Pet and summon bugs found by the master-reference audit for #2592 (comments there have the full inventory). Independent of delta saves. ## Releasing a pet never finished The Release order ran two half-releases that never met: - The order handler cleared the master. That set `Controlled` to false, so `Obey` never ran again and the think-side `DoOrderRelease` (re-home, three-day delete timer, backpack drop) was dead code: a released pet kept its pack and never despawned. - The loyalty drain called `DoOrderRelease` directly, so a pet whose loyalty hit zero got the countdown and dropped its pack but kept its master and its owner's follower slots, the opposite of the code comment's intent. `DoOrderRelease` is now the whole release (targets, bonding, `SetControlMaster(null)`, re-home, delete or countdown, pack drop) and runs once, synchronously, from the handler or the loyalty drain. Summons still die on release, as before. Two tests pin both entry points: master cleared, follower slots returned, countdown running, home anchored. This is the one place the `PetOrders` / `PetOrderHandlers` split bit; the wider audit of that duplication is a separate task. ## Summon master follows the pet Transfer, stable claim, GM "obey" and Ball of Summoning copied `SummonMaster` only when `Summoned`, so a talisman summon (`Summoned` is false, `SummonMaster` set) kept its original summoner after a transfer: two different masters on one creature, with the original summoner's area spells still exempting it. They now mirror the summon master whenever it is set. Jail stabling cleared only `ControlMaster`, so a jailed talisman summon kept charging the summoner's follower slots; it now clears both, like the stable master and auto-stable already do. ## Small ones - The faction horse breeder set `Controlled`/`ControlMaster` directly; it now goes through `SetControlMaster` and tells the buyer why it refused (1049607) instead of silently deleting the horse. - `Notoriety` dereferenced `SummonMaster` on a summoned creature without a null check. ## Tests UOContent.Tests 778 green (two new).
268 lines
9.2 KiB
C#
268 lines
9.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Server;
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using Server.Mobiles;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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[Collection("Sequential UOContent Tests")]
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public class PetOrderTests : IDisposable
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{
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// Track and delete every mobile we spawn so they don't linger in the shared static World
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// and pollute other tests in this collection (e.g. Tracking's nearby-mobile scan).
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private readonly List<Mobile> _created = new();
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private (PlayerMobile master, PetTestStub pet) Spawn(Point3D masterLoc, Point3D petLoc)
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{
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var pair = PetTestSetup.SpawnControlledPet(masterLoc, petLoc);
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_created.Add(pair.master);
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_created.Add(pair.pet);
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return pair;
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}
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public void Dispose()
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{
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foreach (var m in _created)
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{
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m?.Delete();
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}
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_created.Clear();
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}
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[Fact]
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public void SetPersistentOrder_Stay_AnchorsHomeToCurrentLocation()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1005, 1000, 0));
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pet.AIObject.SetPersistentOrder(OrderType.Stay);
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Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
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Assert.Equal(pet.Location, pet.Home);
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}
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[Fact]
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public void SetPersistentOrder_Follow_ClearsAnchor()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1005, 1000, 0));
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pet.Home = new Point3D(900, 900, 0); // stale anchor
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pet.AIObject.SetPersistentOrder(OrderType.Follow);
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Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
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Assert.Equal(Point3D.Zero, pet.Home);
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}
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[Fact]
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public void Stop_WhileAttacking_FallsBackToPersistentFollow()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
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pet.ControlOrder = OrderType.Follow; // persistent = Follow
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pet.ControlOrder = OrderType.Attack; // transient
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Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
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pet.ControlOrder = OrderType.Stop;
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Assert.Equal(OrderType.Follow, pet.ControlOrder); // resumed standing order
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Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
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}
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[Fact]
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public void Stop_WhileFollowing_CancelsToIdleNone()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
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pet.ControlOrder = OrderType.Follow;
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pet.ControlOrder = OrderType.Stop;
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Assert.Equal(OrderType.None, pet.ControlOrder);
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Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
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Assert.Equal(pet.Location, pet.Home); // idle anchor = where stopped
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}
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[Fact]
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public void Stop_WhileStaying_RemainsStayingAtOriginalPost()
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{
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var post = new Point3D(1005, 1005, 0);
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
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pet.ControlOrder = OrderType.Stay; // Home = post
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Assert.Equal(post, pet.Home);
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pet.ControlOrder = OrderType.Stop;
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Assert.Equal(OrderType.Stay, pet.ControlOrder);
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Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
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Assert.Equal(post, pet.Home); // post unchanged
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}
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[Fact]
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public void Stay_ThenFollow_ThenStop_DoesNotReturnToOldStayAnchor() // report 2
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{
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var postA = new Point3D(1005, 1005, 0);
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), postA);
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pet.ControlOrder = OrderType.Stay; // Home = A
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pet.ControlOrder = OrderType.Follow; // Home cleared to Zero
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pet.MoveToWorld(new Point3D(1050, 1050, 0), pet.Map); // walked to B
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pet.ControlOrder = OrderType.Stop; // stop while following
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Assert.NotEqual(postA, pet.Home); // never re-acquires A
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Assert.Equal(pet.Location, pet.Home); // idles at B
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}
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[Fact]
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public void AttackTargetLost_ResumesPersistentFollow()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
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pet.ControlOrder = OrderType.Follow; // persistent = Follow
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pet.ControlOrder = OrderType.Attack;
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pet.ControlTarget = null; // target gone
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pet.AIObject.DoOrderAttack(); // invalid-target path
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Assert.Equal(OrderType.Follow, pet.ControlOrder);
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}
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[Fact]
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public void StayPet_AttacksThenTargetLost_ReturnsToOriginalPost() // report 1
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{
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var post = new Point3D(1005, 1005, 0);
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
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pet.ControlOrder = OrderType.Stay; // persistent = Stay, Home = post
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pet.ControlOrder = OrderType.Attack;
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pet.MoveToWorld(new Point3D(1060, 1060, 0), pet.Map); // chased far to the "corpse"
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pet.ControlTarget = null;
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pet.AIObject.DoOrderAttack();
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Assert.Equal(OrderType.Stay, pet.ControlOrder);
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Assert.Equal(post, pet.Home); // anchor still the original post, not the corpse
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}
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// NOTE: the test fixture does not load tile data, so Mobile.Move is blocked and Location
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// never changes here. DoMoveImpl still sets Mobile.Direction before the (blocked) move,
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// so an *attempted* wander is observable via Direction. The subjective wander cadence is
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// covered by manual QA; these tests verify the gate/frozen wiring deterministically.
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[Fact]
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public void IdlePet_DoesNotAttemptToMove_WhileResting()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
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pet.ControlOrder = OrderType.Follow;
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pet.ControlOrder = OrderType.Stop; // -> idle None
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Assert.Equal(OrderType.None, pet.ControlOrder);
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pet.ForceIdle = true; // CheckIdle() reports resting -> idle wander must be skipped
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pet.Direction = Direction.North;
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for (var i = 0; i < 40; i++)
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{
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pet.AIObject.DoOrderNone();
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}
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Assert.Equal(Direction.North, pet.Direction); // gated by CheckIdle -> never attempts a step
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}
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[Fact]
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public void StayingPet_DoesNotAttemptToMove()
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{
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var post = new Point3D(1005, 1005, 0);
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
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pet.ControlOrder = OrderType.Stay;
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pet.Direction = Direction.North;
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for (var i = 0; i < 40; i++)
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{
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pet.AIObject.DoOrderStay();
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}
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Assert.Equal(Direction.North, pet.Direction); // frozen -> no wander attempts
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}
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[Fact]
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public void ReleaseOrder_ClearsTheMaster_AndStartsTheDeleteCountdown()
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{
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var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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pet.IsBonded = true;
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var followers = master.Followers;
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pet.ControlOrder = OrderType.Release;
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Assert.False(pet.Controlled);
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Assert.Null(pet.ControlMaster);
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Assert.False(pet.IsBonded);
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Assert.Equal(followers - pet.ControlSlots, master.Followers);
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Assert.True(pet.PendingDeleteTimer?.Running);
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Assert.Equal(pet.Location, pet.Home);
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}
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[Fact]
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public void LoyaltyRelease_ClearsTheMaster_AndStartsTheDeleteCountdown()
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{
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var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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var followers = master.Followers;
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// What the loyalty drain calls when loyalty reaches zero.
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pet.AIObject.DoOrderRelease();
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Assert.False(pet.Controlled);
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Assert.Null(pet.ControlMaster);
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Assert.Equal(followers - pet.ControlSlots, master.Followers);
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Assert.True(pet.PendingDeleteTimer?.Running);
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}
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[Fact]
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public void Release_WithoutSpawner_AnchorsHomeToCurrentLocation()
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{
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var loc = new Point3D(1010, 1010, 0);
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), loc);
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pet.ControlOrder = OrderType.Stay; // sets Home to loc
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pet.Home = new Point3D(800, 800, 0); // simulate a stale anchor
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pet.Spawner = null;
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pet.AIObject.DoOrderRelease();
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Assert.Equal(loc, pet.Home); // released where it stands, not the stale point
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}
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[Fact]
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public void Login_NearMaster_DerivesFollow()
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{
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var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
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PetLoginHandler.DeriveFollowerOrders(master);
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Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
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}
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[Fact]
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public void Login_FarFromMaster_DerivesStay()
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{
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var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1040, 1000, 0));
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PetLoginHandler.DeriveFollowerOrders(master);
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Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
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}
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[Fact]
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public void Stop_WhileFollowing_CancelsToIdle_NonML()
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{
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var previous = Core.Expansion;
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try
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{
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Core.Expansion = Expansion.SE; // pre-ML: Core.ML is false
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
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pet.ControlOrder = OrderType.Follow;
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pet.ControlOrder = OrderType.Stop;
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// Stop/idle resolution is era-independent.
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Assert.Equal(OrderType.None, pet.ControlOrder);
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Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
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Assert.Equal(pet.Location, pet.Home);
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}
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finally
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{
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Core.Expansion = previous;
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}
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}
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}
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