ModernUO/dev-docs/claude-skills/migrate-from-runuo/migrate-items-mobiles.md
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

3.4 KiB

name description
migrate-items-mobiles Trigger: when converting RunUO Item, Mobile, or BaseCreature subclasses to ModernUO. Most common migration task. Covers: complete item/creature conversion combining serialization, timers, properties, naming.

RunUO -> ModernUO Item/Mobile/Creature Migration

When This Activates

  • Converting any Item subclass from RunUO
  • Converting any Mobile/BaseCreature subclass
  • This is the most common migration task -- combines all other systems

Item Conversion Checklist

  1. Foundation: file-scoped namespace, using ModernUO.Serialization;
  2. Class: add [SerializationGenerator(N, false)] (N = old version + 1, false if old Deserialize used ReadInt()), add partial
  3. Fields: m_X -> [SerializableField(N)] _x with [SerializedCommandProperty]
  4. Add [InvalidateProperties] where RunUO setter called InvalidateProperties()
  5. Delete: Serial constructor, Serialize, Deserialize
  6. [Constructable] -> [Constructible]
  7. Name = "text" -> public override string DefaultName => "text";
  8. Timers: nested class -> Timer.StartTimer() + TimerExecutionToken + [AfterDeserialization] + OnAfterDelete
  9. Properties: GetProperties(ObjectPropertyList) -> GetProperties(IPropertyList), apply string hole rule
  10. Context menus: List<ContextMenuEntry> -> ref PooledRefList<ContextMenuEntry>

Creature-Specific Changes

  • [CorpseName("...")] attribute -> public override string CorpseName => "...";
  • BaseCreature(AI, Fight, 10, 1, 0.2, 0.4) -> BaseCreature(AI, Fight) (extra params default)
  • Name = "text" -> public override string DefaultName => "text";
  • Expression-bodied overrides: public override int Meat { get { return 1; } } -> public override int Meat => 1;
  • AI movement calls lose the run flag: MoveTo(m, true, range) -> MoveTo(m, range) (also WalkMobileRange, ApproachTarget, MoveToPoint, PathFollower.Follow); the Running bit is derived from step pace -> dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md § AI Movement
  • AcquireOnApproach (bool) -> AcquireOnApproachDelay (TimeSpan; Zero = old instant behavior) -> same doc § Target Acquisition
  • BaseAI.OnAggressiveAction(aggressor) is bool, not void: the AI owns the retaliation policy (BaseCreature no longer sets Combatant after it); an early return; that refused a fight -> return false;, otherwise return true;; swap-only overrides call PreferCloserAggressor(aggressor) instead of base -> same doc § Retaliation
  • DamageEntries is an inline ref readonly ValueLinkList<DamageEntry>, not a List: indexer/Add/Remove/Clear -> foreach / .ByDescending() (needs using Server.Collections;) and ClearDamageEntries(); GetLootingRights takes it by in -> same doc § Damage Entries

Anti-Patterns

  • Using _field-- instead of Property-- (bypasses MarkDirty tracking)
  • Forgetting [AfterDeserialization] for timer restoration
  • Forgetting OnAfterDelete() for timer cancellation

See Also

  • dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md -- detailed migration with before/after examples
  • dev-docs/content-patterns.md -- ModernUO content templates
  • dev-docs/claude-skills/modernuo-content-patterns.md -- ModernUO content skill
  • dev-docs/claude-skills/modernuo-serialization.md -- serialization patterns
  • dev-docs/claude-skills/modernuo-timers.md -- timer patterns