refactor(archery): centralize SE ammo auto-recovery off PlayerMobile (#2496)

## Summary

Streamlines the SE-era archery ammo auto-recovery (recovering spent arrows/bolts after a miss). The mechanic was previously spread across four unrelated trigger points and a weapon-scoped timer that was divorced from the recovery state living on `PlayerMobile`. It also contained dead code.

### Problems fixed
- **Dead `!Warmode` gate** — `OnMiss` only runs from `OnSwing`, which requires warmode to fire, so the `if (!pm.Warmode)` branch that started the recovery timer could never trigger.
- **Scattered, divorced state** — banked ammo lived on `PlayerMobile.RecoverableAmmo` while the timer lived on the weapon (`_recoveryTimerToken`), and recovery was kicked off from four different places (`OnWarmodeChanged`, `PlayerMobile.OnDamage` kill, `BaseCreature.OnDamage` kill, `OnBeforeDeath`).
- **Per-player footprint** — every `PlayerMobile` carried a `RecoverableAmmo` field even though ~99% never miss with a bow (and most are offline).

### New design — `AmmoRecovery` side table
- All state (banked ammo + one repeating timer) is keyed by player in a static dictionary, so only players who actually miss carry any state. Transient by design — this was never serialized.
- **One feed point:** `OnMiss` banks the spent ammo type and starts the player's timer.
- **One drain point:** the timer self-gates and gathers ammo into the backpack only once the archer has disengaged — **alive, out of warmode, and not running** — otherwise it retries next tick, so banked ammo is never lost while online.
- **"Not running" allows standing still _or_ walking.** The `Direction.Running` bit is stale after a player stops, so it's paired with movement recency (`LastMoveTime`); only an *actively* running archer is blocked.
- Removed the redundant scattered triggers, the dead `!Warmode` branch, `RecoverableAmmo`, `RecoverAmmo()`, and the now-empty `OnWarmodeChanged` override. `PlayerMobile.OnDelete` calls `AmmoRecovery.Forget`.

### Behavior notes
- On death, banked ammo is **no longer flushed to the corpse** — it stays banked and is recovered after resurrection once the archer settles (player keeps it rather than dropping it to looters).
- `OnHit` immediate recovery (the ~40% arrow-to-defender behavior) is **unchanged**.

## Test plan
- [x] `dotnet build Projects/UOContent/UOContent.csproj -c Release` — succeeds, 0 warnings, 0 errors.
- [ ] In-game (SE era): miss bow shots, then disengage (drop warmode + stop) and confirm the "You recover N arrows/bolts" message and backpack contents; confirm recovery does **not** fire while running and **does** while walking/standing.
This commit is contained in:
Kamron Batman 2026-06-21 23:22:55 -07:00 committed by GitHub
parent d2df7f7839
commit a7bb8a8222
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4 changed files with 158 additions and 96 deletions

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@ -0,0 +1,152 @@
using System;
using System.Collections.Generic;
using Server.Mobiles;
namespace Server.Items
{
/// <summary>
/// SE-era archery ammo recovery. When a player misses a shot there is a chance the spent ammo
/// can be gathered back up afterwards. The banked ammo is held off of <see cref="PlayerMobile"/>
/// (in this side table) so the vast majority of players who never miss with a bow carry no extra
/// state. A single repeating timer per tracked player gathers the ammo, but only once the archer
/// has disengaged: out of warmode and not running (standing still or walking is fine).
/// </summary>
public static class AmmoRecovery
{
// How often we re-check whether the archer has settled enough to gather their ammo.
private static readonly TimeSpan RecoveryInterval = TimeSpan.FromSeconds(10);
// A running step is only "current" if one landed this recently. Comfortably above the running
// step cadence (run-foot ~200ms, run-mount ~100ms) so an actively running archer always reads as
// running, while a stopped runner ages out within ~half a second.
private const long RunningWindowMillis = 500;
// Only players who have banked recoverable ammo appear here, so this stays tiny.
private static readonly Dictionary<PlayerMobile, RecoveryState> _states = new();
private sealed class RecoveryState
{
public readonly Dictionary<Type, int> Ammo = new();
public RecoveryTimer Timer;
}
private sealed class RecoveryTimer : Timer
{
private readonly PlayerMobile _player;
// delay == interval, count 0 => first fire after the interval, then repeats until Stop().
public RecoveryTimer(PlayerMobile player) : base(RecoveryInterval, 0) => _player = player;
protected override void OnTick() => OnRecoveryTick(_player);
}
// Called from BaseRanged.OnMiss when a player misses and the shot is recoverable.
public static void Bank(PlayerMobile player, Type ammoType)
{
if (!Core.SE || ammoType == null)
{
return;
}
if (!_states.TryGetValue(player, out var state))
{
state = new RecoveryState();
state.Timer = new RecoveryTimer(player);
state.Timer.Start();
_states[player] = state;
}
state.Ammo.TryGetValue(ammoType, out var count);
state.Ammo[ammoType] = count + 1;
}
// Stops tracking a player and cancels their pending recovery (e.g. on delete).
public static void Forget(PlayerMobile player)
{
if (_states.Remove(player, out var state))
{
state.Timer?.Stop();
}
}
private static void OnRecoveryTick(PlayerMobile player)
{
if (!_states.TryGetValue(player, out var state))
{
return;
}
if (player.Deleted || state.Ammo.Count == 0)
{
Forget(player);
return;
}
// Gather the scattered ammo only once the archer has disengaged: out of warmode and not running.
if (!player.Alive || player.Warmode || IsRunning(player))
{
return; // Not settled yet; try again on the next tick.
}
Recover(player, state);
Forget(player);
}
// The Direction.Running bit is left set after the player stops, so it alone can't tell us whether
// the archer is still running. We pair it with movement recency: a running step is only "current"
// if one landed within roughly two run-step intervals. A stopped runner ages out of that window,
// and a walker never sets the bit at all -- both are treated as "not running", which is what we want.
private static bool IsRunning(Mobile m) =>
(m.Direction & Direction.Running) != 0 &&
Core.TickCount - m.LastMoveTime < RunningWindowMillis;
private static void Recover(PlayerMobile player, RecoveryState state)
{
foreach (var (type, amount) in state.Ammo)
{
if (amount <= 0)
{
continue;
}
Item ammo = null;
try
{
ammo = type.CreateInstance<Item>();
}
catch
{
// ignored
}
if (ammo == null)
{
continue;
}
ammo.Amount = amount;
var name = ammo.Name;
if (name == null)
{
var label = ammo.LabelNumber;
// Arrow (1023903/1023904) and bolt (1027163/1027164) name clilocs keep their plural form
// two entries above the singular, so bump the label when recovering more than one.
if (ammo.Amount != 1 && label is 1023903 or 1023904 or 1027163 or 1027164)
{
label += 2;
}
name = $"#{label}";
}
player.PlaceInBackpack(ammo);
player.SendLocalizedMessage(1073504, $"{ammo.Amount}\t{name}"); // You recover ~1_NUM~ ~2_AMMO~.
}
state.Ammo.Clear();
}
}
}

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@ -1,5 +1,4 @@
using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Mobiles;
using Server.Network;
@ -21,8 +20,6 @@ namespace Server.Items
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _velocity;
private TimerExecutionToken _recoveryTimerToken;
public BaseRanged(int itemID) : base(itemID)
{
}
@ -144,29 +141,8 @@ namespace Server.Items
{
if (attacker is PlayerMobile pm)
{
var ammo = AmmoType;
if (ammo != null)
{
pm.RecoverableAmmo ??= new Dictionary<Type, int>();
pm.RecoverableAmmo.TryGetValue(ammo, out var result);
pm.RecoverableAmmo[ammo] = result + 1;
}
if (!pm.Warmode)
{
if (!_recoveryTimerToken.Running)
{
Timer.StartTimer(TimeSpan.FromSeconds(10),
() =>
{
_recoveryTimerToken.Cancel();
pm.RecoverAmmo();
},
out _recoveryTimerToken
);
}
}
// Bank the spent ammo; it is gathered back up once the archer disengages.
AmmoRecovery.Bank(pm, AmmoType);
}
}
else

View file

@ -1623,16 +1623,9 @@ namespace Server.Mobiles
ReceivedHonorContext?.OnTargetDamaged(from, amount);
if (!willKill)
if (!willKill && CanBeDistracted && ControlOrder == OrderType.Follow)
{
if (CanBeDistracted && ControlOrder == OrderType.Follow)
{
CheckDistracted(from);
}
}
else if (from is PlayerMobile mobile)
{
Timer.StartTimer(TimeSpan.FromSeconds(10), mobile.RecoverAmmo);
CheckDistracted(from);
}
base.OnDamage(amount, from, willKill);

View file

@ -536,8 +536,6 @@ namespace Server.Mobiles
set => SetFlag(PlayerFlag.RefuseTrades, value);
}
public Dictionary<Type, int> RecoverableAmmo { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public DateTime AcceleratedStart { get; set; }
@ -2381,11 +2379,6 @@ namespace Server.Mobiles
ReceivedHonorContext?.OnTargetDamaged(from, amount);
SentHonorContext?.OnSourceDamaged(from, amount);
if (willKill && from is PlayerMobile mobile)
{
Timer.StartTimer(TimeSpan.FromSeconds(10), mobile.RecoverAmmo);
}
base.OnDamage(amount, from, willKill);
}
@ -2406,14 +2399,6 @@ namespace Server.Mobiles
}
}
public override void OnWarmodeChanged()
{
if (!Warmode)
{
Timer.StartTimer(TimeSpan.FromSeconds(10), RecoverAmmo);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool FindItems_Callback(Item item) =>
!item.Deleted && (item.LootType == LootType.Blessed || item.Insured) && Backpack != item.Parent;
@ -2465,8 +2450,6 @@ namespace Server.Mobiles
ReceivedHonorContext?.OnTargetKilled();
SentHonorContext?.OnSourceKilled();
RecoverAmmo();
return base.OnBeforeDeath();
}
@ -3727,50 +3710,6 @@ namespace Server.Mobiles
AutoStabled = null;
}
public void RecoverAmmo()
{
if (!Core.SE || !Alive || RecoverableAmmo == null)
{
return;
}
foreach (var kvp in RecoverableAmmo)
{
if (kvp.Value > 0)
{
Item ammo = null;
try
{
ammo = kvp.Key.CreateInstance<Item>();
}
catch
{
// ignored
}
if (ammo == null)
{
continue;
}
ammo.Amount = kvp.Value;
var name = ammo.Name ?? ammo switch
{
Arrow _ => $"arrow{(ammo.Amount != 1 ? "s" : "")}",
Bolt _ => $"bolt{(ammo.Amount != 1 ? "s" : "")}",
_ => $"#{ammo.LabelNumber}"
};
PlaceInBackpack(ammo);
SendLocalizedMessage(1073504, $"{ammo.Amount}\t{name}"); // You recover ~1_NUM~ ~2_AMMO~.
}
}
RecoverableAmmo.Clear();
}
private static int GetInsuranceCost(Item item) => 600;
private void ToggleItemInsurance()
@ -4172,6 +4111,8 @@ namespace Server.Mobiles
ReceivedHonorContext?.Cancel();
SentHonorContext?.Cancel();
AmmoRecovery.Forget(this);
if (Stabled != null)
{
foreach (var stabled in Stabled)