## Symptom Since #2614, on any shard with `taming.petsStandDownOnCommand` (default `Core.ML`), every wild creature hits `"I'm being attacked but my master told me not to fight."` when struck. Brigands still chase (acquisition is a separate path in the think loop) but the retaliation path is dead: no `OnAggressiveAction`, no `StopFlee`, no `ForceReacquire`, `Combatant` never set, and `Warmode` forced off on every hit. ## Root cause #2614 correctly added `OrderType.None` to `BaseAI.IsStandDownOrder` — a stopped pet rests on `None` and Publish 51 says it must not fight back. But the gate in `BaseCreature.AggressiveAction` never asked whether anybody could have given the order. The old predicate (`ct != Follow && ct != Stop && ct != Stay`) had only excluded wild creatures by accident: `None` was not in its set, so nothing ever needed to spell the check out. A wild creature's `_controlOrder` is always `None`. ## Fix Both halves of `AggressiveAction` now gate on `Controlled && ControlMaster != null && Commandable` — the same predicate every order entry point already uses (`OnSpeech`, context menu, `IsValidTarget`). Only a creature somebody can command has been told to stand down. That excludes, and lets fight back: | Creature | Why it was standing down | |---|---| | Wild creature | rests on `None` | | Energy vortex, blade spirits, animated weapon, animate dead | `Summoned` with a `SummonMaster` but never `Controlled`; rests on `None` | | Familiar, talisman summon, escortee, mirror image | `Controlled` with a master but `Commandable => false`; sits on a system-issued `Follow` | The last row is a deliberate behaviour change from #2614 for ML+ shards: a familiar or escortee on `Follow` no longer stands down when attacked. The publish speaks of commanded pets; a creature that cannot take an order was never told anything, and pre-ML it always fought back. Commandable summons (Summon Creature, elementals, daemons) are `Controlled` with `ControlMaster == SummonMaster`, so they stand down exactly as pets do. ## Also: stop after stay Found while testing: `all come` then `all stop` left the pet on `Stay`, ticking *"I have been ordered to stay"*. `come` rests into `Stay` on arrival (deliberate ModernUO divergence, kept), and #2614 had `IssueStop` keep a previous `Stay`. RunUO and ServUO never consult the previous order — `DoOrderStop` is "wander around here" (or `None` pre-ML) — and Publish 51 says a stopped pet *"may wander"*. `Stay` now joins `Follow`/`Guard` in `IssueStop`: stop cancels the standing order and the pet idles anchored where it stands. `Stop_WhileStaying_RemainsStayingAtOriginalPost` is replaced by `Stop_WhileStaying_CancelsToIdleNone` plus the `come, stop` repro. ## Tests `PetRetaliationTests` gains one case per row above: `WildCreature_`, `UncontrolledSummon_`, `UncommandableCreature_Retaliates_UnderStandDown`. Each fails on main and passes here; full `UOContent.Tests` green (1058 passed).
226 lines
6.8 KiB
C#
226 lines
6.8 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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// Publish 51 (26 March 2008): a pet told to follow, come, stay or stop "will not attack
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// anything, even if it is attacked". Guard and attack are unaffected.
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[Collection("Sequential UOContent Tests")]
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public class PetRetaliationTests : IDisposable
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{
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private readonly List<Mobile> _created = new();
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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 sealed class StandDownPet : PetTestStub
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{
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public override bool StandsDownOnCommand => true;
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}
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private sealed class FightBackPet : PetTestStub
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{
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public override bool StandsDownOnCommand => false;
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}
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private (PlayerMobile master, T pet) Spawn<T>() where T : BaseCreature, new()
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{
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var master = new PlayerMobile(World.NewMobile);
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master.DefaultMobileInit();
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master.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
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_created.Add(master);
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var pet = new T();
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pet.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
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pet.SetControlMaster(master);
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pet.AIObject.AITimer?.Stop();
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_created.Add(pet);
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return (master, pet);
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}
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private void Order(BaseCreature pet, Mobile master, OrderType order)
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{
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if (order == OrderType.None) // Publish 51's "stop": stops, may wander, will not attack
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{
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pet.ControlTarget = master;
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pet.ControlOrder = OrderType.Follow;
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pet.ControlOrder = OrderType.Stop;
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return;
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}
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pet.ControlTarget = master;
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pet.ControlOrder = order;
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}
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private BaseCreature Attack(BaseCreature pet)
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{
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var attacker = new PetTestStub();
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attacker.MoveToWorld(new Point3D(1002, 1000, 0), pet.Map);
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_created.Add(attacker);
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pet.AIObject.AITimer?.Stop();
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attacker.Combatant = pet; // a mob starts attacking the pet
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return attacker;
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}
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[Theory]
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[InlineData(OrderType.Follow)]
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[InlineData(OrderType.Come)]
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[InlineData(OrderType.Stay)]
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[InlineData(OrderType.None)] // stopped
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public void StandDownOrder_IgnoresTheAttacker(OrderType order)
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{
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var (master, pet) = Spawn<StandDownPet>();
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Order(pet, master, order);
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var resting = pet.ControlOrder;
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Attack(pet);
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Assert.Equal(resting, pet.ControlOrder); // never converts to Attack
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Assert.Null(pet.Combatant);
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Assert.False(pet.Warmode);
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}
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[Theory]
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[InlineData(OrderType.Follow)]
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[InlineData(OrderType.Come)]
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[InlineData(OrderType.Stay)]
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[InlineData(OrderType.None)]
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public void WithoutStandDown_TheSameOrdersRetaliate(OrderType order)
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{
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var (master, pet) = Spawn<FightBackPet>();
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Order(pet, master, order);
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var attacker = Attack(pet);
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Assert.Equal(OrderType.Attack, pet.ControlOrder);
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Assert.Same(attacker, pet.Combatant);
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}
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// No damage callback may put a stand-down pet back into combat behind the policy's back.
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[Theory]
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[InlineData(Expansion.AOS, false)]
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[InlineData(Expansion.AOS, true)]
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[InlineData(Expansion.ML, false)]
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[InlineData(Expansion.ML, true)]
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public void StandDownPet_StaysDown_ThroughRepeatedDamage(Expansion era, bool spellDamage)
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{
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var previous = Core.Expansion;
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try
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{
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Core.Expansion = era;
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var (master, pet) = Spawn<StandDownPet>();
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Order(pet, master, OrderType.Follow);
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var attacker = Attack(pet);
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Assert.Equal(OrderType.Follow, pet.ControlOrder); // the initial aggression stood down
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for (var i = 0; i < 500 && pet.ControlOrder == OrderType.Follow; i++)
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{
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if (spellDamage)
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{
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pet.OnDamagedBySpell(attacker, 1);
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}
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else
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{
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pet.OnDamage(1, attacker, false);
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}
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}
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Assert.Equal(OrderType.Follow, pet.ControlOrder);
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Assert.Null(pet.Combatant);
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}
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finally
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{
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Core.Expansion = previous;
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}
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}
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// "Guard: the pet should guard as it does currently."
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[Fact]
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public void GuardingPet_StillFights_UnderStandDown()
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{
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var (master, pet) = Spawn<StandDownPet>();
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Order(pet, master, OrderType.Guard);
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var attacker = Attack(pet);
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Assert.Equal(OrderType.Guard, pet.ControlOrder);
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Assert.Same(attacker, pet.Combatant);
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Assert.True(pet.Warmode);
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}
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private sealed class UncommandablePet : PetTestStub
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{
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public override bool StandsDownOnCommand => true;
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public override bool Commandable => false;
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}
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// The publish speaks of commanded pets. A creature nobody can give an order to was never
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// told anything, yet it rests on None (wild, uncontrolled summon) or a system-issued Follow
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// (familiar, escortee) - the same orders a pet stands down on. It must still fight back.
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[Fact]
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public void WildCreature_Retaliates_UnderStandDown()
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{
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var creature = new StandDownPet();
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creature.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
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creature.AIObject.AITimer?.Stop();
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_created.Add(creature);
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Assert.Equal(OrderType.None, creature.ControlOrder);
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var attacker = Attack(creature);
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Assert.Same(attacker, creature.Combatant);
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Assert.True(creature.Warmode);
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}
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[Fact] // energy vortex, blade spirits: Summoned with a SummonMaster, never Controlled
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public void UncontrolledSummon_Retaliates_UnderStandDown()
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{
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var caster = new PlayerMobile(World.NewMobile);
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caster.DefaultMobileInit();
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caster.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
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_created.Add(caster);
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var summon = new StandDownPet();
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summon.Summoned = true;
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summon.SummonMaster = caster;
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summon.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
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summon.AIObject.AITimer?.Stop();
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_created.Add(summon);
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Assert.False(summon.Controlled);
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Assert.Equal(OrderType.None, summon.ControlOrder);
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var attacker = Attack(summon);
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Assert.Same(attacker, summon.Combatant);
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Assert.True(summon.Warmode);
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}
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[Fact] // familiar, escortee: Controlled with a master, but not Commandable
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public void UncommandableCreature_Retaliates_UnderStandDown()
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{
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var (master, familiar) = Spawn<UncommandablePet>();
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familiar.ControlTarget = master;
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familiar.ControlOrder = OrderType.Follow; // system-issued, not a command
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var attacker = Attack(familiar);
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Assert.Same(attacker, familiar.Combatant);
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Assert.True(familiar.Warmode);
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}
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}
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