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.*
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34 changed files with 502 additions and 248 deletions
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@ -13,6 +13,7 @@ namespace Server.Items
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[SerializationGenerator(9, false)]
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public abstract partial class BaseArmor : Item, IScissorable, IFactionItem, ICraftable, IWearableDurability, IAosItem
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{
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[SerializedIgnoreDupe]
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[SerializableField(0, setter: "private")]
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[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
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private AosAttributes _attributes;
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@ -23,6 +24,7 @@ namespace Server.Items
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[SerializableFieldDefault(0)]
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private AosAttributes AttributesDefaultValue() => new(this);
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[SerializedIgnoreDupe]
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[SerializableField(1, setter: "private")]
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[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
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private AosArmorAttributes _armorAttributes;
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@ -128,6 +130,7 @@ namespace Server.Items
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// Field 22
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private AMA _meditate = (AMA)(-1);
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[SerializedIgnoreDupe]
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[SerializableField(23, setter: "private")]
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[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
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public AosSkillBonuses _skillBonuses;
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@ -788,6 +791,12 @@ namespace Server.Items
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armor.Attributes = new AosAttributes(newItem, Attributes);
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armor.ArmorAttributes = new AosArmorAttributes(newItem, ArmorAttributes);
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armor.SkillBonuses = new AosSkillBonuses(newItem, SkillBonuses);
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// Set hue again because of resource
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armor.Hue = Hue;
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// Set HP/Max again because of durability
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armor.HitPoints = HitPoints;
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armor.MaxHitPoints = MaxHitPoints;
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}
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public int ComputeStatReq(StatType type)
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