Closes #2593. Closes #2595. Two related pet-AI fixes: the post-#2591 pacing/wake regression (#2593), and the guard order silently converting to Attack during combat (#2595). Root-cause analyses are in the issues. ## #2593 — pets follow slowly; stale AITimer wakes **Why pets slowed:** - The per-step budget grew from **half a think interval** (`CurrentSpeed * 500`) to the full RunUO-parity move table (`CurrentMoveSpeed * 1000`). Medium-bucket pets (Horse, Dog, most tamables): passiveMove **1.05s/step**. - Pet order speed depended on stale `Warmode`: `HandleGuardOrder` set it once, but `OnCombatantChange` clears it whenever the combatant drops, so obedience ran active or passive **by combat history** — usually passive. Net: Guard/Come at ~1.05s/step (~2.1x slower than pre-#2591), vs a player running at 0.1–0.2s/step. - The AITimer never rescheduled its pending wheel entry: the wheel reads `Interval` only after the next fire, so a speed-up or a fresh order (`Activate()` no-ops while running) waited out the stale wake — up to a full passive think, stacked on the residual move budget on Guard → Follow. **What changed:** - **Order handlers own obedience speed** (RunUO `OnCurrentOrderChanged`/`DoOrder*` parity, re-derived continuously): issuing a movement order (Come/Follow/Guard/Attack) sets the **active** think clock, resting orders (Stay/None/Transfer) set passive, and the guard/follow peaceful branches write **RunUO's AOS `CurrentSpeed = 0.1` sprint** — RunUO's guard else-branch had the identical write as follow. The bespoke 0.1 fuses to both clocks through #2591's existing classification, so `CurrentMoveSpeed` stays **pure herding + classification** with no obedience special case, and `DoMoveImpl`'s per-step flip skips obeying pets (their handler owns the pace) and loses its old follow-only 0.1 write. Combat still re-derives organically via warmode/combatant. - **`AITimer`**: tracks the pending wake and reschedules (`Stop`, `Delay` = remaining, `Start`) when a speed-up or fresh order moves the earliest deadline up; changes inside a tick still flow through `ScheduleNext`. New `Prod()` wakes the AI immediately on player commands — including from a stopped timer, so stable claims no longer wait out the random construction stagger. Sector/spawn wakes keep the stagger. Spam-safe: a prodded think grants reaction, never action — steps/swings/casts/abilities are gated by their own budgets and timers. The residual move budget is deliberately **not** cleared on order change — that would let order-spam macros grant free steps. Deadline changes reschedule the timer; rate changes take effect at the next deadline computation. ## #2595 — Guard order converts to Attack during combat **Why:** `FindCombatant()` set `ControlOrder = OrderType.Attack` when engaging, so a guarding pet left the Guard order for the whole fight: OPL tags wiped (pet `1080078` + master `501129`), no retargeting (`DoOrderAttack` locks its target), `TeleportPets` left the pet behind on recall/gate, and every engage→kill→resume cycle replayed the guard flourish. **What changed:** - **`FindGuardTarget()`** (was `FindCombatant`): a pure selector — prefers the aggressor **closest to the master** (RunUO guard parity, dynamic retargeting to protect the owner), keeps the current combatant unless a strictly closer one exists, and never mutates order state. `DoOrderGuard` engages through it while **staying in Guard** the whole fight. - **Persistent-order semantics** (the ModernUO improvement over RunUO): an explicit `all attack` completes → `ResumePersistentOrder()` returns to Guard → the guard scan engages remaining threats in-order. The Attack-chaining fallback (`FightMode.Closest/Aggressor`) now applies only to non-guard persistent orders. Resuming Guard no longer replays the sound/"is now guarding you" message. - **Peaceful guard stands down deterministically** (`Warmode`/`Combatant`/`FocusMob` cleared) and returns to the master at the RunUO sprint (see above); at the master's side it stays organically active. - **`WalkMobileRange` honors the caller's run flag** (the internal hardcoded `dist > 5` gate silently overrode it). Run is animation-only server-side; the only callers passing anything but `false` — follow, guard, clone — gate on their own thresholds. ## Resulting behavior (Medium-bucket pet) | Scenario | Broken | This PR | |---|---|---| | Guard trailing master (AOS) | ~1.05s/step, think-grid quantized | 0.1s/step sprint (RunUO parity), smooth move wakes | | Guard during combat | order flips to Attack; tags lost; no retarget; left behind on recall | stays Guard; retargets to master's closest aggressor; teleports with master | | `all attack` while guarding | resume spams guard flourish per kill; chains into Attack | resumes Guard silently; guard scan takes over | | Come / friend-follow | 1.05s/step | activeMove 0.45s/step (≈ pre-#2591 feel) | | Guard → Follow reaction | up to ~1.5s dead time | think within one wheel turn | | Follow master (AOS sprint) | 0.1s/step | 0.1s/step (unchanged) | | Wild creature chase | RunUO-parity move table | unchanged | Also documents two contracts this work leaned on: the `ControlOrder` setter deliberately fires on every assignment (a reissued order is a command — retarget/break-off/re-anchor), and `OnThink`/`MonsterAbility` must be excess-call tolerant (`dev-docs/content-patterns.md` § OnThink: the excess-call contract). ## Testing - Full suite passes (1570: 837 Server + 733 UOContent). - `PetPacingTests`: order-issue think-clock parity, follow-master sprint via Obey, guard organically active at the master's side, combat-chase and herding boundaries, plus two deterministic timer-wheel tests (8ms-lockstep slicing) proving a fresh order and a mid-wait speed-up wake the AI promptly. - `GuardOrderTests`: engage keeps the Guard order; retargets to the aggressor closest to the master; explicit attack resumes Guard without chaining into Attack; peaceful guard stands down. Setup self-validates LOS/terrain. - `GuardFollowTests`: guard-following registers a move intent, steps toward the master, sprints at 0.1 under AOS (per-step flip must not undo it), and runs active pre-AOS. - All behavioral tests were written first and failed for the documented reasons.
137 lines
4.3 KiB
C#
137 lines
4.3 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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// A guarding pet fights without leaving the Guard order, retargets toward the master's
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// closest aggressor, and stands down when nothing threatens. Scene: the open
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// (1495..1500, 1600) Trammel segment; targets are adjacent so no pathfinding runs.
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[Collection("Sequential UOContent Tests")]
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public class GuardOrderTests : IDisposable
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{
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private readonly List<Mobile> _created = new();
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private sealed class AggressorStub : Mobile
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{
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public AggressorStub() => Body = 0xC9;
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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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private (PlayerMobile master, PetTestStub pet) SpawnGuardingPet(out Map map, out int z)
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{
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map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out z, out _);
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var master = new PlayerMobile(World.NewMobile);
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master.DefaultMobileInit();
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master.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
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_created.Add(master);
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var pet = new PetTestStub();
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pet.MoveToWorld(new Point3D(1499, 1600, (sbyte)z), map);
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pet.SetControlMaster(master);
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_created.Add(pet);
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pet.AIObject.AITimer?.Stop(); // drive manually
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pet.ControlOrder = OrderType.Guard;
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pet.AIObject.AITimer?.Stop(); // the order change restarts the timer
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return (master, pet);
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}
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private AggressorStub SpawnAggressor(PetTestStub pet, Point3D loc, Mobile attacking)
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{
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var aggr = new AggressorStub();
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aggr.MoveToWorld(loc, pet.Map);
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_created.Add(aggr);
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// Setup guard: the scene must stay LOS-clear and the combatant must not be vetoed.
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Assert.True(pet.InLOS(aggr), $"no LOS from pet to aggressor at {loc}");
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if (attacking != null)
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{
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aggr.Combatant = attacking;
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Assert.Same(attacking, aggr.Combatant);
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}
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return aggr;
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}
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[Fact]
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public void GuardEngage_KeepsGuardOrder()
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{
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var (master, pet) = SpawnGuardingPet(out _, out var z);
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var aggr = SpawnAggressor(pet, new Point3D(1498, 1600, (sbyte)z), master);
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pet.AIObject.Obey();
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Assert.Same(aggr, pet.Combatant);
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Assert.Equal(OrderType.Guard, pet.ControlOrder);
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Assert.Equal(OrderType.Guard, pet.AIObject.PersistentOrder);
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}
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[Fact]
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public void Guard_RetargetsToAggressorClosestToMaster()
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{
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var (master, pet) = SpawnGuardingPet(out _, out var z);
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var far = SpawnAggressor(pet, new Point3D(1495, 1600, (sbyte)z), master);
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var near = SpawnAggressor(pet, new Point3D(1498, 1600, (sbyte)z), master);
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pet.Combatant = far; // already fighting the far aggressor
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pet.AIObject.Obey();
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Assert.Same(near, pet.Combatant); // defends the master, not the current fight
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Assert.Equal(OrderType.Guard, pet.ControlOrder);
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}
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[Fact]
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public void ExplicitAttack_ResumesGuard_WithoutChainingIntoAttack()
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{
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var (master, pet) = SpawnGuardingPet(out _, out var z);
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// Explicit kill order on a target that then becomes invalid.
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var victim = SpawnAggressor(pet, new Point3D(1498, 1600, (sbyte)z), null);
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pet.ControlTarget = victim;
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pet.ControlOrder = OrderType.Attack;
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victim.Hidden = true;
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// A second aggressor is still after the master; FightMode.Closest would chain it.
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var aggr2 = SpawnAggressor(pet, new Point3D(1497, 1600, (sbyte)z), master);
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pet.AIObject.Obey(); // attack completes -> resume the persistent Guard
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Assert.Equal(OrderType.Guard, pet.ControlOrder);
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pet.AIObject.Obey(); // the guard scan engages the remaining aggressor in-order
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Assert.Same(aggr2, pet.Combatant);
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Assert.Equal(OrderType.Guard, pet.ControlOrder);
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}
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[Fact]
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public void PeacefulGuard_StandsDown()
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{
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var (_, pet) = SpawnGuardingPet(out _, out _);
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Assert.True(pet.Warmode); // the guard order opens in war stance
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pet.AIObject.Obey(); // nothing to guard against
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Assert.False(pet.Warmode);
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Assert.Null(pet.Combatant);
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Assert.Null(pet.FocusMob);
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}
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}
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