fix: Fixes dupe property copying. Adds IgnoreDupe (#1811)

## Summary

### Changes
- Adds `[IgnoreDupe]` and `[SerializedIgnoreDupe]`
- Updates all _known_ classes that need the attribute. Some might be missing, please helps us find them!
- Adds `Item.Dupe()` command and encapsulates `CopyProperties` and `OnAfterDuped`. This is also overridable.
- Updates Dupe command to use the new logic.
- Fixes duping multiple kinds of objects that used to be outright broken.

### Bug Fixes
- Fixes issue with durability after duping
- Fixes issue with hue after duping

> [!Note]
> **Developer Note**
> Customizing how duping an item works now requires two steps:
> 1. Add `[IgnoreDupe]` or `[SerializedIgnoreDupe]` to the property/field
> 2. Add custom logic in an `OnAfterDuped` override
>
> When do you need to do this?
> *When the property being copied is not a primitive, and you need to manually deep-clone the contents of the property such as with Lists, Dictionaries, or sub classes.*
This commit is contained in:
Kamron Batman 2024-06-02 15:04:54 -07:00 • committed by GitHub
parent a8d3d2773e
commit 9c7cb5d778
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
34 changed files with 502 additions and 248 deletions

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@ -13,6 +13,7 @@ namespace Server.Items
[SerializationGenerator(9, false)]
public abstract partial class BaseArmor : Item, IScissorable, IFactionItem, ICraftable, IWearableDurability, IAosItem
{
[SerializedIgnoreDupe]
[SerializableField(0, setter: "private")]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosAttributes _attributes;
@ -23,6 +24,7 @@ namespace Server.Items
[SerializableFieldDefault(0)]
private AosAttributes AttributesDefaultValue() => new(this);
[SerializedIgnoreDupe]
[SerializableField(1, setter: "private")]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosArmorAttributes _armorAttributes;
@ -128,6 +130,7 @@ namespace Server.Items
// Field 22
private AMA _meditate = (AMA)(-1);
[SerializedIgnoreDupe]
[SerializableField(23, setter: "private")]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
public AosSkillBonuses _skillBonuses;
@ -788,6 +791,12 @@ namespace Server.Items
armor.Attributes = new AosAttributes(newItem, Attributes);
armor.ArmorAttributes = new AosArmorAttributes(newItem, ArmorAttributes);
armor.SkillBonuses = new AosSkillBonuses(newItem, SkillBonuses);
// Set hue again because of resource
armor.Hue = Hue;
// Set HP/Max again because of durability
armor.HitPoints = HitPoints;
armor.MaxHitPoints = MaxHitPoints;
}
public int ComputeStatReq(StatType type)