ModernUO/Projects/UOContent/Mobiles/AI/FamiliarAI.cs
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

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 { Controlled: true } 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;
}
}