Commit graph

151 commits

Author SHA1 Message Date
Kamron Batman
992bc95164
feat: Refactor Poison system, implement Darkglow & Parasitic effects (#2385)
## Summary

- Refactors the poison system to separate `Index` (globally unique ID) from `Level` (tier within a family), enabling multiple poison families (Standard, Darkglow, Parasitic) to coexist without collisions
- Implements Darkglow and Parasitic poison special effects from Mondain's Legacy: Darkglow boosts damage by 10% when attacker is ranged, Parasitic heals the attacker for damage dealt in melee range
- Fixes several bugs: `Register()` crashing on duplicate `Level` values across families, `IncreaseLevel()` crossing family boundaries, `InfectiousStrike` and `NinjaWeapons` stripping poison family via level-based lookups, and `ArchCure`/`CleansingWinds` using raw `Level + 1` instead of `IncreaseLevel()`

## Changes

**`Projects/Server/Poison.cs`** — Adds `PoisonFamily` enum and abstract `Family` property. Adds `Index` as unique identifier. Fixes `Register()` to check `Index` uniqueness (not `Level`) and validate the new poison's name (not the existing one's). Fixes `IncreaseLevel()` to use `Index + 1`, naturally respecting family boundaries via Index gaps. Replaces linear name lookup with `Dictionary`-based `PoisonsByName`.

**`Projects/UOContent/Misc/Poison.cs`** — Adds `family` parameter to `PoisonImpl`. Implements Darkglow effect (10% damage boost when `From` >1 tile, cliloc 1072850) and Parasitic effect (heals `From` for damage dealt within 1 tile, cliloc 1060203) in `PoisonTimer.OnTick()`. Renames `m_` fields to `_` convention.

**`Projects/UOContent/Misc/PoisonKinds.cs`** — New file. Moves poison registration out of `PoisonImpl` into `PoisonKinds.Configure()`. Adds `PoisonFamily` to Darkglow/Parasitic registrations. Provides extension properties (`Lesser`, `Deadly`, `LesserDarkglow`, etc.), `GetPoison(int level)` (standard-only), `GetPoisonByFamilyAndLevel()`, and `IsDarkglow`/`IsParasitic` instance helpers.

**`Projects/UOContent/Items/Weapons/Abilities/InfectiousStrike.cs`** — Family-aware poison scaling: Darkglow caps at Deadly (Poisoning/33.3), Parasitic caps at Lethal (Poisoning/25), Standard unchanged. Level bump uses `IncreaseLevel()` with family boundary check.

**`Projects/UOContent/Items/Skill Items/Ninjitsu/NinjaWeapons.cs`** — EvilOmen level bump uses `Poison.IncreaseLevel()` instead of `Poison.GetPoison(Level + 1)`.

**`Projects/UOContent/Spells/Fourth/ArchCure.cs`** and **`CleansingWindsSpell.cs`** — Replace `poison.Level + 1` with `Poison.IncreaseLevel(poison).Level` for family-safe cure chance calculation.

**`Projects/Server/Serialization/SerializationExtensions.cs`** — Serializes/deserializes `Index` instead of `Level`.

**`DarkglowPotion.cs`** / **`ParasiticPotion.cs`** — Point to actual Darkglow/Parasitic poisons instead of placeholder `Greater`.

**`PotionKeg.cs`** / **`BasePotion.cs`** — Adds Darkglow, Parasitic, Invisibility, and FlintsPungentBrew to `PotionEffect` enum and keg label support.

## Test plan

- [ ] `dotnet build` compiles cleanly (verified, 0 warnings 0 errors)
- [ ] Verify `PoisonKinds.Configure()` registers all poisons without throwing (Register bug fix)
- [ ] Standard poison behavior unchanged — PoisonField, PoisonSpell, SerpentArrow, SavageShaman, TrappableContainer all use `GetPoison(int level)` which now correctly filters to Standard family
- [ ] Darkglow: poison tick deals +10% damage when attacker is >1 tile away, sends "Darkglow poison increases your damage!" message
- [ ] Parasitic: poison tick heals attacker for damage dealt when within 1 tile, sends heal message
- [ ] InfectiousStrike preserves poison family and respects family-specific skill scaling
- [ ] EvilOmen + NinjaWeapons level bump stays within poison family
- [ ] ArchCure/CleansingWinds cure chance calculations work correctly across all poison families
- [ ] Serialization round-trips correctly using Index
2026-03-21 21:27:22 -07:00
Jack
6b6cc10771
feat: T2A ping-pong mechanic and consider sins behaviour (#2356)
## Summary

- Adds `Mobile.Murderer` virtual property and consolidates kill-threshold checks across the codebase
- Tracks ping-pong count: how many times a player crosses the 5-kill murderer threshold (T2A/UOR/UOTD only, disabled on LBR+)
- Adds `[CommandProperty]` to view a player's ping-pong count via the admin panel
- After enough ping-pongs, player is permanently flagged as a murderer regardless of kill count
- Accounts for perma-red players with low kills in murderer status transition notifications
- Implements era-appropriate "I must consider my sins" speech responses:
  - **T2A**: contextual cliloc flavor text (502122–502126)
  - **UOR–AOS**: raw short/long-term murder counts + ping-pong count if applicable
  - **SE+**: localized stats message (1114370)
- Refactors kill-report logic out of `Keywords.cs` into `PlayerMurderSystem.ReportKillsToSelf`

## Testing

- [x] Thoroughly tested and self reviewed
- [x] Test T2A "I must consider my sins" behaviour over all scenarios.
- [x] Test UOR "I must consider my sins" behaviour over all scenarios.
- [x] Test that LBR does not have ping pongs enabled (I must consider my sins)
- [x] Test serialization cross over from v0 -> v1 increments 1 ping pong if player is already red.

## Notes
* Manually setting kills to 5 does not trigger a ping pong, it must go through the actual murder system. This includes if the kills were manually set to 5 and then migrated (as manually setting kills to 5 never adds the player into the murder system - it only happens via ReportMurderer). This is arguably a bug in the existing system, but one that currently only ever happens via staff interaction.
* Thieves guild SuspendOnMurder specifically checks for kills > 0. This means a person with 0 shorts but 5 ping pongs (flagged as murderer) can steal. This may be accurate, as according to a forum post this is how it works on UOSA which is the T2A gold standard.
* This doesn't implement Pre-T2A behaviour which should be that "I must consider my sins" does nothing at all. The reason I didn't implement it for Pre-T2A is then it 100% have to sit behind a feature flag. I don't mind adding it as a feature flag, just let me know.
2026-03-10 23:10:27 -07:00
Jack
6745cf2075
feat: Adds Mobile.Murderer virtual property, consolidates kill-threshold checks (#2355)
## Summary

- Adds `public virtual bool Murderer => Kills >= 5` property to `Mobile`, replacing ~30 scattered `Kills >= 5` / `Kills < 5` magic-number checks across the codebase
- `BaseCreature` overrides `Murderer` to also return `true` when `AlwaysMurderer` is set
- Updates `Corpse` serialization to v15, storing `_murderer` as a `bool` field (migrated from `int Kills >= 5` in earlier versions)
2026-03-06 08:36:41 -08:00
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
f7f1265216
fix: Fixes PotionKeg causing weight issues (#2330) 2026-02-08 20:55:15 -08:00
Kamron Batman
b191498569
feat: Adds Feature Flag System (#2328)
## Feature Flag System

A runtime feature flag system for dynamically enabling/disabling game systems and blocking specific game elements
without server restarts.

### Overview

Two types of controls:

1. Feature Flags - Named boolean flags that gate entire systems (trading, PvP, vendors, housing, etc.)
2. Dynamic Blocks - Block specific gumps, items, skills, or spells by type

All changes are persisted to JSON, broadcast to online staff, and bypass-able by administrators.

### Predefined Flags
```
┌─────────────────┬──────────┬─────────────────────────────────────┐
│      Flag       │ Category │             Description             │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_trading  │ Economy  │ Allow secure trades between players │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_purchase │ Economy  │ Allow purchasing from NPC vendors   │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_sell     │ Economy  │ Allow selling to NPC vendors        │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_vendors  │ Economy  │ Allow player vendor interactions    │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bank_access     │ Economy  │ Allow bank box access               │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ house_placement │ Housing  │ Allow new house placements          │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ boat_placement  │ Housing  │ Allow new boat placements           │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bulk_orders     │ Crafting │ Allow bulk order deeds              │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ pvp_combat      │ Combat   │ Allow player vs player combat       │
└─────────────────┴──────────┴─────────────────────────────────────┘
```

### Commands

#### Feature Flags
```
┌────────────────────────────────────────────────────┬───────────────────────┐
│                      Command                       │      Description      │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> on|off|toggle|info              │ Manage a feature flag │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FF <key> on|off                                   │ Shorthand alias       │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> create <category> <desc>        │ Create a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> delete                          │ Delete a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureList [flags|gumps|items|skills|spells|all] │ List all flags/blocks │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureAdmin                                      │ Open the admin gump   │
└────────────────────────────────────────────────────┴───────────────────────┘
```

#### Gump Blocks
```
┌────────────────────────────────┬──────────────────────────────────────────────────────┐
│            Command             │                     Description                      │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [BlockGump <typeName> [reason] │ Block a gump type from displaying                    │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [UnblockGump <typeName>        │ Remove a gump block                                  │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [ListGumps [self]              │ List open gumps on a player (for finding type names) │
└────────────────────────────────┴──────────────────────────────────────────────────────┘
```

#### Item Blocks
```
┌────────────────────────────────────────────────┬───────────────────────────────┐
│                    Command                     │          Description          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemUse <typeName|target> [reason]       │ Block item use                │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemEquip <typeName|target> [reason]     │ Block item equipping          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemContainer <typeName|target> [reason] │ Block container access        │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemUse <typeName>                     │ Remove use block              │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemEquip <typeName>                   │ Remove equip block            │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemContainer <typeName>               │ Remove container access block │
└────────────────────────────────────────────────┴───────────────────────────────┘
```
Item block commands create an entry if one doesn't exist, or flip the relevant flag on an existing entry. Unblock
commands only clear their specific flag -- the entry is removed when all flags (use/equip/container) are off.

#### Skill & Spell Blocks
```
┌──────────────────────────────────────┬──────────────────────┐
│               Command                │     Description      │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSkill <SkillName> [reason]     │ Block a skill        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSkill <SkillName>            │ Remove a skill block │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSpell <SpellTypeName> [reason] │ Block a spell        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSpell <SpellTypeName>        │ Remove a spell block │
└──────────────────────────────────────┴──────────────────────┘
```

### Architecture

- Static bool classes for hot-path checks (no dictionary lookups): ServerFeatureFlags (Server project) and
ContentFeatureFlags (UOContent)
- Synced automatically by FeatureFlagManager.SyncStaticFlag() when flags change
- Predefined flags loaded from Distribution/Configuration/FeatureFlags/default-flags.json
- Runtime state persisted to Configuration/FeatureFlags/*.json (flags, gump-blocks, item-blocks, skill-blocks,
spell-blocks)
- Admin gump with tabbed UI for managing all block types, per-entry PropertiesGump editing, and pagination
- All staff at AccessLevel.GameMaster+ bypass dynamic blocks; AccessLevel.Administrator+ bypass feature flags

### Hook Points

Hook: Player trading
Location: Mobile.OpenTrade
Mechanism: ServerFeatureFlags.PlayerTrading
────────────────────────────────────────
Hook: PvP combat
Location: Mobile.CanBeHarmful
Mechanism: ServerFeatureFlags.PvPCombat
────────────────────────────────────────
Hook: Bank access
Location: BankBox.Open()
Mechanism: ServerFeatureFlags.BankAccess
────────────────────────────────────────
Hook: Vendor buy/sell
Location: BaseVendor
Mechanism: ContentFeatureFlags.VendorPurchase/Sell
────────────────────────────────────────
Hook: Player vendors
Location: PlayerVendor
Mechanism: ContentFeatureFlags.PlayerVendors
────────────────────────────────────────
Hook: House placement
Location: HousePlacement.Check()
Mechanism: ContentFeatureFlags.HousePlacement (returns BadRegionTemp)
────────────────────────────────────────
Hook: Boat placement
Location: BaseBoatDeed.OnDoubleClick/OnPlacement
Mechanism: ContentFeatureFlags.BoatPlacement
────────────────────────────────────────
Hook: Bulk orders
Location: SmallBOD/LargeBOD
Mechanism: ContentFeatureFlags.BulkOrders
────────────────────────────────────────
Hook: Gump display
Location: GumpSystem.SendGump
Mechanism: FeatureFlagManager.IsGumpBlocked
────────────────────────────────────────
Hook: Item use
Location: PlayerMobile.AllowItemUse
Mechanism: FeatureFlagManager.IsItemUseBlocked
────────────────────────────────────────
Hook: Item equip
Location: PlayerMobile.CheckEquip
Mechanism: FeatureFlagManager.IsItemEquipBlocked
────────────────────────────────────────
Hook: Container access
Location: BaseContainer.DisplayTo
Mechanism: FeatureFlagManager.IsContainerAccessBlocked
────────────────────────────────────────
Hook: Skill use
Location: PlayerMobile.AllowSkillUse
Mechanism: FeatureFlagManager.IsSkillBlocked
────────────────────────────────────────
Hook: Spell casting
Location: Spell.Cast / Spellbook.CastSpellRequest
Mechanism: FeatureFlagManager.IsSpellBlocked
2026-02-07 12:02:57 -08:00
Kamron Batman
ee2cd1d18d
feat: Adds new decay system and SkipSerialization (#2311)
## Summary

- Replaces scan-based decay checking during world saves with an event-driven timer wheel scheduler
- Removes virtual property checks from serialization hot path, achieving 6-8x faster world saves

## Changes

### DecayScheduler (new):
- Timer wheel with 12 HashSet buckets (5-min intervals) + PriorityQueue for active processing
- O(1) register/unregister vs O(n) scan of all items
- Auto start/stop when items exist/empty
- Configurable tick interval with jitter to prevent system synchronization

### Item.cs:
- Added ScheduledDecayTime computed property
- Added UpdateDecayRegistration() called from SetLastMoved(), property setters, AddItem()/RemoveItem()
- Hooks in Visible, Movable, Spawner setters and Delete()

### World.cs:
- Removed _decayQueue, EnqueueForDecay(), ProcessDecay()
- ItemPersistence.Serialize() now tight loop without virtual calls

## Performance

| Metric        | Before     | After     | Improvement |
|---------------|------------|-----------|-------------|
| Items (230K)  | 245K ticks | 34K ticks | 8x faster   |
| Mobiles (43K) | 56K ticks  | 6K ticks  | 9x faster   |
| Total         | 302K ticks | 40K ticks | 7.5x faster |

## Configuration

decay.maxItemsPerTick = 250       # Items processed per tick
decay.tickInterval = 256ms        # Base processing interval
decay.bucketInterval = 5min       # Timer wheel bucket size
decay.jitterMaxMs = 25            # ±25ms tick jitter
2026-01-08 11:43:51 -08:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
4836bff5eb
fix: Eliminates List allocations in various places. (#2158) 2025-11-16 18:33:53 -08:00
Kamron Batman
bbb7dc2294
fix: Fixes dropping a stack of scrolls on a spellbook (#2248) 2025-08-09 20:55:36 -07:00
Kamron Batman
fa0b67ec29
fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Kamron Batman
40ba85d7b8
fix: Optimizes items to use default weights. (Part 3) (#2242) 2025-07-24 16:21:27 -07:00
Kamron Batman
2c5441731e
fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Kamron Batman
2eba2868a6
fix: Optimizes items to use default weights. (Part 1) (#2240) 2025-07-24 14:44:39 -07:00
Kamron Batman
da517f56c4
chore: Fixes variable types for possible performance issues (#2172) 2025-05-01 21:54:41 -07:00
Bohica
51367df0d2
fix: Fixes AR/Durability/Tool Uses for Pre-UOR and LBR (#2113) 2025-02-05 19:54:56 -08:00
Kamron Batman
d407847fc4
fix: Fixes axes not working when equipped or in backpack (#2112) 2025-02-04 22:11:29 -08:00
Kamron Batman
ed87df1a61
fix: Converts bedroll/insurance gumps to static. (#2096) 2025-01-27 14:00:32 -08:00
mark1145
d5160bd6db
fix: Fixes buffs don't start/stop properly. Streamlines constructor and Add/Remove buffs. (#2082) 2025-01-24 18:20:23 -08:00
Kamron Batman
c8f13b2933
fix: Fixes runebook OPL not updating with charges (#2088) 2025-01-24 18:17:55 -08:00
Kamron Batman
84d9383294
feat: Fixes beneficial notoriety checks and adds better young restrictions/messaging (#2000) 2025-01-20 11:27:19 -08:00
Kamron Batman
f3c7a0e035
fix: Fixes explosion potion timer offset (#2047) 2025-01-01 20:28:12 -08:00
Kamron Batman
57a7861d5e
fix: Timer Remaining Count off by 1 fix (#2046) 2025-01-01 20:19:38 -08:00
Kamron Batman
2bff1d2cbc
feat: Converts player deletion handling to a generated event (#2029) 2024-12-21 20:55:10 -08:00
Reetus
e662b78f5a
fix: Fix missing LabelNumber on DisguiseKit (#2021) 2024-12-16 12:32:26 -08:00
Guyute
95cd8749a3
feat: Adds PlayerDeathEvent and CreatureDeathEvent using code generated events (#1927)
### Summary
- Adds [Code Generated Events](https://github.com/modernuo/CodeGeneratedEvents)
- Removes EventSink.PlayerDeath
- Adds `PlayerDeathEvent` and `CreatureDeathEvent` using code generated events

> [!Important]
> **Developer Note**
> Use `[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]` instead of `EventSink.PlayerDeath` delegate
> Check this commit for examples of how to use this.
2024-09-05 21:23:03 -07:00
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
Guyute
873c25bbc5
fix: Migrates RunebookGump to DynamicGump (#1915) 2024-08-09 18:39:36 -07:00
Guyute
9014f3d4dc
fix: Converts ResurrectGump to Static/Dynamic Gumps (#1904) 2024-08-06 19:17:33 -07:00
Kamron Batman
f58117a877
fix: Moves ContextMenu out of core, streamlines code, fixes bugs (#1873)
## Summary
- Removes allocation of a `List<ContextMenuEntry>` every time a context menu is created.
- Moves packet/context menu creation logic out of the core
- Fixes tame entry

## BREAKING CHANGE
> [!Important]
> **Developer Note**
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
> ```
> and similar functions changed to
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
> ```
2024-07-20 21:33:23 -07:00
Kamron Batman
3cb688a2fb
fix: Fixes commodity resource property hue (#1875)
### Summary

- Fixes resource commodities so the hue changes when setting the resource
- Fixes some commodities not being able to be modified in-game.
2024-07-20 15:37:16 -07:00
Kamron Batman
20855ddff3
fix: Fixes strength potion candrink check (#1863) 2024-07-06 16:49:23 -07:00
Kamron Batman
38731d98b6
fix: Fixes splitting potions before error (#1862)
### Summary

Most potions have various checks, such as a cooldown. This fixes an edge case where potions get split from their stack before erroring.
2024-07-06 16:39:47 -07:00
Kamron Batman
ac3e4fcc97
Fixes more potion throwing edge cases (#1852) 2024-07-03 18:04:03 -07:00
Kamron Batman
cbaa349a87
fix: Streamlines potion drink effect (#1851) 2024-07-03 16:29:05 -07:00
Kamron Batman
b8ad5c671d
fix: Fixes double calls with Target cancel and spell sequences (#1840)
### Summary
- Cleans up target cancellation being called incorrectly.
- An invalid target type (which should never happen), now calls `OnTargetUntargetable` instead of `OnTargetCanceled`
- Removes double calls to `FinishSequence` in Spells.
2024-06-17 15:19:06 -07:00
Kamron Batman
9c7cb5d778
fix: Fixes dupe property copying. Adds IgnoreDupe (#1811)
## Summary

### Changes
- Adds `[IgnoreDupe]` and `[SerializedIgnoreDupe]`
- Updates all _known_ classes that need the attribute. Some might be missing, please helps us find them!
- Adds `Item.Dupe()` command and encapsulates `CopyProperties` and `OnAfterDuped`. This is also overridable.
- Updates Dupe command to use the new logic.
- Fixes duping multiple kinds of objects that used to be outright broken.

### Bug Fixes
- Fixes issue with durability after duping
- Fixes issue with hue after duping

> [!Note]
> **Developer Note**
> Customizing how duping an item works now requires two steps:
> 1. Add `[IgnoreDupe]` or `[SerializedIgnoreDupe]` to the property/field
> 2. Add custom logic in an `OnAfterDuped` override
>
> When do you need to do this?
> *When the property being copied is not a primitive, and you need to manually deep-clone the contents of the property such as with Lists, Dictionaries, or sub classes.*
2024-06-02 15:04:54 -07:00
Marcelo Paez Sequeira
00908d030f
fix: Moves many EventSinks out of core. (#1783) 2024-05-21 10:02:30 -07:00
Reetus
f2a33706ab
fix: Fixes RecipeScroll recipe name OPL (#1780) 2024-05-19 00:12:12 -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
Bohica
248af59e62
fix: Update Nails.cs with correct graphic (#1746) 2024-04-28 23:54:04 -07:00
Kamron Batman
1a7e7c7c70
fix: Fixes spawner timer deserialization, decimal deserialization, and adds potion keg reverse lookup (#1711)
### Summary
* Fixes spawner timer deserialization
* Adds a check for a null timer and allows the timer to get recreated
* Adds PotionKeg reverse lookup
* Heavily optimizes decimal serialize/deserialize
2024-03-28 13:34:12 -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
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
b7882df136
fix: Fixes serialization and dirty tracking conveniences (#1627)
### Summary
- Fixes issues with non-_ISerializable_ objects having bad serialization (Skill/Stat. Mods)
- Fixes issues with MarkDirty and namespaces: https://github.com/modernuo/SerializationGenerator/issues/29
- Fixes missing dirty tracking for some data structures.
- Fixes cascading MarkDirty for non-serializable types that have owners that are also non-serializable types.

### New Codegenned API
When a data structure (Array, List, Dictionary, HashSet, etc) is source generated for serialization, new methods are added which will handle dirty tracking. Use these instead of the built in methods for that data structure.

_All Data Structures_
```cs
public void Clear<PropertyName>();
```

_Lists and Sets_
```cs
public void AddTo<PropertyName>(V value);
public void RemoveFrom<PropertyName>(V value);
```

_Lists_
```cs
public void InsertInto<PropertyName>(int index, V value);
public void RemoveFrom<PropertyName>At(int index);
```

_Dictionaries_
```cs
public void AddTo<PropertyName>(T key, V value);
public void RemoveFrom<PropertyName>(T key);
public void ReplaceIn<PropertyName>(T key, V value);
```

Over time, they will be cleaned up and more variants added such as `bool RemoveFrom<PropertyName>(T key, out V value)`
2023-12-03 15:55:31 -08:00
Kamron Batman
331f24cb71
fix: Fixes TimeSpan rounding issues (#1610)
### Summary

TLDR - .NET Framework rounded TimeSpan (and some DateTime) methods to the nearest millisecond. This was actually _expected_ accidentally for parts of RunUO.

We are aiming to fix this and clean up some other bad assumptions.

Closes #1604
2023-11-22 18:03:56 -08:00
Quick
6f0c33bd10
fix: Fixes serialization on disguise kits (#1595) 2023-11-17 00:04:04 -08:00
Kamron Batman
1f04a13f67
fix: Fixes poison field duration, cleans up skill calculations and poison calculations (#1582)
### Summary
- [X] Fixes poison field duration
- [X] Adds SA+ poison spell calculations
- [X] Cleans up skill calculations
- [X] Adjusts poison level thresholds to properly reflect OSI
2023-11-04 12:32:54 -07:00
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
cde59a82f2
fix: Adds GetClients to map iterators (#1574)
### Summary

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

```cs
foreach (var m in m.GetClientsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
2023-10-30 18:49:00 -07:00