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