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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@ -115,6 +115,7 @@ public abstract partial class BaseWeapon : Item, IWeapon, IFactionItem, ICraftab
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool ShouldSerializeIdentified() => _identified;
[SerializedIgnoreDupe]
[SerializableField(24, setter: "private")]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosAttributes _attributes;
@ -126,6 +127,7 @@ public abstract partial class BaseWeapon : Item, IWeapon, IFactionItem, ICraftab
[SerializableFieldDefault(24)]
private AosAttributes AttributesDefaultValue() => new(this);
[SerializedIgnoreDupe]
[SerializableField(25, setter: "private")]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosWeaponAttributes _weaponAttributes;
@ -145,6 +147,7 @@ public abstract partial class BaseWeapon : Item, IWeapon, IFactionItem, ICraftab
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool ShouldSerializePlayerConstructed() => _playerConstructed;
[SerializedIgnoreDupe]
[SerializableField(27, setter: "private")]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosSkillBonuses _skillBonuses;
@ -165,6 +168,7 @@ public abstract partial class BaseWeapon : Item, IWeapon, IFactionItem, ICraftab
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool ShouldSerializeSlayer2() => _slayer2 != SlayerName.None;
[SerializedIgnoreDupe]
[SerializableField(29, setter: "private")]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosElementAttributes _aosElementDamages;
@ -932,6 +936,12 @@ public abstract partial class BaseWeapon : Item, IWeapon, IFactionItem, ICraftab
weap.AosElementDamages = new AosElementAttributes(newItem, AosElementDamages);
weap.SkillBonuses = new AosSkillBonuses(newItem, SkillBonuses);
weap.WeaponAttributes = new AosWeaponAttributes(newItem, WeaponAttributes);
// Set hue again because of resource
weap.Hue = Hue;
// Set HP/Max again because of durability
weap.HitPoints = HitPoints;
weap.MaxHitPoints = MaxHitPoints;
}
public int GetDurabilityBonus()