ModernUO/Projects/UOContent/Items/Aquarium/AquariumState.cs
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

62 lines
1.3 KiB
C#

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() => "...";
}
}