using System; using ModernUO.Serialization; namespace Server.Items { public enum WaterState { Dead, Dying, Unhealthy, Healthy, Strong } public enum FoodState { Dead, Starving, Hungry, Full, Overfed } [PropertyObject] [SerializationGenerator(0, false)] public partial class AquariumState { [DirtyTrackingEntity] private Aquarium _aquarium; public AquariumState(Aquarium parent) => _aquarium = parent; [SerializableProperty(0)] [CommandProperty(AccessLevel.GameMaster)] public int State { get => _state; set { if (_state != value) { _state = Math.Clamp(value, 0, 4); MarkDirty(); } } } [SerializableField(1)] [SerializedCommandProperty(AccessLevel.GameMaster)] private int _maintain; [SerializableField(2)] [SerializedCommandProperty(AccessLevel.GameMaster)] private int _improve; [SerializableField(3)] [SerializedCommandProperty(AccessLevel.GameMaster)] private int _added; public override string ToString() => "..."; } }