## 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)
### Summary
Updates all calls to container.EnumerateItems() to properly dispose of the underlying PooledRefQueue so that we are properly recycling pooled arrays.
### Summary
This PR transitions the spawner system from a simple radius-based model to a flexible 3D boundary system.
### Core Changes
* **Replaced `HomeRange` with `SpawnBounds`**: Spawners now use a `Rectangle3D` to define spawn areas instead of a circular integer range.
* **Backward Compatibility**:
* The `HomeRange` property remains as a helper that generates square `SpawnBounds` centered on the spawner.
* Included a migration path (v10 to v11) that automatically converts old range data into new bounds during deserialization.
* **Dynamic Bounds Shifting**: If a spawner is moved, its `SpawnBounds` will automatically shift with it, provided the bounds are currently configured as a centered square.
* **New Spawn Logic**: Added `SpawnLocationIsHome` toggle. If enabled, spawned mobiles treat their exact spawn coordinates as their "Home" rather than the spawner's location.
### Implementation Details
* **Interface Updates**: Updated `ISpawner` to include `WalkingRange`, `SpawnBounds`, and `IsInSpawnBounds()`.
* **UI Enhancements**: The Spawner Controller Gump now displays "Custom" for complex bounds and allows copying of the new boundary properties between spawners.
* **Refactored Constructors**: Streamlined `BaseSpawner`, `ProximitySpawner`, and `RegionSpawner` constructors to support the new data types.
### 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)
### 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.
### 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
## 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)
> ```
### Summary
- Fixes various memory leaks related to spells
- Fixes Spell Plague
- Added ability to determine if `sdi` should take effect for Spell Damage.
- Fixes animal form timer ticking non-stop while logged out.
### Summary
* Makes mount stamina significantly faster.
* Reduces absolute reset from 24 hours to 4 hours.
* Adds Pub 46+ Ethereal stamina where the stamina is global to all mounts for the player
* Removes serialization of stamina entirely because it's ok if it gets reset during shard restarts.
### 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.
> [!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.
### Summary
- Removes old death packet that isn't used. Doubtful this causes issues with clients that are v4+.
- Removes duplicate incoming packets. Again, probably to fix some old client issues, doubtful it affects clients v4+.
- Fixes setting serials and entities in props/commands. Note: Disabled setting `Parent` since the new sector code has issues. We shouldn't rely on it anyway!
- Reverts a recent change to healthbars that should not have been made. Oops!
### 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
### 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()`.
### 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.
## 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.
## MAJOR CHANGE (API BREAKING)
Moved the virtues to it's own system _VirtueSystem_. This should make it easier to extend or remove the virtue system. Virtues will be saved to a new folder called _Virtues_.
### Motivation
The motivation was also two-fold, performance/stability, and to fix bugs.
First, virtues is the second system (first is murders), that has a pre-world-save check on _every mobile in the game_ to atrophy virtue stats. This is taxing since it freexes the world and makes world saves take longer. Every mobile had Gain/Loss dates for each virtue, whether they needed them or not. Most players don't even use the virtue system, so this will increase performance considerably.
Second, when I tried to optimize/refactor the code, I found several bugs that needed to be fixed.
### Major API Changes
- [X] The properties on players related to virtues are gone. Use `pm.GetVirtues()?.<PropertyName>` instead.
- [X] Virtues were removed from non-player Mobiles.
- [X] `pm.JusticeProtectors` was removed. Use `JusticeVirtue.GetProtector()` or `JusticeVirtue.GetProtected()` instead.
### Screenshots
<img width="221" alt="Props-1" src="https://github.com/modernuo/ModernUO/assets/3953314/5c09cb83-b8d5-44a2-b899-a7ed7cd736ac">
<img width="220" alt="props-2" src="https://github.com/modernuo/ModernUO/assets/3953314/aeade4d3-8df0-47bd-955a-a864d0946cf7">
## **MAJOR CHANGE**
* `Stabled` has been moved to `PlayerMobile`.
* New methods added, `PlayerMobile.AddStabled` and `PlayerMobile.RemoveStabled`.
* Added `PlayerMobile.AddFollower` and `PlayerMobile.RemoveFollower`.
* `Stabled`, `AutoStabled`, and `AllFollowers` are now `HashSet` and **_CAN BE NULL_**.
### Summary
* Fixes monster abilities causing harm to the monster through reflect
* Adds `CanTriggerAgainstSelf` to override this for healing or some other self-affecting ability
* Fixes a major memory leak where `UnsummonTimer` from animated dead spell lasts up-to 24hrs and therefore holds onto references of dead/deleted mobs.
* Fixes another minor leak where a mob is not unregistered from the animated dead spell list until the next spell cast.