fix: monster ability queries no longer have side effects (#2716)
## Problem `GetMonsterAbilities()` answers three questions through one virtual: which abilities a creature has (`GetAbility`, `AOS.cs` reflect/barrier, bard fire-breath difficulty), which abilities are enabled right now, and where cooldown state must be cleaned up (`InvalidateNextAbilityTriggers` on death and delete). Every caller assumes it is a pure, stable list. About 70 creatures return a static array; only LordOaks computed it: ``` Mobile.Delete() → BaseCreature.OnDelete() → CreatureDeletedEvent → MonsterAbility.InvalidateNextAbilityTriggers() → LordOaks.GetMonsterAbilities() → CheckQueen() → new Silvani().MoveToWorld(...) ``` - Deleting a Lord Oaks nobody had fought (champion reset, `DeleteCreatures`, GM delete) spawned an orphaned Silvani where he stood. - The spell damage scalar (`AlterDamageScalarFrom`) spawned her too. - With the queen dead his list was empty, so cleanup skipped his cooldown entries. The static `Dictionary<BaseCreature, long>` on the ability singleton kept a reference to the deleted creature. `MonsterAbilityGroup` children's entries were never cleaned either. - Neira threw unholy bones from `AlterDamageScalarFrom`, so any caller asking for a damage scalar (a preview gump, for example) could fire the effect. ## Changes - **Per-creature cooldowns:** a lazy `Dictionary<MonsterAbility, long>` on `BaseCreature` (`IsAbilityOnCooldown`, `SetAbilityCooldown`, `ClearAbilityCooldowns`). The static dictionaries and the query-driven cleanup are gone, and death still resets cooldowns. Tick comparisons are wraparound-safe. - **Pure contract:** `GetMonsterAbilities()` is documented as pure. The new `virtual bool CanUseAbility(MonsterAbility)` gates abilities that only work some of the time. Every `TriggerAbility*` loop and `GetAbility` check it. - **LordOaks:** always lists his abilities; `CanUseAbility` and the 10% spell shield read "queen alive". The queen spawns when he is first aggressed or first given a combatant, never on the internal map. Aggression lands before the damage it causes, so the first spell is still shielded, as before. - **Neira:** the unholy bone throw moves to `OnDamagedBySpell`. A follow-up PR makes minions such as the queen, pixies and Barracoon's rats belong to their champion spawn, so a spawn reset cleans them up. ## Testing - `LordOaksTests` covers three cases: - querying or deleting an unengaged Lord Oaks spawns nothing; - aggression spawns the queen exactly once, and the shield and abilities follow her life; - an Oaks on the internal map never spawns her. - UOContent.Tests: 1234 passed, 2 skipped. - A local constructor sweep (every Mobile built and deleted repeatedly) no longer reports LordOaks.
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Projects/UOContent.Tests/Tests/Mobiles/LordOaksTests.cs
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Projects/UOContent.Tests/Tests/Mobiles/LordOaksTests.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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;
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// Lord Oaks' abilities and spell shield depend on his queen, so the queen must spawn from combat,
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// never from a query such as GetMonsterAbilities or a damage calculation.
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[Collection("Sequential UOContent Tests")]
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public class LordOaksTests : IDisposable
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{
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private readonly List<Mobile> _created = [];
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public void Dispose()
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{
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foreach (var m in World.Mobiles.Values.OfType<Silvani>().ToList())
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{
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m.Delete();
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}
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for (var i = 0; i < _created.Count; i++)
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{
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_created[i].Delete();
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}
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}
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private LordOaks NewOaks(Map map)
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{
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var oaks = new LordOaks();
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_created.Add(oaks);
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oaks.MoveToWorld(new Point3D(1000, 1000, 0), map);
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return oaks;
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}
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private Mobile NewAttacker()
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{
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var attacker = new Mongbat();
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_created.Add(attacker);
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return attacker;
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}
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private static int SilvaniCount() => World.Mobiles.Values.Count(m => m is Silvani);
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[Fact]
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public void QueryingOrDeletingAnUnengagedOaks_SpawnsNoQueen()
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{
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var oaks = NewOaks(Map.Felucca);
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var scalar = 1.0;
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oaks.AlterDamageScalarFrom(null, ref scalar);
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oaks.GetMonsterAbilities();
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oaks.Delete();
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Assert.Equal(1.0, scalar);
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Assert.Equal(0, SilvaniCount());
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}
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[Fact]
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public void Aggression_SpawnsTheQueenOnce_AndShieldsOaksWhileSheLives()
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{
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var oaks = NewOaks(Map.Felucca);
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var attacker = NewAttacker();
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oaks.AggressiveAction(attacker, false);
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oaks.AggressiveAction(attacker, false);
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var queen = World.Mobiles.Values.OfType<Silvani>().Single();
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var shielded = 1.0;
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oaks.AlterDamageScalarFrom(attacker, ref shielded);
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Assert.Equal(0.1, shielded, 6);
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Assert.True(oaks.CanUseAbility(MonsterAbilities.SummonPixiesCounter));
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queen.Delete();
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var exposed = 1.0;
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oaks.AlterDamageScalarFrom(attacker, ref exposed);
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oaks.AggressiveAction(attacker, false);
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Assert.Equal(1.0, exposed);
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Assert.False(oaks.CanUseAbility(MonsterAbilities.SummonPixiesCounter));
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Assert.Equal(0, SilvaniCount());
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}
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[Fact]
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public void AnOaksOnTheInternalMap_NeverSpawnsTheQueen()
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{
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var oaks = new LordOaks();
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_created.Add(oaks);
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oaks.AggressiveAction(NewAttacker(), false);
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Assert.Equal(0, SilvaniCount());
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}
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}
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