Commit graph

10 commits

Author SHA1 Message Date
Kamron Batman
459674ce3b
fix(commands): parse and edit IPoint2D/IPoint3D properties (#2646)
## Symptom

`[set TargetLocation (x, y)` (quoted or not) answers **"That is not properly formatted."**, and in `[props` the `>` next to `TargetLocation` does nothing when the value is null — which is its normal idle state (`BaseAI.cs:650` clears it).

This looked like a `Point3D` parsing regression from #2624/#2625, but `Point3D`/`Point2D`-typed properties (`Location`, etc.) were never affected. The only `[CommandProperty]` in the tree declared as an **interface** is `BaseCreature.TargetLocation : IPoint2D` (`BaseCreature.cs:1111`), and both code paths only knew the structs. `git log -S"IPoint"` over the parser and gump files hits nothing but the initial import — the gap is inherited from RunUO, not recent.

## Root cause

- **`[set`** — `Types.TryParse` has no branch for `IPoint2D`/`IPoint3D`. An interface has no static `Parse`, so `GetParseMethod` returns null and the value falls into `Convert.ChangeType("(x, y)", typeof(IPoint2D))`, which throws → "not properly formatted".
- **Props gump** — `PropsGump` routes on `obj?.GetType() ?? prop.PropertyType` (since #2180). With a null value the type is `IPoint2D`; `Point2D.IsAssignableFrom(IPoint2D)` is false, no branch matches, and the click is inert. It only worked when the slot already held a `Point2D`, because the runtime type is then the struct.

## Fix

- `Types.TryParse`: `IPoint3D`/`IPoint2D` targets resolve to the concrete struct — `Point3D` first, then `Point2D` for an `IPoint2D` target (a 3-tuple is a valid `IPoint2D`). `(-null-)` still clears; the existing null branch runs first.
- `PropsGump`: the interface types route to `SetPoint3DGump`/`SetPoint2DGump`. The entity branch stays ahead of them — `TargetLocation` legitimately holds a Mobile too (`ShepherdsCrook.cs:148`, herding toward the shepherd), and that case still opens `SetObjectGump`.
- `SetPoint2DGump`/`SetPoint3DGump`: seed the text entries from `value is IPoint2D/IPoint3D` rather than a hard cast, so a `Point3D` sitting in an `IPoint2D` slot cannot `InvalidCast`.

## Not covered

`[set TargetLocation 0x40001234` (assigning a mobile by serial) still reports "not properly formatted" — the entity branch keys on the *target* type being `IEntity`, which `IPoint2D` isn't. Real state, but niche; left out to keep this to the reported symptom.

## Testing

Five cases in `InterfacePointParseTests`, watched fail before the change (three returned the error string; two pin existing behaviour that must survive): tuple → `Point3D` for both interfaces, pair → `Point2D`, pair rejected for `IPoint3D`, `(-null-)` clears.

`dotnet build` 0 warnings. **1059 UOContent** and **891 Server** tests pass, 0 failures. The gump routing is a one-line branch with no automated test — needs an in-game check: `[props` a creature with a null `TargetLocation`, press `>`, expect the Point2D editor.
2026-09-14 21:20:22 -07:00
Kamron Batman
8a34903326
feat: Consolidates staff gump layouts (#2404)
## Summary
- Creates `PropsLayoutExtensions.cs` with reusable extension methods for both legacy `Gump` and `DynamicGumpBuilder` that encapsulate the repeating PropsConfig-style layout patterns (frame, header navigation, entry rows)
- Converts all 12 standardized staff gumps to use the new extensions, reducing ~570 lines of duplicated layout code
- Adds Type and Serial display to PropsGump and SkillsGump headers (e.g. `PlayerMobile (0x1)`)

### Extension methods provided
| Method | Pattern |
|--------|---------|
| `AddPropsFrame` | Background + offset region + origin coordinates |
| `AddPropsHeader` | 3-column: [Prev] [Title] [Next] |
| `AddPropsHeaderWithBack` | 4-column: [Back] [Title] [Prev] [Next] |
| `AddPropsEntryButton` | Label + action button |
| `AddPropsEntryNameValue` | Name + Value + action button |
| `AddPropsEntryTextInput` | Text input + action button |
| `AddPropsEntryLabel` | Label only (no button) |
| `AddPropsEntryType` | Full-width type label |
| `AddPropsEntryBlank` | Separator row |

### Gumps converted
PropsGump, GoGump, WhoGump, SkillsGump (frame+header), EditSkillGump, SetGump, SetObjectGump, SetPoint2DGump, SetPoint3DGump, SetTimeSpanGump (frame), SetListOptionGump (frame+header), CategorizedAddGump (frame+header)

## Test plan
- [x] Verify `[props` gump displays correctly with type + serial in header
- [x] Verify `[skills` gump displays correctly with type + serial in header
- [x] Verify `[go` navigation gump works (prev/next/back)
- [x] Verify property editing gumps (Set, SetObject, SetPoint2D, SetPoint3D, SetTimeSpan, SetListOption)
- [x] Verify `[categorizedadd` gump works
- [x] Verify `[who` gump works with pagination
2026-04-08 11:42:46 -06:00
Kamron Batman
c0d75562be
chore: Removes dead gump code (#2403) 2026-04-08 08:39:23 -06:00
Kamron Batman
cfe9e04c78
fix: Optimizes gump relay info (Prep for Static Gumps) (#1698) 2024-03-07 20:54:53 -08:00
Kamron Batman
dd2933a9ef
fix(cleanup): Consolidate the duplicate code in Properties, PropsGump, and PropsConfig (#540) 2021-04-14 22:58:56 -07:00
Kamron Batman
0a435644eb
feat(spawners): Adds Respawn, EditSpawner, and SpawnProps commands (#532)
- [X] Adds `Respawn` command
- [X] Adds `EditSpawner` command
  - Usage: `[global editspawner <type> <arguments> set <properties>`
  - This command replaces the arguments (optional) and properties of the affected spawners for that type
- [X] Adds `SpawnProps` command
  - Usage: `[area spawnprops`
  - This command brings up a gump to modify targeted spawners based on the targeted entity.
  - To do this, the props/values are copied and then used to construct a properties list for the spawner entry.

Closes #531
2021-02-28 22:49:52 -08:00
Kamron Batman
582e1877b8
feat(core): Makes spanwriter resizable (#376)
SpanWriter now has an argument that allows it to be resizable.
```cs
public SpanWriter(Span<byte> initialBuffer, bool resize = false)
public SpanWriter(int initialCapacity, bool resize = false)
```

If a SpanWriter is set to be resizable, or given an initial capacity instead of a buffer, it must be disposed:
```cs
public static void SomeMethod()
{
    using var writer = new SpanWriter(stackalloc byte[512], true);
    // stuff
    
    // Automatic Dispose of writer
}
```

This is because the SpanWriter uses `ArrayPool<byte>.Shared` _rented buffers_ to resize. If the writer is not disposed, those buffers will never be reused resulting in a _memory leak_.

It is possible that the SpanWriter will outright ditch the initial buffer if resize is set to true and growing is needed. To check/account for that we can do the following:

```cs
public static void SomeMethod()
{
    Span<byte> span = stackalloc byte[512];
    using var writer = new SpanWriter(span, true);
    // write some stuff that causes the span to grow
    
    span = writer.RawBuffer;
    // Do stuff with the span
}
```

Make sure you don't accidentally `Dispose()` the writer or use the `RawBuffer` outside of the `using` block. If you do, bad things will happen! (NullPointerException, or a fresh SpanWriter with no buffer, depending on the situation).

SpanWriter can also now be used with a fixed statement since it has a `PinnableReference()` function.
2020-12-31 19:57:02 -08:00
Kamron Batman
8149620b0c
Fixes brace style (#248) 2020-09-13 21:49:46 -07:00
Kamron Batman
ad3775c4d7
Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
Kamron Batman
8ec166bcd0
Adds assemblies config, fixes crash bugs. (#134) 2020-05-09 12:55:56 -07:00
Renamed from Projects/Scripts/Gumps/Props/SetPoint3DGump.cs (Browse further)