ModernUO/Projects/UOContent/Mobiles/AI/BaseAI/PetOrders.cs
Kamron Batman f8d2a2bacc
fix(ai): wild creatures no longer stand down when attacked (#2645)
## 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).
2026-09-14 23:18:11 -07:00

850 lines
27 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: PetOrders.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System;
namespace Server.Mobiles;
public abstract partial class BaseAI
{
// Runtime-only: None after a load until PetLoginHandler derives it.
internal OrderType PersistentOrder { get; private set; } = OrderType.None;
public static bool IsRestableOrder(OrderType order) =>
order is OrderType.None or OrderType.Come or OrderType.Guard or OrderType.Attack or OrderType.Stay
or OrderType.Follow;
public static bool IsFriendOrder(OrderType order) =>
order is OrderType.Follow or OrderType.Stay or OrderType.Stop;
// Everything else stands the pet down before it runs.
private static bool KeepsCombatPosture(OrderType order) =>
order is OrderType.Attack or OrderType.Guard or OrderType.Drop or OrderType.Friend
or OrderType.Unfriend or OrderType.Rename;
// Publish 51: told any of these, a pet "will not attack anything, even if it is attacked".
// Stop resolves to None, which is its resting form ("and may wander").
public static bool IsStandDownOrder(OrderType order) =>
order is OrderType.Follow or OrderType.Come or OrderType.Stay or OrderType.None;
// Orders a dead bonded pet refuses.
public static bool IsDeadPetOrder(OrderType order) =>
order is OrderType.Guard or OrderType.Attack or OrderType.Transfer or OrderType.Drop;
// A targeted command overwrites ControlTarget; a resumed Follow restores it from here.
private Mobile _persistentTarget;
// The controlled-pet wander anchor (Home) is a pure function of the persistent command.
internal void SetPersistentOrder(OrderType order)
{
PersistentOrder = order;
_persistentTarget = order == OrderType.Follow ? Mobile.ControlTarget : null;
Mobile.Home = order is OrderType.Follow or OrderType.Guard ? Point3D.Zero : Mobile.Location;
}
// Adopt a saved standing order; Home and ControlTarget were saved with it.
internal void RestorePersistentOrder(OrderType order)
{
PersistentOrder = order;
_persistentTarget = order == OrderType.Follow ? Mobile.ControlTarget : null;
}
// The standing order is the fallback only for an interrupted order that cannot resume: a
// transient, or an attack whose target is gone.
private OrderType ResumeInterrupted(OrderType previous, Mobile interruptedTarget)
{
if (!IsRestableOrder(previous) ||
previous == OrderType.Attack && IsInvalidControlTarget(interruptedTarget))
{
return PersistentOrder;
}
Mobile.ControlTarget = interruptedTarget;
return previous;
}
// Resume the standing command without re-deriving it or re-anchoring Home.
private void ResumePersistentOrder() => Mobile.SetControlOrder(PersistentOrder, null, true);
/// <summary>
/// Issue phase. <paramref name="issuer"/> is the only mobile revealed (null = system-issued);
/// <paramref name="resuming"/> marks a fallback to the standing order. Returns the order to rest in.
/// </summary>
public virtual OrderType IssueOrder(
OrderType order, OrderType previous, Mobile issuer, bool resuming, Mobile interruptedTarget
)
{
if (Mobile.Deleted)
{
return order;
}
AITimer.Prod();
issuer?.RevealingAction();
// Dropping Warmode nulls Combatant through the Mobile setter, which would turn Attack's
// single Combatant write into a re-write (DoHarmful again) and flap Guard's war stance.
Mobile.FocusMob = null;
if (!KeepsCombatPosture(order))
{
Mobile.Warmode = false; // also nulls Combatant via the setter
Mobile.Combatant = null;
}
return order switch
{
OrderType.None => IssueNone(),
OrderType.Come => IssueCome(),
OrderType.Drop => IssueDrop(previous, interruptedTarget),
OrderType.Friend => IssueFriend(previous, interruptedTarget),
OrderType.Unfriend => IssueUnfriend(previous, interruptedTarget),
OrderType.Guard => IssueGuard(resuming),
OrderType.Attack => IssueAttack(resuming),
OrderType.Release => IssueRelease(),
OrderType.Stay => IssueStay(resuming),
OrderType.Stop => IssueStop(previous),
OrderType.Follow => IssueFollow(resuming),
OrderType.Transfer => IssueTransfer(),
OrderType.Rename => IssueRename(issuer, previous, interruptedTarget),
_ => PersistentOrder // Patrol and anything unimplemented
};
}
private OrderType IssueNone()
{
Mobile.ControlTarget = null;
Mobile.SetCurrentSpeedToPassive();
return OrderType.None;
}
private OrderType IssueCome()
{
Mobile.SetCurrentSpeedToActive();
return OrderType.Come;
}
private OrderType IssueStay(bool resuming)
{
Mobile.SetCurrentSpeedToPassive();
if (resuming)
{
Mobile.ControlTarget = null; // a transient's target does not carry over
}
else
{
SetPersistentOrder(OrderType.Stay); // anchors Home at the post
Mobile.PlaySound(Mobile.GetIdleSound());
}
return OrderType.Stay;
}
private OrderType IssueFollow(bool resuming)
{
Mobile.SetCurrentSpeedToActive();
if (resuming)
{
// the standing Follow's target, never a transient's
Mobile.ControlTarget = _persistentTarget?.Deleted == false ? _persistentTarget : Mobile.ControlMaster;
}
else
{
SetPersistentOrder(OrderType.Follow); // Home = Zero, remembers the target
Mobile.PlaySound(Mobile.GetIdleSound());
}
return OrderType.Follow;
}
private OrderType IssueGuard(bool resuming)
{
Mobile.Warmode = true; // the guard order opens in war stance
Mobile.SetCurrentSpeedToActive();
if (resuming)
{
Mobile.ControlTarget = null;
}
else
{
SetPersistentOrder(OrderType.Guard);
Mobile.PlaySound(Mobile.GetAttackSound());
Mobile.ControlMaster?.SendLocalizedMessage(1049671, Mobile.Name);
// ~1_NAME~ is now guarding you.
}
return OrderType.Guard;
}
private OrderType IssueAttack(bool resuming)
{
var target = Mobile.ControlTarget;
var valid = target?.Deleted == false && target.Alive;
Mobile.FocusMob = valid ? target : null;
Mobile.Combatant = valid ? target : null; // the one Combatant write of the Attack command
if (valid)
{
Action = ActionType.Combat;
}
Mobile.Warmode = true;
Mobile.SetCurrentSpeedToActive();
// A resumed attack is not a new command: no bark. The Combatant write above is
// idempotent (the setter early-outs unchanged), so its aggression is not repeated.
if (!resuming)
{
Mobile.PlaySound(Mobile.GetAttackSound());
}
return OrderType.Attack;
}
// Stop: Follow/Guard/Stay -> idle here; anything transient -> the standing order.
private OrderType IssueStop(OrderType previous)
{
Mobile.ControlTarget = null;
switch (previous)
{
case OrderType.Follow:
case OrderType.Guard:
case OrderType.Stay:
{
SetPersistentOrder(OrderType.None); // cancel the standing order; idle anchor = here
return OrderType.None;
}
default:
{
// No standing order: idle here, anchored (a Zero Home wanders without bounds).
if (PersistentOrder == OrderType.None)
{
SetPersistentOrder(OrderType.None);
}
return PersistentOrder;
}
}
}
private OrderType IssueDrop(OrderType previous, Mobile interruptedTarget)
{
if (!Mobile.IsDeadPet && Mobile.CanDrop)
{
this.DebugSayFormatted($"I am ordered to drop my items by {Mobile.ControlMaster?.Name ?? "Unknown"}.");
DropItems();
}
return ResumeInterrupted(previous, interruptedTarget);
}
private void DropItems()
{
var pack = Mobile.Backpack;
if (pack == null)
{
return;
}
var items = pack.Items;
for (var i = items.Count - 1; i >= 0; --i)
{
if (i < items.Count)
{
items[i].MoveToWorld(Mobile.Location, Mobile.Map);
}
}
}
private OrderType IssueFriend(OrderType previous, Mobile interruptedTarget)
{
var from = Mobile.ControlMaster;
var to = Mobile.ControlTarget;
if (from?.Deleted != false)
{
return ResumeInterrupted(previous, interruptedTarget);
}
var youngFrom = from is PlayerMobile { Young: true };
var youngTo = to is PlayerMobile { Young: true };
if (youngFrom && !youngTo)
{
from.SendLocalizedMessage(502040);
// As a young player, you may not friend pets to older players.
return ResumeInterrupted(previous, interruptedTarget);
}
if (!youngFrom && youngTo)
{
from.SendLocalizedMessage(502041);
// As an older player, you may not friend pets to young players.
return ResumeInterrupted(previous, interruptedTarget);
}
if (to?.Deleted != false || from == to || !to.Player)
{
Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 502039);
// *looks confused*
return ResumeInterrupted(previous, interruptedTarget);
}
if (!from.CanBeBeneficial(to, true))
{
return ResumeInterrupted(previous, interruptedTarget);
}
if (from.HasTrade || to.HasTrade)
{
(from.HasTrade ? from : to).SendLocalizedMessage(1070947);
// You cannot friend a pet with a trade pending
return ResumeInterrupted(previous, interruptedTarget);
}
if (Mobile.IsPetFriend(to))
{
from.SendLocalizedMessage(1049691);
// That person is already a friend.
return ResumeInterrupted(previous, interruptedTarget);
}
if (!Mobile.AllowNewPetFriend)
{
from.SendLocalizedMessage(1005482);
// Your pet does not seem to be interested in making new friends right now.
return ResumeInterrupted(previous, interruptedTarget);
}
from.SendLocalizedMessage(1049676, $"{Mobile.Name}\t{to.Name}");
// ~1_NAME~ will now accept movement commands from ~2_NAME~.
to.SendLocalizedMessage(1043246, $"{from.Name}\t{Mobile.Name}");
// ~1_NAME~ has granted you the ability to give orders to their pet ~2_PET_NAME~.
// This creature will now consider you as a friend.
Mobile.AddPetFriend(to);
return ResumeInterrupted(previous, interruptedTarget);
}
private OrderType IssueUnfriend(OrderType previous, Mobile interruptedTarget)
{
var from = Mobile.ControlMaster;
var to = Mobile.ControlTarget;
if (from?.Deleted != false || to?.Deleted != false || from == to || !to.Player)
{
Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 502039);
// *looks confused*
return ResumeInterrupted(previous, interruptedTarget);
}
if (!Mobile.IsPetFriend(to))
{
from.SendLocalizedMessage(1070953);
// That person is not a friend.
return ResumeInterrupted(previous, interruptedTarget);
}
from.SendLocalizedMessage(1070951, $"{Mobile.Name}\t{to.Name}");
// ~1_NAME~ will no longer accept movement commands from ~2_NAME~.
to.SendLocalizedMessage(1070952, $"{from.Name}\t{Mobile.Name}");
// ~1_NAME~ has no longer granted you the ability to give orders to their pet ~2_PET_NAME~.
// This creature will no longer consider you as a friend.
Mobile.RemovePetFriend(to);
return ResumeInterrupted(previous, interruptedTarget);
}
private OrderType IssueTransfer()
{
if (Mobile.IsDeadPet)
{
return PersistentOrder;
}
var from = Mobile.ControlMaster;
var to = Mobile.ControlTarget;
if (from?.Deleted != false || to?.Deleted != false || from == to || !to.Player)
{
return PersistentOrder;
}
this.DebugSayFormatted($"Beginning transfer with {to.Name}");
var youngFrom = from is PlayerMobile { Young: true };
var youngTo = to is PlayerMobile { Young: true };
if (youngFrom && !youngTo)
{
from.SendLocalizedMessage(502040);
// As a young player, you may not friend pets to older players.
return PersistentOrder;
}
if (!youngFrom && youngTo)
{
from.SendLocalizedMessage(502041);
// As an older player, you may not friend pets to young players.
return PersistentOrder;
}
if (!Mobile.CanBeControlledBy(to))
{
SendTransferRefusalMessages(from, to, 1043248, 1043249);
// 1043248: The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
// 1043249: The pet will not accept you as a master because it does not trust you.~3_BLANK~
return PersistentOrder;
}
if (!Mobile.CanBeControlledBy(from))
{
SendTransferRefusalMessages(from, to, 1043250, 1043251);
// 1043250: The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
// 1043251: The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
return PersistentOrder;
}
// The stand-down already cleared Combatant; the aggressor lists and the combat cooldown gate this.
if (Mobile.Aggressors.Count > 0 || Mobile.Aggressed.Count > 0 || Core.TickCount - Mobile.NextCombatTime < 0)
{
from.SendMessage("You can not transfer a pet while in combat.");
to.SendMessage("You can not transfer a pet while in combat.");
return PersistentOrder;
}
var fromState = from.NetState;
var toState = to.NetState;
if (fromState == null || toState == null)
{
return PersistentOrder;
}
if (from.HasTrade || to.HasTrade)
{
from.SendLocalizedMessage(1010507);
// You cannot transfer a pet with a trade pending
to.SendLocalizedMessage(1010507);
// You cannot transfer a pet with a trade pending
return PersistentOrder;
}
var container = fromState.AddTrade(toState);
container.DropItem(new TransferItem(Mobile));
// Hold position while the trade window is open.
Mobile.PlaySound(Mobile.GetIdleSound());
Mobile.SetCurrentSpeedToPassive();
SetPersistentOrder(OrderType.Stay);
return OrderType.Stay;
}
private static void SendTransferRefusalMessages(Mobile from, Mobile to, int fromMessage, int toMessage)
{
var args = $"{to.Name}\t{from.Name}\t ";
from.SendLocalizedMessage(fromMessage, args);
to.SendLocalizedMessage(toMessage, args);
}
// SetControlMaster(null) assigns ControlOrder = None underneath; the funnel keeps that write.
private OrderType IssueRelease()
{
if (Mobile.Summoned)
{
Mobile.Kill();
// A vetoed death leaves the summon controlled; it keeps its standing order.
return Mobile.Deleted || !Mobile.Alive ? OrderType.None : PersistentOrder;
}
DebugSay("I have been released to the wild.");
if (!string.IsNullOrEmpty(Mobile.Name))
{
Mobile.Name = null;
}
Mobile.PlaySound(Mobile.GetIdleSound());
Mobile.ControlTarget = null;
Mobile.BondingBegin = DateTime.MinValue;
Mobile.OwnerAbandonTime = DateTime.MinValue;
Mobile.IsBonded = false;
// Nothing of the old master survives a re-tame.
Mobile.ClearPetFriends();
PersistentOrder = OrderType.None;
_persistentTarget = null;
Mobile.SetControlMaster(null);
var spawner = Mobile.Spawner;
if (spawner != null)
{
Mobile.Home = spawner.GetSpawnPosition(Mobile, spawner.Map);
Mobile.RangeHome = spawner.WalkingRange;
}
else
{
// No spawner: anchor here rather than path toward a stale stay anchor.
Mobile.Home = Mobile.Location;
Action = ActionType.Wander;
}
if (Mobile.DeleteOnRelease || Mobile.IsDeadPet)
{
Mobile.Delete();
}
else
{
Mobile.BeginDeleteTimer();
if (Mobile.CanDrop)
{
Mobile.DropBackpack();
}
}
return OrderType.None;
}
protected virtual OrderType IssueRename(Mobile issuer, OrderType previous, Mobile interruptedTarget)
{
var to = issuer ?? Mobile.ControlMaster;
if (Mobile.Summoned)
{
to?.SendMessage("You cannot rename a summoned creature.");
}
else
{
to?.SendMessage("Change name on pet health bar.");
}
return ResumeInterrupted(previous, interruptedTarget);
}
// Only restable orders arrive here; anything else is a pre-refactor save and resumes the standing order.
public virtual bool Obey()
{
if (Mobile.Deleted)
{
return false;
}
switch (Mobile.ControlOrder)
{
case OrderType.None:
{
return DoOrderNone();
}
case OrderType.Come:
{
return DoOrderCome();
}
case OrderType.Guard:
{
return DoOrderGuard();
}
case OrderType.Attack:
{
return DoOrderAttack();
}
case OrderType.Stay:
{
return DoOrderStay();
}
case OrderType.Follow:
{
return DoOrderFollow();
}
default:
{
ResumePersistentOrder();
return true;
}
}
}
public virtual bool DoOrderNone()
{
DebugSay("I currently have no orders.");
Mobile.Warmode = IsValidCombatant(Mobile.Combatant);
// A standing order is resumed through ResumePersistentOrder, never re-derived here.
WalkRandomIdle();
return true;
}
public virtual bool DoOrderCome()
{
if (CheckHerding())
{
this.DebugSayFormatted($"I am being herded by {Mobile.ControlTarget?.Name ?? "Unknown"}.");
return true;
}
if (Mobile.ControlMaster?.Deleted != false)
{
return true;
}
WalkMobileRange(Mobile.ControlMaster, 1, 1, 2);
if (Mobile.GetDistanceToSqrt(Mobile.ControlMaster) <= 2)
{
Mobile.ControlOrder = OrderType.Stay;
}
return true;
}
public virtual bool DoOrderFollow()
{
if (CheckHerding())
{
this.DebugSayFormatted($"I am being herded by {Mobile.ControlTarget?.Name ?? "Unknown"}.");
return true;
}
if (Mobile.ControlTarget?.Deleted == false && Mobile.ControlTarget != Mobile)
{
FollowTarget();
}
else
{
DebugSay("I have no one to follow.");
Mobile.ControlOrder = OrderType.None;
}
return true;
}
private void FollowTarget()
{
var currentDistance = (int)Mobile.GetDistanceToSqrt(Mobile.ControlTarget);
if (currentDistance > Mobile.RangePerception)
{
this.DebugSayFormatted($"Master {Mobile.ControlMaster?.Name ?? "Unknown"} is missing. Staying put.");
return;
}
this.DebugSayFormatted($"I am ordered to follow {Mobile.ControlTarget?.Name}.");
if (currentDistance > 1)
{
WalkMobileRange(Mobile.ControlTarget, 1, 1, 2);
}
}
public virtual bool DoOrderGuard()
{
var controlMaster = Mobile.ControlMaster;
if (Mobile.IsDeadPet || controlMaster?.Deleted != false)
{
return true;
}
var combatant = FindGuardTarget();
if (combatant != null)
{
this.DebugSayFormatted($"Attacking target: {combatant.Name}");
// Engage without leaving the Guard order so tags, recall handling, and retargeting persist.
Mobile.Combatant = combatant;
Mobile.FocusMob = combatant;
Action = ActionType.Combat;
Think();
}
else
{
this.DebugSayFormatted($"Guarding my master, {controlMaster.Name}.");
// Stand down; a stale Warmode would skew the return pace.
Mobile.FocusMob = null;
Mobile.Warmode = false;
Mobile.Combatant = null;
var distance = (int)Mobile.GetDistanceToSqrt(controlMaster);
// Alert either way; FollowMoveSpeed caps the steps of the return itself.
Mobile.SetCurrentSpeedToActive();
if (distance > GuardRange)
{
WalkMobileRange(controlMaster, 1, 1, GuardRange);
}
else
{
WalkRandom(3, 1, 1);
}
}
return true;
}
public virtual bool DoOrderAttack()
{
if (Mobile.IsDeadPet)
{
return true;
}
if (IsInvalidControlTarget(Mobile.ControlTarget))
{
HandleInvalidControlTarget();
}
else
{
this.DebugSayFormatted($"Attacking target: {Mobile.ControlTarget?.Name}");
// OnAggressiveAction can swap Combatant; the commanded target wins.
if (Mobile.Combatant != Mobile.ControlTarget)
{
Mobile.Combatant = Mobile.ControlTarget;
}
Think();
}
return true;
}
private bool IsInvalidControlTarget(Mobile target) => target?.Deleted != false || target.Map != Mobile.Map
|| !target.Alive || target.IsDeadBondedPet || target.Hidden;
private void HandleInvalidControlTarget()
{
DebugSay("Target is either dead, hidden, or out of range.");
ResumePersistentOrder();
// A resumed Guard engages through its own scan; other fallbacks chain an explicit Attack.
if (Mobile.ControlOrder == OrderType.Guard ||
Mobile.FightMode is not (FightMode.Closest or FightMode.Aggressor))
{
return;
}
var next = FindGuardTarget();
if (next != null)
{
Mobile.IssueOrder(OrderType.Attack, null, next);
this.DebugSayFormatted($"{next.Name} is still hostile! Engaging...");
Think();
}
}
/// <summary>
/// Selects the aggressor closest to the master. The current combatant is kept
/// unless a strictly closer one exists. Never mutates order state.
/// </summary>
private Mobile FindGuardTarget()
{
var controlMaster = Mobile.ControlMaster;
var anchor = controlMaster ?? Mobile;
var current = Mobile.Combatant;
var best = current != controlMaster && IsValidCombatant(current) ? current : null;
var bestDist = best?.GetDistanceToSqrt(anchor) ?? double.MaxValue;
foreach (var aggr in Mobile.GetMobilesInRange(Mobile.RangePerception))
{
if (aggr == best || aggr == Mobile || aggr == controlMaster ||
aggr.IsDeadBondedPet || !aggr.Alive ||
aggr.Combatant != Mobile && (controlMaster == null || aggr.Combatant != controlMaster))
{
continue;
}
var dist = aggr.GetDistanceToSqrt(anchor);
if (dist < bestDist && Mobile.CanSee(aggr) && Mobile.InLOS(aggr))
{
best = aggr;
bestDist = dist;
}
}
var aggressors = controlMaster?.Aggressors;
if (aggressors != null)
{
for (var i = 0; i < aggressors.Count; i++)
{
var aggressor = aggressors[i].Attacker;
if (aggressor == best || aggressor?.Deleted != false || !aggressor.Alive ||
aggressor.IsDeadBondedPet || !Mobile.InRange(aggressor, Mobile.RangePerception))
{
continue;
}
var dist = aggressor.GetDistanceToSqrt(anchor);
if (dist < bestDist && Mobile.CanSee(aggressor) && Mobile.InLOS(aggressor))
{
best = aggressor;
bestDist = dist;
}
}
}
return best;
}
public virtual bool DoOrderStay()
{
if (CheckHerding())
{
this.DebugSayFormatted($"I am being herded by {Mobile.ControlTarget?.Name ?? "Unknown"}.");
}
else
{
this.DebugSayFormatted($"I have been ordered to stay by {Mobile.ControlMaster?.Name ?? "Unknown"}.");
}
// Hold position at the post (Home). Stand still when there; only walk back if displaced
// (e.g. after chasing a kill). No idle shuffle.
if (Mobile.Home != Point3D.Zero && Mobile.Location != Mobile.Home)
{
DoMove(Mobile.GetDirectionTo(Mobile.Home));
}
return true;
}
}