ModernUO/Projects/UOContent/Items
Kamron Batman 1e891094fe
fix(ai): FamiliarAI owns familiar movement and combat; herding reaches its tile; ForcedAI read once (#2644)
## Problem

`BaseFamiliar.OnThink` drove its own movement (`WalkMobileRange` toward the master) while the familiar was also a controlled pet running `Obey()`. `Summon → SetControlMaster` issues `Come`; `DoOrderCome` converts it to `Stay` within two tiles and anchors `Home`; from then on `OnThink` walked toward the caster while `DoOrderStay` greedy-stepped back toward the stale post — the backtracking. Combat never approached anything: main only copied `Combatant` while already adjacent to the caster. `CurrentSpeed = 0.01` was a 10 ms think / 50 ms step sprint hack, and `RangeCheck` teleported the familiar to a spot eight tiles *from* the caster.

## Change

A dedicated `FamiliarAI : BaseAI` (registered through `ForcedAI`, like `CloneAI`) owns every familiar decision, for both the controlled (`Obey`) and uncontrolled (`Think`) dispatch:

1. **Lifecycle** — caster gone → drop pack, delete. Caster on another map → stand down and wait for `TeleportPets`.
2. **Herding** (Dark Tides) — stands down, then `CheckHerding()`. Outranks combat.
3. **Assist** — combat-capable familiars (dark wolf, vampire bat, horde minion) engage the caster's target; otherwise anything in a fight with the caster's side — attacked the caster or the familiar, or attacked by the caster (a pet's attack is credited to the caster) — that is still fighting the caster, the familiar, or one of the caster's pets. Leashed to `RangePerception` of the caster; dropped when the caster hides. Shadow wisp and death adder never fight (`AssistsMaster => false`, enforced at the `Combatant` setter so no path can hand them a target).
4. **Follow** — `MoveTo(master, 1)` through the centralized `ApproachTarget` (greedy step / persistent `PathFollower` / stall detection).
5. **Keep-up** — snap to a validated tile beside the caster (on the caster's floor) when outpaced on open ground beyond 10 tiles, or when `ApproachTarget` gave up; never while a detour is working.

**Command immunity** is expressed inside the order machinery rather than around it: `FamiliarAI.IssueOrder` does nothing and rests the order on `Come`, so `TeleportPets` keeps working and no system-issued `Attack` (retaliation on ML's stand-down rule) can strand the familiar. `StandsDownOnCommand => false` so the ML rule never mutes it.

**Visibility** mirrors the caster from the familiar's own state (a step reveals a hidden NPC in `Mobile.OnMove`; the old cache compared the caster's previous state), `RevealingAction` is suppressed while the caster is hidden, and becoming hidden drops Warmode so no swing gives the caster away.

**Speed** is a flat 0.1 (`ReduceSpeedWithDamage => false`).

### Engine-side (all `Projects/UOContent`)

- `ApproachTarget` records which exit it took in `BaseAI.LastApproach` (`ApproachOutcome`: Arrived / Waiting / DirectProgress / Routing / Blocked / GaveUp / InvalidGoal). Callers' booleans are unchanged; keep-up reads this instead of running a second scheduler. `MoveTo`'s arrival return now also clears the move intent, as `ApproachTarget`'s own arrival does.
- `MoveToPoint(goal, range = 1)`; `CheckHerding` passes 0. **Fixes a main regression from #2591:** herding stopped one tile short, never cleared `TargetLocation`, and left the creature pinned to the herding pace — affects the shepherd's crook and the Dark Tides scroll fetch for every herded creature, not just familiars.
- `ChangeAIType` reads `ForcedAI` once. It read it twice, and each `BaseAI` ctor activates its timer for a non-sector-gated creature, so a `ForcedAI` creature with `PlayerRangeSensitive => false` got an orphan AI ticking it.

## Tests

`FamiliarAITests` are timer-wheel driven (the real `AITimer` thinks and moves; `PetPacingTests` style) against live Trammel statics, gated on client map data: follow without backtracking, the five-way assist theory, leash, retaliation, aggressor fallback (caster's own `Combatant` expired; caster's pet in the fight), target dropped when it stops fighting, keep-up on open ground / not while routing / after give-up, hidden mirror across steps, herding priority with a visible fighting caster, stand-down when left behind, no stale move intent. `ApproachOutcomeTests`, `HerdingTests` (fails on main), `ForcedAITests` (fails on main) cover the engine-side pieces.

Against `origin/main` with the familiar tests dropped in: 16/16 fail, including the reported backtracking. On this branch: `UOContent.Tests` 1082 passed / 2 skipped, `Server.Tests` 891/891, solution builds with 0 warnings.
2026-09-14 23:14:30 -07:00
..
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Aquarium fix: Removes side effects from locked down items, decaying houses, bracelet of binding, and builds (#2608) 2026-09-06 09:39:00 -07:00
Armor fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00
Body Parts feat: Adds pre-T2A-pub15 bounty system (#2377) 2026-03-22 12:35:16 -07:00
Books feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00
Bulletin Boards feat: Adds pre-T2A-pub15 bounty system (#2377) 2026-03-22 12:35:16 -07:00
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Clothing refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Construction refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Containers fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00
Decoration Artifacts fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Deeds refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Facial Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
Farming fix: fixes the id for farmable cabbage (#2227) 2025-07-02 15:04:48 -07:00
Food fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00
Games fix: Removes side effects from locked down items, decaying houses, bracelet of binding, and builds (#2608) 2026-09-06 09:39:00 -07:00
Gems fix: Codegens gems (#1059) 2022-06-13 17:38:46 -07:00
Guilds fix: Eliminates double lookup with Contains->Remove (#2539) 2026-07-19 09:26:27 -07:00
Jewels refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Lights feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00
Maps fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Minor Artifacts fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00
Misc refactor: Changes BaseCreature to the SerializationGenerator (delta save requirement) (#2611) 2026-09-06 14:11:51 -07:00
New Haven Quest Rewards fix: Codegen new haven quest rewards (#1269) 2022-11-23 13:00:28 -08:00
PlantsFlowers/Potted fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Quivers feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00
Resources refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Shields fix: Optimizes items to use default weights. (Part 3) (#2242) 2025-07-24 16:21:27 -07:00
Skill Items fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00
Special fix: pet release never finished, summon master follows the pet, horse breeder and notoriety guards (#2613) 2026-09-06 16:12:29 -07:00
Suits refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Talismans 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
Traps fix: Moves containers/bods/traps/etc to serialization generator (#2310) 2026-01-07 21:55:55 -08:00
TreasureChests fix: Items dropped on the ground never decay (#2536) 2026-07-16 18:51:04 -07:00
Wands fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Weapons fix(ai): FamiliarAI owns familiar movement and combat; herding reaches its tile; ForcedAI read once (#2644) 2026-09-14 23:14:30 -07:00