## 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.
169 lines
4.2 KiB
C#
169 lines
4.2 KiB
C#
using ModernUO.Serialization;
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using Server.Collections;
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using Server.ContextMenus;
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using Server.Items;
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namespace Server.Mobiles;
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[SerializationGenerator(0, false)]
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public abstract partial class BaseFamiliar : BaseCreature
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{
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// Open-ground distance beyond which the familiar snaps to the caster.
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public const int KeepUpRange = 10;
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public BaseFamiliar() : base(AIType.AI_Melee)
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{
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SetSpeed(0.1, 0.1);
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}
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protected override BaseAI ForcedAI => new FamiliarAI(this);
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public override bool BardImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public override bool Commandable => false;
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public override bool IgnoreMobiles => true;
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public override bool PlayerRangeSensitive => false;
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// Joins the caster's fights; false never fights.
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public virtual bool AssistsMaster => true;
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// FamiliarAI decides whether it fights, not the ML stand-down rule.
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public override bool StandsDownOnCommand => false;
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// A wounded familiar still keeps up.
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public override bool ReduceSpeedWithDamage => false;
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// The one choke point for "never fights" / "not while the caster is hidden":
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// BaseCreature.AggressiveAction assigns Combatant unconditionally. GetCPA does not inherit.
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[CommandProperty(AccessLevel.GameMaster)]
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public override Mobile Combatant
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{
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get => base.Combatant;
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set
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{
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if (value != null && (!AssistsMaster || ControlMaster?.Hidden == true))
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{
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return;
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}
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base.Combatant = value;
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}
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}
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public override void OnThink()
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{
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base.OnThink();
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if (Deleted)
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{
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return;
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}
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var master = ControlMaster;
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if (master?.Deleted != false)
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{
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DropPackContents();
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Delete();
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return;
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}
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// Compare our own state: Mobile.OnMove reveals a stepping NPC.
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if (Hidden != master.Hidden)
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{
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Hidden = master.Hidden;
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if (Hidden)
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{
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Warmode = false; // nulls Combatant
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}
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}
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}
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// Nothing reveals a hidden caster's familiar.
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public override void RevealingAction()
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{
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if (ControlMaster?.Hidden != true)
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{
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base.RevealingAction();
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}
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}
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public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, ref list);
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if (from.Alive && Controlled && from == ControlMaster && from.InRange(this, 14))
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{
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list.Add(new ReleaseEntry());
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}
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}
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public virtual void BeginRelease(Mobile from)
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{
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if (!Deleted && Controlled && from == ControlMaster && from.CheckAlive())
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{
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EndRelease(from);
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}
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}
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public virtual void EndRelease(Mobile from)
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{
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if (from?.CheckAlive() != false && !Deleted && Controlled && from == ControlMaster)
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{
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Effects.SendLocationParticles(
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EffectItem.Create(Location, Map, EffectItem.DefaultDuration),
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0x3728,
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1,
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13,
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2100,
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3,
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5042,
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0
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);
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PlaySound(0x201);
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Delete();
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}
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}
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public virtual void DropPackContents()
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{
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var map = Map;
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var pack = Backpack;
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if (map == null || map == Map.Internal || pack == null)
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{
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return;
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}
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using var queue = pack.EnumerateItems();
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while (queue.Count > 0)
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{
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queue.Dequeue().MoveToWorld(Location, map);
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}
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}
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[AfterDeserialization(false)]
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private void AfterDeserialization()
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{
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DropPackContents();
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Delete();
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}
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private class ReleaseEntry : ContextMenuEntry
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{
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public ReleaseEntry() : base(6118, 14)
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{
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}
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public override void OnClick(Mobile from, IEntity target)
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{
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if (from.CheckAlive() && target is BaseFamiliar { Deleted: false, Controlled: true } familiar &&
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from == familiar.ControlMaster)
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{
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familiar.BeginRelease(from);
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}
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}
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}
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}
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