## Summary
Profiling with thousands of creatures in range of each other showed `BaseAI.IsInvalidFactionTarget` checking Ethereal Voyage and active Honor on every acquisition candidate and then calling `BaseCreature.IsEnemy`, which checked both again. This makes `IsEnemy` the single authority and removes the duplicate per-pair work.
## Changes
- **`BaseCreature.IsEnemy`**: the Ethereal Voyage check sat below the `m is not BaseCreature` early return, so it never reached players — the only mobiles that cast it. It is hoisted next to the Honor veto. `GetMaster()` was called three times per creature pair (inside `Ethics.Player.Find(m, true)` and twice at the bottom); it is now computed once.
- **`BaseAI.IsInvalidFactionTarget`**: reduced to `IsFriend` / `IsEnemy` / `CanBeHarmful`. The removed `Combatant != m` Honor exception was dead code — `IsEnemy` vetoed Honor unconditionally on the following line.
- **`Ethics.Player.Find`** / **`TransformationSpellHelper.GetContext`**: small simplifications on the same path.
## Behavior
- `ShouldAcquireOnApproach` and `OnAggressiveAction` only consult `IsEnemy`, so movement-triggered acquisition now respects Ethereal Voyage for players (previously a player under Ethereal Voyage walking past a monster was still acquired on approach).
- `BaseFactionGuard.IsEnemy` does not call base, so faction guards no longer skip honoring/voyaging enemy-faction players. Accepted: both mechanics describe monsters, not guards.
- `HealerAI`/`BerserkAI`/`PredatorAI` (`bFacFriend`) callers are unaffected — `IsFriend` already required a `BaseCreature`, so players were excluded before these checks ran. `MilitiaFighter`/`MilitiaCanoneer` return `false` for all players, so they are unaffected too.
## Testing
- `dotnet build` clean.
- Pure predicate reorder; no new tests.
## Summary
Phase 3 of the anchored-time work: **every actively-written delta-time value in the engine now stores an anchored timestamp** — absolute on the wire, shifted forward by the downtime at load. Remaining time survives restarts (as delta did), and unlike delta, the bytes do not change on every save, so an idle world serializes identically save after save.
The answer to "is it possible everywhere": **yes** — including the one case that looked impossible.
## The GenericPersistence problem, solved
`GenericPersistence` bins (`Virtues.bin`, `StealableArtifacts.bin`, …) are raw payloads with no idx header, so they have no anchor of their own — anchored reads there would silently apply zero shift. But the anchor is a property of the **save**, not the file: every file in one save shares one `World.SaveStartTime`, and `Persistence.Load` reads **all** entity indexes (phase 1) before **any** persistence payload (phase 2). So the idx v5 header stamps a save-wide `World.LoadTimeShift`, and generic persistence readers inherit it. No file-format change, no per-bin header, old bins unaffected.
## Converted
- **Item v10 → v11**: `LastMoved` — previously whole-minute delta, rewritten every save for every item, the single largest source of idle-save churn — and `DecayResetTime` (retiring the TODO from #2583). **Mobile v37 → v38**: the three stat-gain stamps. **BaseCreature v20 → v21**: `SummonEnd`.
- **17 code-generated classes** (`[DeltaDateTime]` → `[AnchoredDateTime]`, version bump + `MigrateFrom` each): the five field spells, TransientItem, VirtueContext (×7 fields), PuzzleChestSolutionAndTime, BaseCamp, BaseBoat, RentedVendor, PlayerVendor, Ethics Player, Sheep, StarRoomGate, ChampionSpawn (×3), Corpse (`TimeOfDeath`, v19). The `MigrateFrom` bodies were generated from each class's current migration schema and are compiler-verified; VirtueContext's save-flagged nullables fall back to the same defaults the old deserialize left in place. Corpse's six migrations moved to a new `Corpse.Migrations.cs`.
- **Hand-written sites**: StealableArtifacts (v2), VendorInventory (v1), ML quest objectives (persistence v3) — each gated on its own version.
**Not converted, deliberately**: the ~25 read-only `ReadDeltaTime` sites in legacy version fallbacks and migration replays — they decode existing old bytes and must never change. `[DeltaDateTime]`/`WriteDeltaTime` remain available for them.
## Verification
- Build 0 errors / 0 warnings; **837 + 708 tests green**.
- Schema regeneration produced exactly the 17 expected new `vN.json` files (all `AnchoredTime` rule args), nothing else touched.
- **New acceptance tests** pin the point of the whole effort: serializing the same item at two save times **5 hours apart produces byte-identical output**, and `LastMoved`/`DecayResetTime` round-trip **exactly** at sub-minute precision (the old minutes encoding destroyed both properties).
## Notes for review
- `LastMoved` grows from a 1–3 byte encoded minutes value to 8-byte ticks per item — the price of byte-stability; it repays itself in incremental-save behavior since unchanged items now produce unchanged bytes.
- BaseEscortable-style semantics are unchanged: anchored shift preserves *remaining* time exactly, the same contract delta provided, so no gameplay-visible behavior changes — deadlines simply stop being consumed by downtime that delta already protected against, now with stable bytes.
## Enforcement
`WriteDeltaTime` is now `[Obsolete]` (interface + implementation). With the repo's warnings-as-errors, any new delta-time write — hand-written or emitted by a still-unconverted `[DeltaDateTime]` field — fails the build, with the migration instructions in the message. That the full solution still builds with **zero warnings** is itself the proof no active delta writer survived the conversion. `ReadDeltaTime` deliberately stays un-attributed: its remaining callers decode existing old bytes and are correct forever; its XML docs now state the legacy-decode-only contract.
### Summary
Converts ethics system to entity persistence and removes the persistence item.
### TODO
1. The enable/disable toggle doesn't propagate to all code that does Ethics checks (notoriety, pvp, etc).
2. We need commands to remove them from an ethic.
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)
Closes#261
- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases.
- [X] Fixes an issue with dupe copying the savebuffer reference (ugh).
- [X] Streamlines the IGenericWriter API to use better generics.
- [X] Streamlines the IGenericReader API to use better generics.
- [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects.
- [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks.
- [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading.
- NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states.
- [X] Fixes an issue with serializing negative DateTime deltas.
- [X] Fixes a potential issue with serializing non-UTC DateTime.
Bumps release version