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88 commits

Author SHA1 Message Date
Kamron Batman
1e97ed50f6
fix: Harden Advanced Search: crash-safety, autosave, correct results & worker fixes (#2543)
## Summary

Hardens the **Advanced Search** engine (`Projects/UOContent/Engines/Advanced Search/`) — the GM entity finder that fans searches across background worker threads. A code review surfaced 14 defects (A–N), including a shard-crasher reachable from a single admin typo and a path that silently disables autosave for the rest of the shard's uptime. Each behavioral fix ships with a test.

Full `UOContent.Tests` suite: **530/530 green** (21 new AdvancedSearch tests).

## Fixes

### Crash / data-loss
- **A — Shard crash on a malformed Property Test.** `AdvancedSearchThreadWorker.Execute` had no `try/catch` and the worker `Thread` is foreground, so a parse throw (`Hits>abc`, `Layer=onehanded` — `Enum.Parse` was case-sensitive, `Hits>1@` — empty sub-expression indexing) terminated the process. Now: `ParseValue`/`CompareValues` use `TryParse`/`Enum.TryParse(ignoreCase)` and return no-match instead of throwing; the per-entity filter is wrapped in `try/catch` (logs + skips); empty expressions are guarded.
- **C — Overlapping searches corrupt state + brick autosave.** `_threadWorkers`/`_threadId` were `static` but `DoSearch` is an instance method; a second search (double-click / two admins) stomped shared worker state and could leave a drain waiting forever on the shared `AutoResetEvent`, so `AutoSave.SavesEnabled` was never restored. Now: an `Interlocked` re-entrancy guard rejects concurrent searches.
- **G — Autosave restore not guaranteed.** The restore lived only in the success callback. Now it's in a `finally` (plus an outer `catch` covering the synchronous setup and a `catch` on the drain body), so autosave + the guard are always released.

### Wrong results
- **D — `@`/`|` operator precedence.** `a@b|c` evaluated as `a && (b || c)` instead of `(a && b) || c`. OR now binds looser than AND (`AdvancedSearchUtilities.EvaluateBoolean`, unit-tested).
- **E — Descending sort, partial last page rendered blank** (the index decreased in descending mode and the `break` early-out killed the loop). Now a bounded `VisibleCount`-driven loop renders the last page in both directions.
- **F — Deleted entities** were not skipped (ghost rows). Now `DoEntitySearch` skips `entity.Deleted`.
- **N — Reference-type comparisons** threw (`Comparer<T>.Default.Compare` on non-`IComparable`) and compared references to a string. Now equality is by value and ordering is guarded to `IComparable` (no throw).

### Worker perf / hardening
- **H** busy-spin → `Thread.Yield()` in the drain; **I** `GetProperties()` cached per `Type`; **J** `HandleValidInternal` moved behind the cheap map/range/region filters; **K** worker threads are `IsBackground` + `Exit()` tolerates an already-terminated worker; **L** `_filter == null` guard; **M** consistent `Volatile` access on `_pause`/`_exit`.

### Documented
- **B** — the residual worker/event-loop read race is documented on `AdvancedSearchThreadWorker`: workers read live entity state concurrently with the loop, so value-type reads may be stale-but-safe and getter exceptions are swallowed; fully eliminating it would require snapshotting entity fields on the main thread (deferred).

## Notes
- New test-only seams (`TryBeginSearch`/`EndSearch`/`IsSearchInProgress`/`VisibleCount`/`TryParseValue`/`EvaluateBoolean`) are `internal` via the existing `InternalsVisibleTo("UOContent.Tests")`.
- Dead `public ParseValue<T>` removed.
- `ConcurrentDictionary` for the reflection cache is intentional — these workers are genuinely parallel.
2026-07-21 07:51:06 -07:00
Kamron Batman
8d88ef70fd
fix: Eliminates double lookup with Contains->Remove (#2539) 2026-07-19 09:26:27 -07:00
Kamron Batman
16bf3016fb
feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476)
## Summary

Adds authentic **T2A-era (pre-UO:Third-Dawn) packet-based crafting menus**, enabled via the **`t2aCraftMenus` server setting** (read once at startup; default **`!Core.UOTD`**, so a pre-UO:TD shard gets them automatically). When enabled, double-clicking a crafting tool opens the classic `0x7C`/`0x7D` item-list menu — skill- and material-filtered — instead of the modern gump, covering all 8 tool/skill crafts (blacksmithy, tailoring, tinkering, carpentry, alchemy, bowcraft/fletching, inscription, cartography). It is **not** a runtime/admin-flippable feature flag.

This is the **definitive, reconciled** branch and **supersedes**:
- **#2181** (Delphi — `T2A_CraftingMenus`): the original effort.
- **#2381** (Jack/UOLL — `t2a_crafting_menus`): the research-grounded superset (Delphi's base + 12 corrections), rebased onto current `main`.

Original authorship is preserved across the cherry-picked history: foundation commit **@Delphi79**, mechanic fixes **@jackuoll (Jack Ward)**, reconciliation/fixes/docs mine.

## How it was built

1. Cherry-picked Jack's 13 commits onto current `main` (superset of Delphi's; only 2 trivial FeatureFlags conflicts).
2. Applied targeted fixes (below) with tests.
3. Full convention audit, build, and test pass.

Grounded in independent historical research plus Jack's deep dive. Maintainer reference: `dev-docs/t2a-crafting.md`.

## Mechanics (highlights)

- Double-click tool → target resource → skill/material-filtered menu → craft. Resource pre-selection per skill; make-last by targeting the tool.
- **Stacked-gem jewelry:** target a gem stack → the **full stack** is consumed and the piece is named by count ("a 1000 diamond ring"); count persists (`BaseJewel` serialization **v4 → v5**, new `_gemCount`).
- **Tool-less inscription & cartography** (skill-list invoked; no pen/sextant); inscription consumes reagents+scroll on success and failure, mana only on success.
- **Tailoring matching-hue consumption:** targeting hued cloth/leather consumes only that hue. Crafted items take color from their **`CraftResource`** (not the dyed hue), so dyed leather/cloth don't tint the product; in T2A only colored ingots/ore color items (metal armor/shields).
- **Half-resources on failed non-scroll crafts** (pre-UO:TD).
- **Maker's mark** always prompted for exceptional items, via the shared `QueryMakersMarkGump`.
- Server-side menu infra changes are additive (`ItemListEntry.CraftIndex`, `Entries` setter, `HasSent`).

## Notable changes on top of the cherry-pick

- **Toggle is a startup server setting, not a feature flag.** Removed `ContentFeatureFlags.T2ACraftMenus` (and its admin-flippable plumbing); the value is read once via `ServerConfiguration.GetSetting("t2aCraftMenus", !Core.UOTD)` into `T2ACraftSystem.Enabled`. Since the default tracks the era and it can't be flipped at runtime, there's no incoherent "menus-on / UO:TD-era" state.
- **Stacked-gem consumption (B3a/B3):** consume the full `PendingGemCount` (was deliberately consuming 1 while naming by the stack), null-safe gem type, plain-piece fallback + message. New `T2AJewelGemCraftTests`.
- **Convention audit:** `new List<Item>()` → `PooledRefList<Item>` on the hue-aware consume path; removed dead code.

## Decisions & deviations

- `make-last` kept as **QoL** (post-T2A gump-era feature).
- `half-on-failure` (non-scroll) kept as a **reconstruction** (not OSI-confirmed).
- **Stacked-gem** behavior set per shard authority (overrides the "single gem" reconstruction).
- **Cooking** out of scope (no T2A crafting menu existed for it).
- **No colored items from dyed materials:** crafted color comes from the `CraftResource` type. Pre-AOS leather has no colored variant, so leather is always uncolored; weapons retain resource color only in AOS+ (unchanged, intended).

## Test plan

- Automated: `dotnet build ModernUO.slnx -c Debug` clean; `dotnet test Projects/UOContent.Tests` → **421 passed** (incl. 3 new jewelry tests).
- Manual (needs a running T2A shard + client):
  - [ ] Each of the 8 skills opens the correct menu; empty-menu guard fires.
  - [ ] Make-last repeats the last craft (jewelry re-prompts gem).
  - [ ] Jewelry consumes the full targeted gem stack and names by count.
  - [ ] Cartography consumes blank maps only with T2A enabled / maps+scrolls when disabled.
  - [ ] Tailoring consumes only the targeted-hue material; crafted items are not tinted by dyed cloth/leather.
  - [ ] Maker's-mark prompt on exceptional.
  - [ ] Failed non-scroll craft consumes half resources.
  - [ ] Inscription: reagents+scroll on success/failure, mana only on success.
  - [ ] T2A disabled: gump crafting unchanged.

## Credits

Co-authored-by: @Delphi79
Co-authored-by: @jackuoll
2026-06-07 20:27:22 -07:00
Kamron Batman
b2ccc7e4f3
perf(messages): mechanical interpolation cleanups (#2436)
## Summary

Phase 3.1 of the message-interpolation optimization series. Fixes 9 of the 28 sites flagged in the Phase 2 audit (PR #2435):

| File | Fix |
|---|---|
| `Commands/StaffAccess.cs:88,99` | Drop redundant `.ToString()` on enum holes |
| `Commands/Handlers.cs:102` | `builder.ToString()` -> `builder.AsSpan()` |
| `World Saves/SaveCommands.cs:71-75` | Merge 3 concatenated `$"..."` into one literal |
| `Server/Items/Item.cs:4213` | Hoist nested ternary `$"..."` to if/else |
| `Engines/Factions/Mobiles/Guards/BaseFactionGuard.cs:140-150` | Convert switch expression to switch statement |
| `Mobiles/Monsters/LBR/Jukas/JukaLord.cs:85` | Restructure `string.Format(toSay.RandomElement(), ...)` into switch |
| `Misc/AttackMessage.cs:30-41` | Inline `AggressorFormat`/`AggressedFormat` constants |

No functional changes. Each site emits identical text; the only difference is that the message string is now built into a pooled char buffer instead of being allocated as a `string` first.
2026-05-03 18:26:49 -07:00
Joe
e1ae970636
fix: Fixes multiple factions bugs with sigil generation, lighting, and theft (#2375) 2026-03-15 11:02:56 -07:00
Kamron Batman
c494fb4cc3
fix: Fixes container enumeration not recycling pooled arrays (#2341)
### Summary

Updates all calls to container.EnumerateItems() to properly dispose of the underlying PooledRefQueue so that we are properly recycling pooled arrays.
2026-02-17 09:54:32 -08:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
7bd5a853a3
feat: Adds size/style support to gump builders, optimizes EscapeHtml (#2257)
> [!IMPORTANT]
> **Developer Note**
> THIS IS A BREAKING CHANGE TO THE NEW API GUMP.
> Please give us feedback in [discord ](https://muo.gg/discord) if you have issues, need help, or have ideas for a better API change!

### Summary

* Adds support for size/style to dynamic/static builder.
* Drastically simplifies the dynamic/static builder api for AddHtml.
* Cleans up some legacy gump files.
2025-11-23 11:35:31 -08:00
Kamron Batman
4836bff5eb
fix: Eliminates List allocations in various places. (#2158) 2025-11-16 18:33:53 -08:00
Kamron Batman
2eba2868a6
fix: Optimizes items to use default weights. (Part 1) (#2240) 2025-07-24 14:44:39 -07:00
Kamron Batman
aab731ed96
feat: Overhauls AI (Speech/Movement) (#2232)
### Summary

* Refactors AI so it is easier to read and maintain
* Fixes NPC speed issues
* Fixes pet sector AI issue that was causing stuttering
* Fixes direction snapping for Melee/Mage AI
* Refactors pet orders
* Refactors speech commands
* Removes scale speed by dex for HS+ (it was a stupid feature anyways)
2025-07-18 22:39:57 -07:00
Kamron Batman
f89150735e
fix: Consolidates debug check messages for AI and adds debounce (#2235) 2025-07-18 18:08:03 -07:00
Kamron Batman
8f88de68a7
fix: Standardizes the variables for AI (#2234) 2025-07-18 17:50:32 -07:00
Kamron Batman
40479c946a
feat: Adds item graphic size to Bounds.bin and makes item graphic offset available to gumps (#2115) 2025-02-10 19:31:39 -08:00
Kamron Batman
66a257ece2
feat: Converts OnLogin to a coded generated event (#2070) 2025-01-17 15:21:45 -08:00
Kamron Batman
8282b00ca2
feat: Moves gumps out of the core (#1916)
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**


### Summary

- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
2024-08-09 19:07:32 -07:00
Kamron Batman
9b7fea2c20
fix: Magic NPCs now use spell range (#1870)
### Summary
- Drastically streamlines the spell targeting by collapsing the target classes into a single `SpellTarget<T>` class.
- Moves TargetRange to the spell itself so it can be used by MageAI.
- Changes range check in MageAI to use TargetRange. This should fix target acquisition bugs
2024-08-08 07:05:27 -07:00
Guyute
9014f3d4dc
fix: Converts ResurrectGump to Static/Dynamic Gumps (#1904) 2024-08-06 19:17:33 -07:00
Kamron Batman
221312be4c
fix: Stages faction code for serialization conversion (#1835) 2024-06-16 11:53:15 -07:00
Kamron Batman
20596e52fa
fix: Converts ethics system to generic entity persistence (#1824)
### 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.
2024-06-16 10:26:09 -07:00
Marcelo Paez Sequeira
00908d030f
fix: Moves many EventSinks out of core. (#1783) 2024-05-21 10:02:30 -07:00
Kamron Batman
a001eb03da
fix: Fixes silver serialization (#1770) 2024-05-09 17:17:50 -07:00
Kamron Batman
542b672d9d
fix: Codegens faction items and questers (#1764)
### Summary
- Codegens some ConPVP items
- Codegens some faction items/mobs
- Codegens questers
2024-05-08 17:16:36 -07:00
Kamron Batman
26dfde19ee
fix: Consolidates Color/Center html (#1762)
### Summary
- Fixes bad color in virtual check gump
- Consolidates the Color/Center html strings for all gumps
2024-05-07 23:56:32 -07:00
Kamron Batman
974062b0d4
feat: Adds leather/metal food, fixes weapons/armors with wrong materials (#1718)
### Summary
- Fixes the name `Vegies` to `Veggies`
- Adds feeding leather to goats
- Adds metal for Lava Lizards
- Fixes Bone Helm being classified as plate instead of bone.
- Fixes wooden shields not classified as wood.

### Note
On OSI, the preferred foods on the animal lore gump doesn't contain all possible favorite food categories. Furthermore, the one listed is not necessarily always the "first" in the list of possible categories. We aren't going to try and fix that since it isn't important.
2024-04-04 19:43:02 -07:00
Kamron Batman
3332fabc39
fix: Reverts to RunUO speeds, fixes direction glitching, adds movement speed interpolation (#1695)
> [!IMPORTANT]  
> Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work.
> Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement.

### Summary
- **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer.
- Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning.
- Reverted AI thinking speeds back to RunUO specific speeds.
- Reverted the AI thinking to moving conversion delays back to RunUO.
- For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3`

> [!NOTE]  
> **Developer Note**
> BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.
2024-03-18 14:13:41 -07:00
Kamron Batman
cfe9e04c78
fix: Optimizes gump relay info (Prep for Static Gumps) (#1698) 2024-03-07 20:54:53 -08:00
Kamron Batman
48e47f9352
fix: Fixes duplicate command listed. (#1677) 2024-02-11 18:13:45 -08:00
Kamron Batman
4479555156
fix: Fixes missing methods. Adds more admin gump world building (#1675)
### Summary
- Fixe commands missing in helpinfo.
- Adds more admin gump world building options. 

### Screenshots

<img src="https://github.com/modernuo/ModernUO/assets/3953314/3001aa65-4f46-4ba4-89ed-745fefdd27c3" width="50%">
2024-02-10 20:31:25 -08:00
Kamron Batman
fffda53263
fix: Adds command help, webpage, and fixes issues with other commands (#1669)
### Summary

- Fixes `[AdvancedSearch` being accessible by players 😱 
- Adds `[GenCommands` to generate the same commands html page on https://muo.gg/commands.
- Fixes `[helpinfo` so all commands properly show up!

> [!WARNING]  
> ### Developer Warning:
> Commands must now be registered in the `Configure` bootup phase.
> If a command is not registered early enough, it may not be available to systems like [helpinfo
> that cache their information.

> [!NOTE]  
> ### Developer Note:
> Various commands related to generating content have been changed to _Developer_ and above access level.

### Screenshots
<img width="673" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/b105b5c9-5eb4-4ace-93ff-1bfb31e7132f">

<img width="547" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/e97487e8-47a5-4aa7-89cc-9fe3deda584d">
2024-02-10 00:19:19 -08:00
Kamron Batman
977fdc2c5a
fix: Removes GetObjectsInRange and fixes boat planks closing (#1579)
## BREAKING CHANGE

- Deletes `map.GetObjectsInRange` and `map.GetObejctsInBounds`

### Notes

Developers are expected to enumerate mobiles and items separately now using `map.GetMobilesInRange` and `map.GetItemsInRange`. This helps keep the code streamlined so we don't have to maintain multiple copies of ref struct enumerators that do the same thing.


### Fixes

- [X] Fixes bug with planks closing
- [X] Fixes issue with iterating items/mobiles from a null map
2023-11-03 13:45:18 -07:00
Kamron Batman
28c06c1cc0
fix: Changes Map.Sector.Mobiles to link list & Fixes various related crash bugs (#1553)
### Summary

Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:

```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.

- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
2023-10-29 22:42:46 -07:00
Kamron Batman
8c305261b3
fix: Fixes enabling factions causing NPE (#1569) 2023-10-29 08:32:06 -07:00
Kamron Batman
d919f71149
fix: Fixes map iterators for Items (#1564)
### Summary

Modifying a ValueLinkList using one of the methods will bump the "version". This field is used by iterators (foreach loops) to determine if the link list was modified while iterating. The sector.Items (and in the future other lists), will no longer be safe to modify while iterating. The server will _CRASH_ if the ValueLinkList is modified.

Thanks to @stefanomerotta for help!


### Screenshots
<img width="588" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/83ee0b6e-ff4f-4768-9e29-84456e04b1ec">
2023-10-26 17:49:15 -07:00
Kamron Batman
24858f3989
fix: Changes Map.Sector.Items to link list. (#1547)
### Summary

Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for items. This drastically simplifies code that iterates in range, for example:

```cs
foreach (var item in m.GetItemsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
2023-10-16 20:51:02 -07:00
Kamron Batman
d57f1fecc1
fix: Prepares for IPooledEnumerable removal (#1548)
### Summary

- Removes `IPooledEnumerable` (non-generic)
- Changes `IPooledEnumerable<T>` so that  `Free()` is replaced with the `IDisposable` pattern
2023-10-15 11:20:49 -07:00
Kamron Batman
f2de2fbb77
fix: Cleans up entity persistence. Generalizes Mobiles/Items/Guilds (#1528)
### Summary
- [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption.
- [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue.
- [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization.
- [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts  to GenericEntityPersistence.
- [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.
2023-10-01 22:10:47 -07:00
Kamron Batman
a4cabe2fa4
fix: Optimizes FindItemsByType by removing allocations. (#1515)
### Summary
Container enumeration is in dire need of optimization. Thanks to @stefanomerotta for initiating this work with PR #1443. This PR handles a small part of what Stefan started. Also included are some bug fixes.

### Method Signatures

```cs
// Use with foreach without moving/deleting items
FindItemsByTypeEnumerator<T> FindItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use with foreach when moving/deleting items
QueuedItemsEnumerator<T> EnumerateItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiple times or queuing
PooledRefQueue<T> QueueItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiples times or manipulating elements without traversing
PooledRefList<T> ListItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)
```

* `FindItemsByType<T>` has changed from returning `List<T>` to `FindItemsByTypeEnumerator<T>` - This method is not safe to use in situations where an item may get consumed, deleted, or moved.

* `EnumerateItemsByType<T>` was added as a safe way to iterate and manipulate items.
  * **Note**: EnumerateItemsByType will _completely traverse the container_ before iteration starts because it uses `QueueItemsByType` under the hood.

* `QueueItemsByType<T>`  and `ListItemsByType<T>` was added to return a queue or list of items to iterate multiple times and manipulate the items. This isn't the most efficient since it uses a predicate and can result in 2 or 3 total iterations unnecessarily.

### Bug Fixes
- [X] Fishing had an error in the random check that may have caused slight bias.
2023-09-28 19:36:45 -07:00
Kamron Batman
0f2870e94a
feat: Adds Stamina System to overhaul overweight. (#1465)
## Overhaul to Stamina (Overweight) System

### Added configurations

```json
{
  "settings": {
    "stamina.enableMountStamina": "True",
    "stamina.cannotMoveWhenFatigued": "True",
    "stamina.stonesPerOverweightLoss": "25",
    "stamina.stonesOverweightAllowance": "4",
    "stamina.baseOverweightLoss": "5",
    "stamina.additionalLossWhenBelow": "0.1",
    "stamina.mountLastMoveStepsReset": "01:00:00:00",
    "stamina.enableMountStamina": "True",
    "stamina.useMountStaminaOnlyWhenOverloaded": "False",
  },
}
```
- `stamina.cannotMoveWhenFatigued` - By default, Pre-AOS expansions will outright block a player if they are fatigued. A player is fatigued when they run out of stamina by any mechanism.
- `stamina.stonesPerOverweightLoss` - The amount of stamina lost for every X stones above overweight. Example, if a person is overweight 28 stones overweight, then there there is 1 additional stamina. 28 / 25 = 1 (no decimals, no rounding)
- `stamina.stonesOverweightAllowance` - The number of stones allowed before overweight penalties take affect. This _does not_ substract from the overweight stones calculation.
- `stamina.baseOverweightLoss` - The base amount of stamina loss for being overweight. While running, the final amount is multiplied by 2. If mount stamina is turned off, then the final amount is divided by 3 while mounted. 

### Mount stamina

Mounts have a new property `StepsMax` to determine the maximum steps they can take before being fatigued. To regain steps, the player _must stay on the mount and not move_ (per OSI). The gain rates are configurable. If a mount is dismounted, or the player logs off, the mount is considered inactive and mounts regain all of their steps after _24 hours_.

### Changes to player stamina

Players now have a proper inactivity time reset for their steps. If a player is idle for 16 seconds (including logging off, or the server being offline), then the steps counter is rest.

### Developer Notes

- `StepsTaken` - This field has been removed. It was not serialized and could not be used reliably. If a developer was using it, then the recommendation is to build a mechanism to track total steps another way.
- `IHasStamina` - This new interface was added and currently `IMount` and `PlayerMobile` are valid types.

Important: Entities that are sent to the StaminaSystem for tracking (mounts, players, or something else), must be an `ISerializable` to be serialized properly. If they are not, then the serialization system will record a null, and nothing will be deserialized upon world load. No errors will be given.
2023-09-16 17:52:54 -07:00
Kamron Batman
fc3aa13b8e
fix: Fixes memory leak in virtual mounts and codegens specials (#1476) 2023-08-25 22:42:23 -07:00
Kamron Batman
09fc30546b
fix: Fixes RunebookEntry serialization and removes unused migrations (#1449)
### Summary

- [X] Removes migration files were committed that aren't actually (and have never) been used.
- [X] Moves runebook entry from being manually serialized to using the serialization generator.
2023-08-10 19:27:01 -07:00
Kamron Batman
42012538bc
fix: Fixes crafter deserialize, cleans up bandages, and codegens misc items (#1350) 2023-02-25 00:54:12 -08:00
Fabrizio
537526a328
fix: Update LabelTo, SendMessage, etc to Interpolated Strings (#1283) 2022-11-28 19:58:12 -08:00
Mink80
6d34cf8824
fix: Fix typo in MerchantTitle (#1284) 2022-11-27 23:17:52 -08:00
mark1145
053dbcbad0
fix: Fixes ignoring mobs, champions, party crash, slayer rarity, boat speedhack, etc (#1222)
* Movie ignore mobiles to Mobile class
* Allow necromancer familiars to ignore mobiles
* ChampionSpawn should not quietly fail when creating new spawn
* Fix client party crash bug: 2 people partied, the leader logs out, other client is hung
* Fix spellbooks creating with magery/meditation only and creating magery multiple times
* Fix BaseRunicTool.GetRandomSlayer() creating more undead slayers than intended
* Do not allow players to dismount each other whilst mounted
* Fix AOS onwards damage increase tooltip and wrong formula in AOS
* Fix monsters killing other monster revenants + animate dead should not attack player pets + other animates
* Fix fire steed having loot pack added twice
* Fix oaks spawn not able to create Unicorns + Kirins via Activator.CreateInstace() due to constructor having name as parametr
* Fix ignoreMobiles flag not propagated to client for non-players.
* Fix harrower tents not leeching from players
* Fix boats speedhacking around the map
* Fix bless, agility etc. not renewing duration
* Fix reveal always worked
* Fix empty constructor for steeds so they don't throw now.
2022-10-31 22:16:50 -07:00
Kamron Batman
910e06767b
fix: Optimizes TextDefinition to eliminate allocations. Removes TextDefinition ctor. (#1221)
### BREAKING CHANGE ###
The constructor for `TextDefinition` has been removed. Instead use `TextDefinition.Of()` or cast the integer/string to TextDefinition.
2022-10-30 16:53:23 -07:00
Kamron Batman
d791feb583
feat: Adds TextDefinition serialization support. (#1217) 2022-10-30 01:42:48 -07:00
Kamron Batman
ffdc08259f
fix: Adds name support for all mods (#1128) 2022-10-15 10:46:31 -07:00
Kamron Batman
fa3515f930
fix: Cleans up some comments and spell code (#1120) 2022-07-16 19:45:41 -07:00
mark1145
bd4e6fc30e
fix: Fixes curses and spell effects (#1112)
* * Fix statmod naming mismatch: everything in code searches for "[Magic] {type} Offset" but stat reductions are being added as "[Magic] {type} Curse"

* Clarifies and cleans up curses

* Fixes blood oath

* * NobleSacrifice remove all curses in one go

* Dont need a method

* Fix extra parentheses

Co-authored-by: Kamron Batman <3953314+kamronbatman@users.noreply.github.com>
2022-07-07 23:59:46 -07:00