chore: Adds AI instructions and SKILLs for ModernUO codebase (#2347)
Summary
- Adds CLAUDE.md at repo root with 14 terse code audit rules (always loaded, low token cost)
- Adds pointer files for other AI tools: AGENTS.md (Codex), GEMINI.md, .github/COPILOT-INSTRUCTIONS.md (Copilot), .cursorrules (Cursor) — all redirect to CLAUDE.md as single source of truth
- Gitignores /.claude so personal AI config isn't distributed
- Moves Claude skills to dev-docs/claude-skills/ (opt-in, not auto-loaded)
- Adds 14 dev-docs covering codebase conventions
Code Audit Rules (in CLAUDE.md)
1. LINQ tiered rules (Tier 1 free, Tier 2 warm, Tier 3 forbidden)
2. No Console.WriteLine — use LogFactory.GetLogger()
3. No concurrency primitives in game code
4. No World.Mobiles/World.Items iteration
5. Clean up refs in OnDelete()/OnAfterDelete()
6. Cancel timers in OnDelete()/OnAfterDelete()
7. STArrayPool<T>.Shared not ArrayPool<T>.Shared
8. PooledRefList<T> not new List<T>() on hot paths
9. Serialization: partial class, [Constructible], no serialized TimerExecutionToken
10. No Task.Run/new Thread() in game code
11. Never assume era — ask which expansion
12. _camelCase fields, PascalCase properties/methods
13. No empty gumps — use DisplayTo() pattern
14. PropertyList string literals must be {} holes, cliloc-as-argument uses :#
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dev-docs/commands-targeting.md
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# ModernUO Commands & Targeting
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This document covers ModernUO's command system for in-game `[` commands and the targeting system for player interactions.
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## Command System
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### Overview
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Commands are prefixed with `[` by default (e.g., `[MyCommand`). They are registered in static `Configure()` methods and associated with an access level.
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### Registration
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```csharp
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using Server.Commands;
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namespace Server.Custom;
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public static class MyCommands
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{
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public static void Configure()
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{
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CommandSystem.Register("MyCommand", AccessLevel.GameMaster, MyCommand_OnCommand);
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}
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[Usage("MyCommand <name> [count]")]
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[Description("Does something with a name and optional count")]
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[Aliases("mc", "mycmd")]
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public static void MyCommand_OnCommand(CommandEventArgs e)
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{
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var from = e.Mobile;
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if (e.Length < 1)
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{
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from.SendMessage("Usage: [MyCommand <name> [count]");
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return;
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}
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var name = e.GetString(0);
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var count = e.Length > 1 ? e.GetInt32(1) : 1;
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from.SendMessage($"Processing {name} x{count}");
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}
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}
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```
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### CommandSystem API
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```csharp
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public static class CommandSystem
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{
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public static string Prefix { get; set; } = "[";
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public static Dictionary<string, CommandEntry> Entries { get; }
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public static void Register(string command, AccessLevel access, CommandEventHandler handler);
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public static bool Handle(Mobile from, string text, MessageType type = MessageType.Regular);
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public static string[] Split(string value);
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}
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```
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### CommandEventArgs
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```csharp
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public class CommandEventArgs
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{
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public Mobile Mobile { get; } // Who issued the command
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public string Command { get; } // Command name
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public string ArgString { get; } // Raw argument string
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public string[] Arguments { get; } // Split arguments
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public int Length { get; } // Argument count
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// Typed accessors (return default if index out of range)
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public string GetString(int index); // "" if missing
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public int GetInt32(int index); // 0 if missing
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public uint GetUInt32(int index); // 0 if missing
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public bool GetBoolean(int index); // false if missing
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public double GetDouble(int index); // 0.0 if missing
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public TimeSpan GetTimeSpan(int index); // TimeSpan.Zero if missing
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}
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```
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### Access Levels
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```csharp
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public enum AccessLevel
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{
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Player, // 0 - Regular players
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Counselor, // 1 - Support staff
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GameMaster, // 2 - Game Masters
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Seer, // 3 - Event coordinators
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Administrator, // 4 - Server administrators
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Developer, // 5 - Developers
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Owner // 6 - Server owner
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}
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```
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### Command Attributes
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```csharp
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[Usage("CommandName <required> [optional]")]
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// Documents command syntax. Displayed in help listings.
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[Description("What this command does")]
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// Documents command purpose. Displayed in help listings.
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[Aliases("alias1", "alias2")]
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// Alternative names for the command.
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```
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Defined in `Projects/Server/Attributes.cs`.
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### Command + Targeting Pattern
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A common pattern: command starts targeting, target handler performs the action.
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```csharp
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public static class HealCommand
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{
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public static void Configure()
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{
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CommandSystem.Register("Heal", AccessLevel.GameMaster, Heal_OnCommand);
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}
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[Usage("Heal")]
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[Description("Fully heals a targeted mobile")]
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public static void Heal_OnCommand(CommandEventArgs e)
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{
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e.Mobile.SendMessage("Select a mobile to heal.");
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e.Mobile.Target = new HealTarget();
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}
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private class HealTarget : Target
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{
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public HealTarget() : base(-1, false, TargetFlags.Beneficial) { }
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (targeted is Mobile m)
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{
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m.Hits = m.HitsMax;
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m.Mana = m.ManaMax;
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m.Stam = m.StamMax;
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m.Poison = null;
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from.SendMessage($"You have healed {m.Name}.");
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}
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else
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{
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from.SendMessage("That is not a mobile.");
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}
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}
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}
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}
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```
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---
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## Targeting System
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### Overview
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The targeting system allows players to select objects in the game world. When a target is set on a mobile, the client shows a targeting cursor. The player clicks on something, and the server processes the selection.
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### Target Base Class
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```csharp
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public abstract class Target
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{
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// Constructor
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protected Target(
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int range, // Max range (-1 for unlimited)
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bool allowGround, // Can target ground tiles
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TargetFlags flags // None, Harmful, Beneficial
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);
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// Properties
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public int Range { get; set; }
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public bool AllowGround { get; set; }
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public TargetFlags Flags { get; set; }
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public bool CheckLOS { get; set; } // Default: true
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public bool DisallowMultis { get; set; } // Default: false
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public bool AllowNonlocal { get; set; } // Default: false
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public int TargetID { get; }
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// Override for main handling
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protected virtual void OnTarget(Mobile from, object targeted);
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// Override for error handling
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protected virtual void OnTargetCancel(Mobile from, TargetCancelType cancelType);
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protected virtual void OnTargetFinish(Mobile from);
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protected virtual void OnTargetOutOfRange(Mobile from, object targeted);
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protected virtual void OnTargetOutOfLOS(Mobile from, object targeted);
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protected virtual void OnTargetNotAccessible(Mobile from, object targeted);
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protected virtual void OnTargetDeleted(Mobile from, object targeted);
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protected virtual void OnTargetUntargetable(Mobile from, object targeted);
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protected virtual void OnNonlocalTarget(Mobile from, object targeted);
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protected virtual void OnCantSeeTarget(Mobile from, object targeted);
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protected virtual void OnTargetInSecureTrade(Mobile from, object targeted);
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// Validation overrides
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protected virtual bool CanTarget(Mobile from, Mobile mobile, ref Point3D loc, ref Map map);
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protected virtual bool CanTarget(Mobile from, Item item, ref Point3D loc, ref Map map);
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protected virtual bool CanTarget(Mobile from, LandTarget land, ref Point3D loc, ref Map map);
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protected virtual bool CanTarget(Mobile from, StaticTarget st, ref Point3D loc, ref Map map);
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// Timeout
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public void BeginTimeout(Mobile from, long delay);
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public void CancelTimeout();
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}
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```
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### TargetFlags
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```csharp
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[Flags]
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public enum TargetFlags : byte
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{
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None = 0x00, // Neutral targeting
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Harmful = 0x01, // Triggers criminal check, PvP flag
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Beneficial = 0x02 // Healing, buffing
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}
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```
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### TargetCancelType
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```csharp
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public enum TargetCancelType
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{
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Overridden, // New target replaced this one
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Canceled, // Player pressed Escape
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Disconnected, // Player disconnected
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Timeout // Target timed out
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}
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```
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### Target Object Types
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When `OnTarget` is called, the `targeted` parameter can be:
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| Type | Description | Key Properties |
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|---|---|---|
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| `Mobile` | A player or creature | `.Name`, `.Hits`, `.Location` |
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| `Item` | An item | `.Name`, `.ItemID`, `.Location` |
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| `LandTarget` | Ground tile | `.Location`, `.TileID`, `.Name` |
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| `StaticTarget` | Static map object | `.Location`, `.ItemID`, `.Hue` |
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### Setting a Target
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```csharp
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// Set target on mobile (shows targeting cursor)
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mobile.Target = new MyTarget();
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// Cancel current target
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Target.Cancel(mobile);
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```
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### Basic Target Implementation
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```csharp
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private class IdentifyTarget : Target
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{
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public IdentifyTarget() : base(12, false, TargetFlags.None)
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{
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// CheckLOS = false; // Uncomment to skip line-of-sight
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}
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protected override void OnTarget(Mobile from, object targeted)
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{
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switch (targeted)
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{
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case Mobile m:
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from.SendMessage($"Mobile: {m.Name}, Hits: {m.Hits}/{m.HitsMax}");
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break;
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case Item item:
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from.SendMessage($"Item: {item.Name ?? item.DefaultName}, ID: 0x{item.ItemID:X}");
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break;
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case LandTarget land:
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from.SendMessage($"Land at {land.Location}, Tile: {land.TileID}");
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break;
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case StaticTarget st:
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from.SendMessage($"Static at {st.Location}, ID: 0x{st.ItemID:X}");
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break;
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}
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}
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protected override void OnTargetCancel(Mobile from, TargetCancelType cancelType)
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{
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if (cancelType == TargetCancelType.Canceled)
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from.SendMessage("Targeting cancelled.");
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}
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protected override void OnTargetFinish(Mobile from)
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{
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// Always called after success or cancel
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}
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}
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```
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### Target Validation Flow
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1. Client sends target response
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2. Server validates: same map, within range, line of sight
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3. Calls `CanTarget()` override for type-specific validation
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4. If valid: calls `OnTarget()`
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5. If invalid: calls appropriate error handler
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6. Always calls `OnTargetFinish()` at the end
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### SpellTarget
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For spells, use the built-in `SpellTarget<T>`:
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```csharp
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public override void OnCast()
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{
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Caster.Target = new SpellTarget<Mobile>(this, TargetFlags.Harmful);
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}
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// The spell's Target(Mobile m) method is called when the player targets
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```
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---
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## Best Practices
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1. **Register commands in `Configure()`** -- it's called automatically during startup
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2. **Validate argument count** before accessing -- `GetInt32()` returns 0 for missing args (not an error)
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3. **Use appropriate access levels** -- don't give players GM commands
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4. **Use `TargetFlags.Harmful`** for offensive actions (triggers criminal flagging)
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5. **Use `TargetFlags.Beneficial`** for healing/buffing
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6. **Handle `OnTargetCancel`** to provide feedback when player cancels
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7. **Clean up in `OnTargetFinish`** if you have state to release
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## Key File References
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| File | Description |
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|---|---|
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| `Projects/Server/Commands.cs` | CommandSystem, CommandEventArgs |
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| `Projects/Server/Attributes.cs` | Usage, Description, Aliases |
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| `Projects/Server/Targeting/Target.cs` | Target base class |
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| `Projects/Server/Targeting/TargetFlags.cs` | TargetFlags enum |
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| `Projects/Server/Targeting/TargetCancelType.cs` | Cancel types |
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| `Projects/Server/Targeting/LandTarget.cs` | Land target |
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| `Projects/Server/Targeting/StaticTarget.cs` | Static target |
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