## 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.
130 lines
3.7 KiB
C#
130 lines
3.7 KiB
C#
using System.Collections.Generic;
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using Server;
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using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Server.Tests;
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using Server.Tests.Mobiles.AI;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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// Driven manually against live map statics; the pathfinder's buffers are not reentrant.
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[Collection("Sequential Pathfinding Tests")]
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public class ApproachOutcomeTests
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{
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private sealed class Stub : BaseCreature
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{
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public Stub(Serial serial) : base(serial) => Body = 0xC9;
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}
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private sealed class Target : Mobile
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{
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public Target() => Body = 0xC9;
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}
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private static (Stub bc, BaseAI ai) NewFollower(Map map, int x, int y)
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{
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map.GetAverageZ(x, y, out _, out var z, out _);
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var bc = new Stub(World.NewMobile);
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bc.DefaultMobileInit();
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bc.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
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BaseAI ai = new AnimalAI(bc);
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ai.AITimer?.Stop();
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return (bc, ai);
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}
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private static Target NewTarget(Map map, int x, int y)
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{
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map.GetAverageZ(x, y, out _, out var z, out _);
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var t = new Target();
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t.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
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return t;
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}
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[SkippableFact]
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public void OpenGround_ReportsDirectProgress_ThenArrived()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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var (bc, ai) = NewFollower(map, 1500, 1600);
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var target = NewTarget(map, 1497, 1600);
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StepCache.Instance.Clear();
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try
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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Assert.Equal(ApproachOutcome.DirectProgress, ai.LastApproach);
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ai.MoveTo(target, 1); // budget consumed: no step
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Assert.Equal(ApproachOutcome.Waiting, ai.LastApproach);
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ai.NextMove = 0;
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ai.MoveTo(target, 1); // lands adjacent: still a progress step
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Assert.Equal(ApproachOutcome.DirectProgress, ai.LastApproach);
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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Assert.Equal(ApproachOutcome.Arrived, ai.LastApproach);
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}
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finally
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{
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bc.Delete();
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target.Delete();
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}
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}
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[SkippableFact]
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public void WalledTarget_ReportsGaveUp()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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var (bc, ai) = NewFollower(map, 1500, 1601);
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var target = NewTarget(map, 1500, 1596);
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var ring = new List<Item>();
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var id = ApproachTargetTests.FirstImpassableItemId();
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Assert.NotEqual<ushort>(0, id);
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// Impassable ring around the target: unreachable.
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for (var x = 1499; x <= 1501; x++)
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{
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for (var y = 1595; y <= 1597; y++)
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{
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if (x == 1500 && y == 1596)
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{
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continue;
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}
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map.GetAverageZ(x, y, out _, out var rz, out _);
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ring.Add(new Item(World.NewItem) { ItemID = id, Map = map, Location = new Point3D(x, y, (sbyte)rz) });
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}
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}
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StepCache.Instance.Clear();
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try
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{
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var sawRouting = false;
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for (var i = 0; i < 120; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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sawRouting |= ai.LastApproach is ApproachOutcome.Routing or ApproachOutcome.Blocked;
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}
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Assert.True(sawRouting, "a walled target must route or block before giving up");
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Assert.Equal(ApproachOutcome.GaveUp, ai.LastApproach);
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}
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finally
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{
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bc.Delete();
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target.Delete();
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for (var i = 0; i < ring.Count; i++)
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{
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ring[i].Delete();
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}
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}
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}
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}
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