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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@ -31,6 +31,7 @@ public partial class PlayerBBEast : BasePlayerBB
[SerializationGenerator(0, false)]
public abstract partial class BasePlayerBB : Item, ISecurable
{
[SerializedIgnoreDupe]
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private SecureLevel _level;
@ -40,10 +41,12 @@ public abstract partial class BasePlayerBB : Item, ISecurable
private string _title;
[CanBeNull]
[SerializedIgnoreDupe]
[SerializableField(2)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private PlayerBBMessage _greeting;
[SerializedIgnoreDupe]
[SerializableField(3)]
private List<PlayerBBMessage> _messages;
@ -53,6 +56,25 @@ public abstract partial class BasePlayerBB : Item, ISecurable
_level = SecureLevel.Anyone;
}
public override void OnAfterDuped(Item newItem)
{
if (newItem is not BasePlayerBB board)
{
return;
}
if (_greeting != null)
{
board.Greeting = new PlayerBBMessage(_greeting.Time, _greeting.Poster, _greeting.Message);
}
for (var i = 0; i < _messages.Count; i++)
{
var message = _messages[i];
board.AddToMessages(new PlayerBBMessage(message.Time, message.Poster, message.Message));
}
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);