.

## Docs

- `dev-docs/content-patterns.md` § Masters: which view answers which question, how to set a master, and which flag checks are redundant.
- `dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md` § Masters: RunUO's two-field reads mapped onto the views, plus the gotcha for creatures that set `SummonMaster` without `Summoned` (the write compiles, the read now returns null; use `Master`).
- The `modernuo-content-patterns` and `migrate-items-mobiles` skills point at both.

## Test plan

- [x] `MasterViewsTests`: all four views across wild, pet, controlled summon, uncontrolled summon and enraged shapes; reassigning `Master` moves follower slots; `SetControlMaster(null)` keeps an uncontrolled summon's caster; deleting a summon returns the caster's slots
- [x] Serialization tests updated to the new views (round-trip, legacy v22, v23 migration)
- [x] UOContent.Tests (1178 passed, 2 skipped) and Server.Tests (907) green
2026-09-24 22:45:24 -07:00

272 lines
8.3 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: FamiliarAI.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System.Collections.Generic;
namespace Server.Mobiles;
/// <summary>
/// Necromancy familiars: command-immune, glued to the caster, assist its fights if combat-capable,
/// snap to it when outpaced or stuck. <see cref="Obey"/> and <see cref="Think"/> share one decision.
/// </summary>
public class FamiliarAI : BaseAI
{
public FamiliarAI(BaseFamiliar familiar) : base(familiar)
{
}
private BaseFamiliar Familiar => (BaseFamiliar)Mobile;
// Assist targets, and the familiar itself, stay within this of the caster.
public int LeashRange => Mobile.RangePerception;
public override bool CanDetectHidden => false;
public override bool Think() => Act();
public override bool Obey() => Act();
// Command immunity: no issue-phase side effects; rests on Come so TeleportPets still applies.
public override OrderType IssueOrder(
OrderType order, OrderType previous, Mobile issuer, bool resuming, Mobile interruptedTarget
)
{
AITimer.Prod();
return Mobile.Controlled ? OrderType.Come : OrderType.None;
}
// No orders to stand down on; never fights for a hidden caster.
public override bool OnAggressiveAction(Mobile aggressor)
{
if (!Familiar.AssistsMaster || aggressor.Hidden || Familiar.ControlMaster?.Hidden == true)
{
return false;
}
if (Mobile.Combatant == null)
{
Mobile.Warmode = true;
Mobile.Combatant = aggressor;
}
else
{
PreferCloserAggressor(aggressor);
}
return true;
}
private bool Act()
{
var master = Familiar.ControlMaster;
// Deletion is BaseFamiliar.OnThink's.
if (Mobile.Deleted || master?.Deleted != false)
{
return true;
}
// Left behind: stand down until TeleportPets or the unsummon.
if (master.Map != Mobile.Map)
{
StandDown();
return true;
}
// Herding outranks combat.
if (Mobile.TargetLocation != null)
{
StandDown();
if (CheckHerding())
{
DebugSay("Fetching for my master.");
return true;
}
}
if (Familiar.AssistsMaster && !master.Hidden && TryAssist(master))
{
return true;
}
Follow(master);
return true;
}
// The caster's target; else the closest mobile in a fight with the caster's side that is
// still fighting one of us (the caster's own Combatant expires while a monster keeps hitting).
private bool TryAssist(Mobile master)
{
var target = master.Combatant;
if (!IsValidAssistTarget(master, target))
{
target = Mobile.Combatant;
if (!IsValidAssistTarget(master, target) || !IsFightingUs(master, target))
{
target = FindAggressor(master);
if (target == null)
{
return false;
}
}
}
if (!Mobile.InRange(master, LeashRange))
{
DebugSay("Too far from my master; returning.");
return false;
}
Mobile.Warmode = true;
Mobile.Combatant = target;
if (Mobile.Combatant != target)
{
return false; // setter refused it
}
Mobile.SetCurrentSpeedToActive();
this.DebugSayFormatted($"Assisting my master against {target.Name}.");
MoveTo(target, Mobile.RangeFight);
return true;
}
private bool IsFightingUs(Mobile master, Mobile target)
{
var combatant = target.Combatant;
return combatant == Mobile || combatant == master ||
combatant is BaseCreature pet && pet.ControlMaster == master;
}
// Closest mobile in a fight with the caster's side.
private Mobile FindAggressor(Mobile master)
{
Mobile best = null;
var bestDist = double.MaxValue;
ScanAggression(master, master.Aggressors, false, ref best, ref bestDist);
ScanAggression(master, Mobile.Aggressors, false, ref best, ref bestDist);
ScanAggression(master, master.Aggressed, true, ref best, ref bestDist);
return best;
}
// defenders: an Aggressed list, read the Defender.
private void ScanAggression(
Mobile master, List<AggressorInfo> list, bool defenders, ref Mobile best, ref double bestDist
)
{
for (var i = 0; i < list.Count; i++)
{
var info = list[i];
if (info.Expired)
{
continue;
}
var other = defenders ? info.Defender : info.Attacker;
if (other == best || !IsValidAssistTarget(master, other) || !IsFightingUs(master, other))
{
continue;
}
var dist = master.GetDistanceToSqrt(other);
if (dist < bestDist)
{
best = other;
bestDist = dist;
}
}
}
private bool IsValidAssistTarget(Mobile master, Mobile target) =>
target?.Deleted == false && target != Mobile && target != master && target.Alive &&
!target.Hidden && target.Map == Mobile.Map && !target.IsDeadBondedPet &&
target.AccessLevel == AccessLevel.Player && master.InRange(target, LeashRange) &&
Mobile.CanBeHarmful(target, false);
// Clears the move intent too, or a move-wake resumes the abandoned pursuit.
private void StandDown()
{
Mobile.Warmode = false;
Mobile.Combatant = null;
Mobile.SetCurrentSpeedToActive();
ClearMoveIntent();
}
private void Follow(Mobile master)
{
StandDown();
MoveTo(master, 1);
TryKeepUp(master);
}
// Outpaced on open ground, or given up: snap. A live detour finishes; Blocked is still counting.
private void TryKeepUp(Mobile master)
{
var snap = LastApproach switch
{
ApproachOutcome.GaveUp => true,
ApproachOutcome.DirectProgress => !Mobile.InRange(master, BaseFamiliar.KeepUpRange),
_ => false
};
if (!snap || !TryFindLanding(master, out var loc))
{
return;
}
DebugSay("Keeping up with my master.");
Mobile.SetLocation(loc, true);
ResetApproachState();
}
private static readonly (int dx, int dy)[] _landingRing =
[
(0, 1), (1, 0), (0, -1), (-1, 0), (1, 1), (-1, 1), (1, -1), (-1, -1)
];
// An adjacent tile on the caster's floor this creature can stand on.
private bool TryFindLanding(Mobile master, out Point3D loc)
{
var map = master.Map;
var start = Utility.Random(_landingRing.Length); // no favoured side
for (var i = 0; i < _landingRing.Length; i++)
{
var (dx, dy) = _landingRing[(start + i) % _landingRing.Length];
var x = master.X + dx;
var y = master.Y + dy;
if (map.CanSpawnMobile(x, y, master.Z - 5, master.Z + 5, Mobile.CanSwim, Mobile.CantWalk, out var z))
{
loc = new Point3D(x, y, z);
return true;
}
}
loc = Point3D.Zero;
return false;
}
}