ModernUO/Projects/UOContent.Tests/Tests/Mobiles/AI/PetOrderTests.cs
Kamron Batman 114dbba6e2
fix: a stop order silently cancelled a standing follow order (#2616)
## The bug

Pet is set to follow. It gets attacked and defends itself (the order flips to `Attack`), or the player tells it to `come`. The player then says `stop`. The pet quietly stops following and starts idle-wandering — the player has to re-issue the order to get it back.

`ResolveStop` clears `ControlTarget`, since the transient order that is ending owns it, and then resumes the standing order. Nothing restores a target, so the resumed `Follow` has none. `DoOrderFollow` checks for a target before anything else, finds none on the very next think, says "I have no one to follow" and cancels the order to `None`:

```
follow standing        order=Follow  target=set  persist=Follow  cur=0.2 => move=0.3
attacked (defends)     order=Attack  target=set  persist=Follow  cur=0.2 => move=0.3
stop issued            order=Follow  target=null persist=Follow  cur=0.2 => move=0.3
  next think           order=None    target=null persist=Follow  cur=0.4 => move=0.9
```

Two things go wrong at once:

- `PersistentOrder` still reads `Follow` while `ControlOrder` is `None`, so the pet never recovers on its own.
- The pace falls from the active clock to the passive one. A shard that tunes `SetMoveSpeed(active, passive)` sees a following pet drop from its active move speed to its passive one for no visible reason — which is how this surfaced.

Era-independent. Guard is unaffected: `DoOrderGuard` works off `ControlMaster`, not `ControlTarget`.

## The fix

A standing `Follow` does not always mean "follow the master" — a pet friend can point it elsewhere with `all follow me` / `*follow me` (0x163, 0x16C) or `*follow` plus a target pick. So `SetPersistentOrder` remembers the target the standing order was given, and `ResumePersistentOrder` restores it, falling back to the master only when that target is gone. The field is runtime-only, like `PersistentOrder` itself.

Doing this in `ResumePersistentOrder` rather than `ResolveStop` also covers the Friend/Unfriend/Transfer resumes, where `ControlTarget` points at a third party and the pet would otherwise have resumed its follow on *them*. It matches what `HandleInvalidControlTarget` already does before its own resume.

## Tests

`Stop_WhileAttacking_FallsBackToPersistentFollow` already existed and passed, because it asserted the resumed order without checking for a target or driving a think tick. Three tests added alongside it:

- `Stop_WhileAttacking_ResumedFollowTargetsTheMaster`
- `Stop_WhileAttacking_ResumedFollowKeepsAPetFriendAsItsTarget` — a friend's follow order is not hijacked back to the owner
- `Stop_WhileAttacking_ResumedFollowSurvivesTheNextThink` — the one that catches the cancellation

Each was confirmed to fail without the change (`Expected: Follow, Actual: None`; wrong target). Full suites green: 782 UOContent, 869 Server.
2026-09-07 08:51:10 -07:00

321 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
[Collection("Sequential UOContent Tests")]
public class PetOrderTests : IDisposable
{
// Track and delete every mobile we spawn so they don't linger in the shared static World
// and pollute other tests in this collection (e.g. Tracking's nearby-mobile scan).
private readonly List<Mobile> _created = new();
private (PlayerMobile master, PetTestStub pet) Spawn(Point3D masterLoc, Point3D petLoc)
{
var pair = PetTestSetup.SpawnControlledPet(masterLoc, petLoc);
_created.Add(pair.master);
_created.Add(pair.pet);
return pair;
}
public void Dispose()
{
foreach (var m in _created)
{
m?.Delete();
}
_created.Clear();
}
[Fact]
public void SetPersistentOrder_Stay_AnchorsHomeToCurrentLocation()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1005, 1000, 0));
pet.AIObject.SetPersistentOrder(OrderType.Stay);
Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
Assert.Equal(pet.Location, pet.Home);
}
[Fact]
public void SetPersistentOrder_Follow_ClearsAnchor()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1005, 1000, 0));
pet.Home = new Point3D(900, 900, 0); // stale anchor
pet.AIObject.SetPersistentOrder(OrderType.Follow);
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
Assert.Equal(Point3D.Zero, pet.Home);
}
[Fact]
public void Stop_WhileAttacking_FallsBackToPersistentFollow()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow; // persistent = Follow
pet.ControlOrder = OrderType.Attack; // transient
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.Follow, pet.ControlOrder); // resumed standing order
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
}
[Fact]
public void Stop_WhileAttacking_ResumedFollowTargetsTheMaster()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
pet.ControlTarget = master;
pet.ControlOrder = OrderType.Follow; // persistent = Follow
pet.ControlOrder = OrderType.Attack; // transient
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.Follow, pet.ControlOrder);
Assert.Equal(master, pet.ControlTarget);
}
[Fact]
public void Stop_WhileAttacking_ResumedFollowKeepsAPetFriendAsItsTarget()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
var friend = new PlayerMobile(World.NewMobile);
friend.DefaultMobileInit();
friend.MoveToWorld(new Point3D(1002, 1000, 0), pet.Map);
_created.Add(friend);
var victim = new PetTestStub();
victim.MoveToWorld(new Point3D(1003, 1000, 0), pet.Map);
_created.Add(victim);
pet.ControlTarget = friend; // a pet friend said "all follow me"
pet.ControlOrder = OrderType.Follow;
pet.ControlTarget = victim; // then "all kill" — the attack order takes the target
pet.ControlOrder = OrderType.Attack;
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.Follow, pet.ControlOrder);
Assert.Equal(friend, pet.ControlTarget); // still the friend, not the owner
}
[Fact]
public void Stop_WhileAttacking_ResumedFollowSurvivesTheNextThink()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
pet.ControlOrder = OrderType.Follow;
pet.ControlOrder = OrderType.Attack;
pet.ControlOrder = OrderType.Stop; // resumes Follow
pet.AIObject.Obey();
Assert.Equal(OrderType.Follow, pet.ControlOrder); // not dropped to idle
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
}
[Fact]
public void Stop_WhileFollowing_CancelsToIdleNone()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow;
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.None, pet.ControlOrder);
Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
Assert.Equal(pet.Location, pet.Home); // idle anchor = where stopped
}
[Fact]
public void Stop_WhileStaying_RemainsStayingAtOriginalPost()
{
var post = new Point3D(1005, 1005, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
pet.ControlOrder = OrderType.Stay; // Home = post
Assert.Equal(post, pet.Home);
pet.ControlOrder = OrderType.Stop;
Assert.Equal(OrderType.Stay, pet.ControlOrder);
Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
Assert.Equal(post, pet.Home); // post unchanged
}
[Fact]
public void Stay_ThenFollow_ThenStop_DoesNotReturnToOldStayAnchor() // report 2
{
var postA = new Point3D(1005, 1005, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), postA);
pet.ControlOrder = OrderType.Stay; // Home = A
pet.ControlOrder = OrderType.Follow; // Home cleared to Zero
pet.MoveToWorld(new Point3D(1050, 1050, 0), pet.Map); // walked to B
pet.ControlOrder = OrderType.Stop; // stop while following
Assert.NotEqual(postA, pet.Home); // never re-acquires A
Assert.Equal(pet.Location, pet.Home); // idles at B
}
[Fact]
public void AttackTargetLost_ResumesPersistentFollow()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow; // persistent = Follow
pet.ControlOrder = OrderType.Attack;
pet.ControlTarget = null; // target gone
pet.AIObject.DoOrderAttack(); // invalid-target path
Assert.Equal(OrderType.Follow, pet.ControlOrder);
}
[Fact]
public void StayPet_AttacksThenTargetLost_ReturnsToOriginalPost() // report 1
{
var post = new Point3D(1005, 1005, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
pet.ControlOrder = OrderType.Stay; // persistent = Stay, Home = post
pet.ControlOrder = OrderType.Attack;
pet.MoveToWorld(new Point3D(1060, 1060, 0), pet.Map); // chased far to the "corpse"
pet.ControlTarget = null;
pet.AIObject.DoOrderAttack();
Assert.Equal(OrderType.Stay, pet.ControlOrder);
Assert.Equal(post, pet.Home); // anchor still the original post, not the corpse
}
// NOTE: the test fixture does not load tile data, so Mobile.Move is blocked and Location
// never changes here. DoMoveImpl still sets Mobile.Direction before the (blocked) move,
// so an *attempted* wander is observable via Direction. The subjective wander cadence is
// covered by manual QA; these tests verify the gate/frozen wiring deterministically.
[Fact]
public void IdlePet_DoesNotAttemptToMove_WhileResting()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow;
pet.ControlOrder = OrderType.Stop; // -> idle None
Assert.Equal(OrderType.None, pet.ControlOrder);
pet.ForceIdle = true; // CheckIdle() reports resting -> idle wander must be skipped
pet.Direction = Direction.North;
for (var i = 0; i < 40; i++)
{
pet.AIObject.DoOrderNone();
}
Assert.Equal(Direction.North, pet.Direction); // gated by CheckIdle -> never attempts a step
}
[Fact]
public void StayingPet_DoesNotAttemptToMove()
{
var post = new Point3D(1005, 1005, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), post);
pet.ControlOrder = OrderType.Stay;
pet.Direction = Direction.North;
for (var i = 0; i < 40; i++)
{
pet.AIObject.DoOrderStay();
}
Assert.Equal(Direction.North, pet.Direction); // frozen -> no wander attempts
}
[Fact]
public void ReleaseOrder_ClearsTheMaster_AndStartsTheDeleteCountdown()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
pet.IsBonded = true;
var followers = master.Followers;
pet.ControlOrder = OrderType.Release;
Assert.False(pet.Controlled);
Assert.Null(pet.ControlMaster);
Assert.False(pet.IsBonded);
Assert.Equal(followers - pet.ControlSlots, master.Followers);
Assert.True(pet.PendingDeleteTimer?.Running);
Assert.Equal(pet.Location, pet.Home);
}
[Fact]
public void LoyaltyRelease_ClearsTheMaster_AndStartsTheDeleteCountdown()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
var followers = master.Followers;
// What the loyalty drain calls when loyalty reaches zero.
pet.AIObject.DoOrderRelease();
Assert.False(pet.Controlled);
Assert.Null(pet.ControlMaster);
Assert.Equal(followers - pet.ControlSlots, master.Followers);
Assert.True(pet.PendingDeleteTimer?.Running);
}
[Fact]
public void Release_WithoutSpawner_AnchorsHomeToCurrentLocation()
{
var loc = new Point3D(1010, 1010, 0);
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), loc);
pet.ControlOrder = OrderType.Stay; // sets Home to loc
pet.Home = new Point3D(800, 800, 0); // simulate a stale anchor
pet.Spawner = null;
pet.AIObject.DoOrderRelease();
Assert.Equal(loc, pet.Home); // released where it stands, not the stale point
}
[Fact]
public void Login_NearMaster_DerivesFollow()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
PetLoginHandler.DeriveFollowerOrders(master);
Assert.Equal(OrderType.Follow, pet.AIObject.PersistentOrder);
}
[Fact]
public void Login_FarFromMaster_DerivesStay()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1040, 1000, 0));
PetLoginHandler.DeriveFollowerOrders(master);
Assert.Equal(OrderType.Stay, pet.AIObject.PersistentOrder);
}
[Fact]
public void Stop_WhileFollowing_CancelsToIdle_NonML()
{
var previous = Core.Expansion;
try
{
Core.Expansion = Expansion.SE; // pre-ML: Core.ML is false
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1002, 1000, 0));
pet.ControlOrder = OrderType.Follow;
pet.ControlOrder = OrderType.Stop;
// Stop/idle resolution is era-independent.
Assert.Equal(OrderType.None, pet.ControlOrder);
Assert.Equal(OrderType.None, pet.AIObject.PersistentOrder);
Assert.Equal(pet.Location, pet.Home);
}
finally
{
Core.Expansion = previous;
}
}
}