feat(skills): SkillEvents.SkillUsed for cross-assembly subscribers; InternalsVisibleTo ModernSpawner.Tests (#2636)

## Summary

Two small additive changes that an external content assembly (ModernSpawner) needs, as separable commits.

**1. `SkillEvents.SkillUsed`** (`Projects/UOContent/Skills/SkillEvents.cs`, namespace `Server.Misc`): a plain C# event `Action<Mobile, Skill, bool success>` raised once per skill attempt from each of the four `Mobile_SkillCheck*` handlers, with the handler's own result. Attempts the handler resolves without a roll (too difficult, no challenge) raise too, so a grandmaster's trivial success and a guaranteed combat roll are observable. Not raised when the mobile lacks the skill. Each handler keeps its logic in a private core method and raises on the way out, so there is exactly one raise per attempt and `CheckSkill` itself is unchanged.

- **Why a plain event and not a `[GeneratedEvent]`:** generated events are compile-time static dispatch inside the UOContent compilation, so a subscriber in another assembly cannot use `[OnEvent]`. Shape follows `HelpEvents`.
- **Why "used", not "gained":** this is the XmlSpawner skill-trigger semantic (it wrapped the same four handlers and passed their result as `success`; its grammar was `Skill[+/-]` for success-only or failure-only). Gains are already observable through the existing skill-change notification on `Mobile`.
- **Cost:** one delegate null-check per attempt when nothing is subscribed; no boxing, no closure, no allocation. The handlers sit on the combat swing path.
- **Exception contract:** subscriber exceptions propagate, matching `EventSink`/`HelpEvents`; no try/catch by design.

**2. `InternalsVisibleTo("ModernSpawner.Tests")`** on `Server.csproj`, beside the existing `Server.Tests`/`UOContent.Tests` entries, so an external test host can seed `Core._now` the way the engine's own test initializers do. Separable; a public test seam on `Core` would serve the same need without naming a downstream assembly.

## Open question

The payload is the `Skill` object plus a positional `bool`. A `readonly struct` args type passed `in` would leave room to add `chance` or the target later without breaking subscribers. Happy to change before merge.

## Test plan

- [x] `UOContent.Tests`: 4 tests — a rolled attempt raises once with the returned outcome; each short-circuit path (no challenge, too difficult, on both the direct and value-window handlers) raises with the handler's result; a direct `CheckSkill` call does not raise; no subscriber does not throw. Full suite green.
- [x] `Server` and `UOContent` build clean with `TreatWarningsAsErrors`.
- [ ] CI
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Kamron Batman 2026-09-11 22:58:44 -07:00 committed by GitHub
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@ -50,5 +50,8 @@
<AssemblyAttribute Include="System.Runtime.CompilerServices.InternalsVisibleTo">
<_Parameter1>UOContent.Tests</_Parameter1>
</AssemblyAttribute>
<AssemblyAttribute Include="System.Runtime.CompilerServices.InternalsVisibleTo">
<_Parameter1>ModernSpawner.Tests</_Parameter1>
</AssemblyAttribute>
</ItemGroup>
</Project>

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@ -0,0 +1,124 @@
using Server;
using Server.Misc;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class SkillEventsTests
{
private sealed class Recorder
{
public Mobile From;
public Skill Skill;
public bool Success;
public int Calls;
public void Handle(Mobile from, Skill skill, bool success)
{
From = from;
Skill = skill;
Success = success;
Calls++;
}
}
[Fact]
public void DirectTarget_RolledAttempt_RaisesOnceWithTheReturnedOutcome()
{
var from = new Mobile();
var skill = from.Skills[SkillName.Mining];
var recorder = new Recorder();
SkillEvents.SkillUsed += recorder.Handle;
try
{
var rolled = SkillCheck.Mobile_SkillCheckDirectTarget(from, SkillName.Mining, null, 0.5);
Assert.Equal(1, recorder.Calls);
Assert.Same(from, recorder.From);
Assert.Same(skill, recorder.Skill);
Assert.Equal(rolled, recorder.Success);
Assert.False(SkillCheck.Mobile_SkillCheckDirectTarget(from, SkillName.Mining, null, 0.0));
Assert.Equal(2, recorder.Calls);
Assert.False(recorder.Success);
}
finally
{
SkillEvents.SkillUsed -= recorder.Handle;
from.Delete();
}
}
[Fact]
public void ShortCircuits_StillRaise_WithTheHandlerOutcome()
{
var from = new Mobile();
var recorder = new Recorder();
SkillEvents.SkillUsed += recorder.Handle;
try
{
Assert.True(SkillCheck.Mobile_SkillCheckDirectLocation(from, SkillName.Mining, 1.0));
Assert.Equal(1, recorder.Calls);
Assert.True(recorder.Success);
Assert.False(SkillCheck.Mobile_SkillCheckDirectTarget(from, SkillName.Mining, null, -0.1));
Assert.Equal(2, recorder.Calls);
Assert.False(recorder.Success);
Assert.False(SkillCheck.Mobile_SkillCheckLocation(from, SkillName.Mining, 50.0, 100.0));
Assert.Equal(3, recorder.Calls);
Assert.False(recorder.Success);
Assert.True(SkillCheck.Mobile_SkillCheckTarget(from, SkillName.Mining, null, 0.0, 0.0));
Assert.Equal(4, recorder.Calls);
Assert.True(recorder.Success);
}
finally
{
SkillEvents.SkillUsed -= recorder.Handle;
from.Delete();
}
}
[Fact]
public void CheckSkill_Direct_DoesNotRaise()
{
var from = new Mobile();
var skill = from.Skills[SkillName.Mining];
var recorder = new Recorder();
SkillEvents.SkillUsed += recorder.Handle;
try
{
SkillCheck.CheckSkill(from, skill, null, 1.0);
Assert.Equal(0, recorder.Calls);
}
finally
{
SkillEvents.SkillUsed -= recorder.Handle;
from.Delete();
}
}
[Fact]
public void NoSubscriber_DoesNotThrow()
{
var from = new Mobile();
var recorder = new Recorder();
try
{
SkillEvents.SkillUsed += recorder.Handle;
SkillEvents.SkillUsed -= recorder.Handle;
Assert.True(SkillCheck.Mobile_SkillCheckDirectLocation(from, SkillName.Mining, 1.0));
Assert.Equal(0, recorder.Calls);
}
finally
{
from.Delete();
}
}
}

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@ -48,6 +48,13 @@ public static class SkillCheck
return false;
}
var success = CheckLocation(from, skill, minSkill, maxSkill);
SkillEvents.InvokeSkillUsed(from, skill, success);
return success;
}
private static bool CheckLocation(Mobile from, Skill skill, double minSkill, double maxSkill)
{
var value = skill.Value;
if (value < minSkill)
@ -76,6 +83,13 @@ public static class SkillCheck
return false;
}
var success = CheckDirectLocation(from, skill, chance);
SkillEvents.InvokeSkillUsed(from, skill, success);
return success;
}
private static bool CheckDirectLocation(Mobile from, Skill skill, double chance)
{
if (chance < 0.0)
{
return false; // Too difficult
@ -156,6 +170,13 @@ public static class SkillCheck
return false;
}
var success = CheckTarget(from, skill, target, minSkill, maxSkill);
SkillEvents.InvokeSkillUsed(from, skill, success);
return success;
}
private static bool CheckTarget(Mobile from, Skill skill, object target, double minSkill, double maxSkill)
{
var value = skill.Value;
if (value < minSkill)
@ -182,6 +203,13 @@ public static class SkillCheck
return false;
}
var success = CheckDirectTarget(from, skill, target, chance);
SkillEvents.InvokeSkillUsed(from, skill, success);
return success;
}
private static bool CheckDirectTarget(Mobile from, Skill skill, object target, double chance)
{
if (chance < 0.0)
{
return false; // Too difficult

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@ -0,0 +1,23 @@
using System;
using System.Runtime.CompilerServices;
namespace Server.Misc;
/// <summary>
/// Skill system events. Plain C# events so other assemblies can subscribe; generated events cannot be
/// subscribed across assemblies.
/// </summary>
public static class SkillEvents
{
/// <summary>
/// Raised once per skill attempt from the four <c>Mobile_SkillCheck*</c> handlers with the attempt's
/// outcome, including attempts the handler resolves without a roll (too difficult, no challenge).
/// Not raised when the mobile lacks the skill. Fires for every <see cref="Mobile" />, including
/// creatures. Subscribers must not block or allocate.
/// </summary>
public static event Action<Mobile, Skill, bool> SkillUsed;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void InvokeSkillUsed(Mobile from, Skill skill, bool success) =>
SkillUsed?.Invoke(from, skill, success);
}

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@ -242,6 +242,17 @@ public static void HandlePlayerLogin(PlayerMobile player)
---
## Static Content Events
Generated events dispatch statically inside `UOContent`; content that other assemblies must observe exposes a
plain `static event` instead (shape: `Projects/UOContent/Engines/Help/HelpEvents.cs`).
- `SkillEvents.SkillUsed` -- `Action<Mobile, Skill, bool success>`, raised once per skill attempt from the
four `Mobile_SkillCheck*` handlers with the attempt's outcome, including attempts resolved without a roll
(too difficult, no challenge). Not raised when the mobile lacks the skill. Fires for every `Mobile`.
---
## Event Args Pooling Pattern
Some EventArgs use object pooling to avoid allocation in hot paths: