ModernUO/Projects/UOContent/Mobiles/AI/BaseAI
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
..
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): guarding pets never target their owner or the owner's pets (#2665) 2026-09-23 10:13:34 -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): guarding pets never target their owner or the owner's pets (#2665) 2026-09-23 10:13:34 -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