ModernUO/Projects/UOContent/Mobiles/AI
Kamron Batman 6b910ff089
fix(ai): guarding pets never target their owner or the owner's pets (#2665)
Supersedes #2657 (rebased onto #2662, which the original branch conflicted with). Credit to @MithrilHammer for the diagnosis, the fix and the regression tests; their three commits are kept as authored.

Fixes #2656.

## Root cause

When a guarding pet's combatant hides or becomes invalid, its AI calls `AcquireFocusMob` to find a new target. A controlled creature with no `ControlTarget` (Guard normally has none) fell out of `HandleControlled` and into the wild-creature scan, where `IsEnemy` treats any player as an enemy. With `FightMode.Closest`, the owner won. The fall-through dates to #2232. RunUO never let a controlled creature reach the wild scan.

## Changes

- `AcquireFocusMob`: a controlled creature returns whatever `HandleControlled` decides. Guard uses `FindGuardTarget`, Attack uses its `ControlTarget`, and every other order acquires nothing.
- `FindGuardTarget` skips guard allies: the master and creatures the master controls, including controlled summons. Uncontrolled summons (energy vortex, blade spirits) attack their caster, so a guard still defends against them, as in RunUO.
- Friendly fire: `BaseAI.OnAggressiveAction` stands a guard down when an ally is the aggressor. `BaseCreature.Combatant` refuses an ally while guarding, because `Mobile.AggressiveAction` assigns the first aggressor as `Combatant` before any retaliation policy runs. The veto sits on `Combatant` rather than `CanBeHarmful`, so what a pet can harm doesn't depend on its current order. An explicit Attack order and bard provocation can still target an ally.

## Tests

16 regression cases in `GuardFriendlyFireTests` (skipped without client map data), including a real `WhiteWyrm` reproduction. `UOContent.Tests`: 1142 passed, 2 skipped, 0 failed on Windows.
2026-09-23 10:13:34 -07:00
..
BaseAI fix(ai): guarding pets never target their owner or the owner's pets (#2665) 2026-09-23 10:13:34 -07:00
AIControlMobileTarget.cs feat: Overhauls AI (Speech/Movement) (#2232) 2025-07-18 22:39:57 -07:00
AnimalAI.cs feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599) 2026-08-30 16:48:52 -07:00
ArcherAI.cs feat: event-driven target acquisition with a reaction-time gradient (#2601) 2026-09-01 20:42:15 -07:00
BerserkAI.cs feat: event-driven target acquisition with a reaction-time gradient (#2601) 2026-09-01 20:42:15 -07:00
FamiliarAI.cs fix(ai): BaseAI.OnAggressiveAction owns the retaliation policy; familiars refuse cleanly (#2662) 2026-09-22 18:48:13 -07:00
HealerAI.cs feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599) 2026-08-30 16:48:52 -07:00
MageAI.cs feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599) 2026-08-30 16:48:52 -07:00
MeleeAI.cs feat: event-driven target acquisition with a reaction-time gradient (#2601) 2026-09-01 20:42:15 -07:00
OppositionGroup.cs feat: Overhauls AI (Speech/Movement) (#2232) 2025-07-18 22:39:57 -07:00
PredatorAI.cs feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599) 2026-08-30 16:48:52 -07:00
ThiefAI.cs feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599) 2026-08-30 16:48:52 -07:00
VendorAI.cs feat: Overhauls AI (Speech/Movement) (#2232) 2025-07-18 22:39:57 -07:00