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.
287 lines
8.5 KiB
C#
287 lines
8.5 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: PetOrderHandlers.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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************************************************************************/
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using System;
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namespace Server.Mobiles;
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public abstract partial class BaseAI
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{
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public virtual void OnCurrentOrderChanged(OrderType previous)
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{
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if (Mobile.Deleted || Mobile.ControlMaster?.Deleted != false)
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{
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return;
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}
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AITimer.Prod();
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switch (Mobile.ControlOrder)
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{
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case OrderType.None:
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{
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HandleNoOrder();
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break;
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}
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case OrderType.Come:
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{
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Mobile.SetCurrentSpeedToActive();
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break;
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}
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case OrderType.Drop:
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case OrderType.Friend:
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case OrderType.Unfriend:
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{
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break;
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}
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case OrderType.Release:
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{
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HandleReleaseOrder();
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break;
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}
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case OrderType.Stop:
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{
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// Stop is resolved into another order; it never rests as the active order.
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ResolveStop(previous);
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return;
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}
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case OrderType.Transfer:
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{
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HandleTransferOrder();
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break;
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}
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case OrderType.Stay:
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{
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HandleStayOrder();
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break;
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}
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case OrderType.Guard:
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{
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HandleGuardOrder();
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break;
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}
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case OrderType.Attack:
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{
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HandleAttackOrder();
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break;
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}
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case OrderType.Follow:
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{
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HandleFollowOrder();
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break;
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}
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case OrderType.Rename:
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{
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HandleRenameOrder();
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break;
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}
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}
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// A freshly issued standing command becomes the persistent fallback and (re)anchors
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// Home. Skipped while resuming a fallback so a resume never re-anchors. See
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// ResumePersistentOrder.
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if (!_resolvingOrder && Mobile.ControlOrder is OrderType.Stay or OrderType.Follow or OrderType.Guard)
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{
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SetPersistentOrder(Mobile.ControlOrder);
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}
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}
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// "Stop" cancels the active order, mapping to a resting order based on what the pet was
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// doing: Attack/Come/etc. -> resume the persistent command; Follow/Guard -> cancel to idle
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// (None) where it stands; Stay -> remain staying at its post.
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private void ResolveStop(OrderType previous)
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{
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_commandIssuer?.RevealingAction();
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_commandIssuer = null;
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Mobile.ControlTarget = null;
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switch (previous)
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{
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case OrderType.Stay:
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{
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_resolvingOrder = true;
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Mobile.ControlOrder = OrderType.Stay; // remain staying; anchor untouched
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_resolvingOrder = false;
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break;
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}
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case OrderType.Follow:
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case OrderType.Guard:
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{
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SetPersistentOrder(OrderType.None); // cancel standing order; anchor = current
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_resolvingOrder = true;
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Mobile.ControlOrder = OrderType.None; // idle
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_resolvingOrder = false;
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break;
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}
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default: // Attack / Come / Drop / None / etc. -> resume the standing order
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{
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ResumePersistentOrder();
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break;
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}
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}
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}
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private void HandleNoOrder()
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{
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Mobile.ControlTarget = null;
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.SetCurrentSpeedToPassive();
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}
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private void HandleTransferOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.SetCurrentSpeedToPassive();
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Mobile.PlaySound(Mobile.GetIdleSound());
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_commandIssuer = null;
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}
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private void HandleGuardOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = true;
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Mobile.SetCurrentSpeedToActive();
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// Resuming the persistent order must not replay the flourish.
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if (!_resolvingOrder)
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{
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Mobile.PlaySound(Mobile.GetAttackSound());
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Mobile.ControlMaster?.SendLocalizedMessage(1049671, Mobile.Name);
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// ~1_NAME~ is now guarding you.
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}
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_commandIssuer = null;
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}
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private void HandleAttackOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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if (Mobile.ControlTarget != null &&
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!Mobile.ControlTarget.Deleted &&
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Mobile.ControlTarget.Alive)
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{
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Mobile.FocusMob = Mobile.ControlTarget;
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Mobile.Combatant = Mobile.ControlTarget;
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}
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else
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{
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Mobile.FocusMob = null;
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Mobile.Combatant = null;
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}
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Mobile.Warmode = true;
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Mobile.SetCurrentSpeedToActive();
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Mobile.PlaySound(Mobile.GetAttackSound());
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_commandIssuer = null;
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}
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private void HandleFollowOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.SetCurrentSpeedToActive();
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Mobile.PlaySound(Mobile.GetIdleSound());
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_commandIssuer = null;
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}
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private void HandleStayOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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_commandIssuer?.RevealingAction();
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.SetCurrentSpeedToPassive();
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Mobile.PlaySound(Mobile.GetIdleSound());
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_commandIssuer = null;
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// Home (the stay anchor) is owned by SetPersistentOrder, not this handler.
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}
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private void HandleReleaseOrder()
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{
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if (Mobile.ControlMaster?.Alive != true)
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{
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return;
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}
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if (Mobile.Summoned)
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{
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Mobile.Kill();
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return;
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}
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if (!string.IsNullOrEmpty(Mobile.Name))
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{
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Mobile.Name = null;
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}
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_commandIssuer?.RevealingAction();
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Mobile.ControlTarget = null;
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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Mobile.PlaySound(Mobile.GetIdleSound());
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Mobile.BondingBegin = DateTime.MinValue;
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Mobile.OwnerAbandonTime = DateTime.MinValue;
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Mobile.IsBonded = false;
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Mobile.SetControlMaster(null);
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_commandIssuer = null;
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}
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public virtual void HandleRenameOrder()
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{
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if (Mobile.Summoned)
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{
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Mobile.ControlMaster?.SendMessage("You cannot rename a summoned creature.");
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}
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else
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{
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Mobile.ControlMaster?.SendMessage("Change name on pet health bar.");
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}
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}
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}
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