refactor: fold hand-written serializable property setters into field hooks (#2587)
## Summary
Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.
```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => _charges;
set
{
_charges = Math.Clamp(value, 0, MaxCharges);
InvalidateProperties();
this.MarkDirty();
}
}
// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;
private bool AllowChargesChange(ref int value)
{
value = Math.Clamp(value, 0, MaxCharges);
return true;
}
```
## How sites were selected
A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:
- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).
Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).
## Verification
- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**
## Behavioral notes (all strict improvements, called out for review)
- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
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73 changed files with 893 additions and 1340 deletions
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@ -43,18 +43,14 @@ namespace Server.Mobiles
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public override string CorpseName => "a sheep corpse";
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[SerializableField(0, fieldChanged: nameof(OnNextWoolTimeChanged))]
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[DeltaDateTime]
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[SerializableProperty(0)]
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime NextWoolTime
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private DateTime _nextWoolTime;
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private void OnNextWoolTimeChanged(DateTime oldValue, DateTime newValue)
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{
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get => _nextWoolTime;
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set
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{
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_nextWoolTime = value;
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SheepBody();
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this.MarkDirty();
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}
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SheepBody();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -40,43 +40,27 @@ namespace Server.Mobiles
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public override double DefaultWeight => 1.0;
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[SerializableProperty(2)]
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[CommandProperty(AccessLevel.GameMaster)]
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public int MountedID
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{
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get => _mountedID;
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set
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{
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if (_mountedID != value)
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{
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_mountedID = value;
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[SerializableField(2, fieldChanged: nameof(OnMountedIDChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _mountedID;
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if (_rider != null)
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{
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ItemID = value;
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}
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this.MarkDirty();
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}
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private void OnMountedIDChanged(int oldValue, int newValue)
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{
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if (_rider != null)
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{
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ItemID = newValue;
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}
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}
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[SerializableProperty(3)]
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[CommandProperty(AccessLevel.GameMaster)]
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public int RegularID
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{
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get => _regularID;
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set
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{
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if (_regularID != value)
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{
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_regularID = value;
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[SerializableField(3, fieldChanged: nameof(OnRegularIDChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _regularID;
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if (_rider == null)
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{
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ItemID = value;
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}
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this.MarkDirty();
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}
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private void OnRegularIDChanged(int oldValue, int newValue)
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{
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if (_rider == null)
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{
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ItemID = newValue;
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}
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}
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@ -127,17 +111,15 @@ namespace Server.Mobiles
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private bool ShouldSerializeRider() => _rider != null;
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[CommandProperty(AccessLevel.GameMaster)]
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[SerializableProperty(5)]
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[SerializableField(5, allowFieldChange: nameof(AllowStepsChange))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[SaveFlag(nameof(ShouldSerializeSteps))]
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public int Steps
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private int _steps;
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private bool AllowStepsChange(ref int value)
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{
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get => _steps;
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set
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{
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_steps = Math.Clamp(value, 0, StepsMax);
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this.MarkDirty();
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}
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value = Math.Clamp(value, 0, StepsMax);
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return true;
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}
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private bool ShouldSerializeSteps() => _steps != StepsMax;
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@ -62,48 +62,37 @@ namespace Server.Mobiles
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[SerializableField(3)]
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private int _bardingHP;
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[CommandProperty(AccessLevel.GameMaster)]
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[SerializableProperty(2)]
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public bool HasBarding
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{
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get => _hasBarding;
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set
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{
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_hasBarding = value;
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[SerializableField(2, fieldChanged: nameof(OnHasBardingChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[InvalidateProperties]
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private bool _hasBarding;
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if (_hasBarding)
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{
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Hue = CraftResources.GetHue(_bardingResource);
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Body = 0x31F;
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ItemID = 0x3EBE;
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}
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else
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{
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Hue = 0x851;
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Body = 0x31A;
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ItemID = 0x3EBD;
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}
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InvalidateProperties();
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this.MarkDirty();
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private void OnHasBardingChanged(bool oldValue, bool newValue)
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{
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if (_hasBarding)
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{
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Hue = CraftResources.GetHue(_bardingResource);
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Body = 0x31F;
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ItemID = 0x3EBE;
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}
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else
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{
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Hue = 0x851;
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Body = 0x31A;
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ItemID = 0x3EBD;
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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[SerializableProperty(4)]
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public CraftResource BardingResource
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[SerializableField(4, fieldChanged: nameof(OnBardingResourceChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[InvalidateProperties]
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private CraftResource _bardingResource;
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private void OnBardingResourceChanged(CraftResource oldValue, CraftResource newValue)
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{
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get => _bardingResource;
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set
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if (_hasBarding)
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{
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_bardingResource = value;
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if (_hasBarding)
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{
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Hue = CraftResources.GetHue(value);
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}
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InvalidateProperties();
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this.MarkDirty();
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Hue = CraftResources.GetHue(newValue);
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}
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}
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@ -23,19 +23,14 @@ public partial class BaseHire : BaseCreature
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public int GoldOnDeath { get; set; }
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[SerializableProperty(1)]
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsHired
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{
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get => _isHired;
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set
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{
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_isHired = value;
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[SerializableField(1, fieldChanged: nameof(OnIsHiredChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[InvalidateProperties]
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private bool _isHired;
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Delta(MobileDelta.Noto);
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InvalidateProperties();
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this.MarkDirty();
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}
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private void OnIsHiredChanged(bool oldValue, bool newValue)
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{
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Delta(MobileDelta.Noto);
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}
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public BaseHire(AIType AI) : base(AI, FightMode.Aggressor)
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@ -148,18 +148,13 @@ public partial class PlayerBarkeeper : BaseVendor
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LoadSBInfo();
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}
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[SerializableProperty(0)]
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public BaseHouse House
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{
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get => _house;
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set
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{
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_house?.PlayerBarkeepers.Remove(this);
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value?.PlayerBarkeepers.Add(this);
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[SerializableField(0, fieldChanged: nameof(OnHouseChanged))]
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private BaseHouse _house;
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_house = value;
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this.MarkDirty();
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}
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private void OnHouseChanged(BaseHouse oldValue, BaseHouse newValue)
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{
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oldValue?.PlayerBarkeepers.Remove(this);
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newValue?.PlayerBarkeepers.Add(this);
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}
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public override bool IsActiveBuyer => false;
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@ -94,18 +94,13 @@ public partial class PlayerVendor : Mobile
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public PlayerVendorPlaceholder Placeholder { get; set; }
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[SerializableProperty(2)]
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public BaseHouse House
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{
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get => _house;
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set
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{
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_house?.PlayerVendors.Remove(this);
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value?.PlayerVendors.Add(this);
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[SerializableField(2, fieldChanged: nameof(OnHouseChanged))]
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private BaseHouse _house;
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_house = value;
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this.MarkDirty();
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}
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private void OnHouseChanged(BaseHouse oldValue, BaseHouse newValue)
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{
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oldValue?.PlayerVendors.Remove(this);
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newValue?.PlayerVendors.Add(this);
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}
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public int ChargePerDay
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@ -32,18 +32,20 @@ public partial class VendorItem
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public string FormattedPrice =>
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Core.ML ? Price.ToString("N0", CultureInfo.GetCultureInfo("en-US")) : Price.ToString();
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[SerializableProperty(2)]
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public string Description
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{
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get => _description;
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set
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{
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_description = value ?? "";
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[SerializableField(2, fieldChanged: nameof(OnDescriptionChanged), allowFieldChange: nameof(AllowDescriptionChange))]
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private string _description;
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if (Valid)
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{
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Item.InvalidateProperties();
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}
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private bool AllowDescriptionChange(ref string value)
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{
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value = value ?? "";
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return true;
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}
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private void OnDescriptionChanged(string oldValue, string newValue)
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{
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if (Valid)
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{
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Item.InvalidateProperties();
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}
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}
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