ModernUO/dev-docs/claude-skills/modernuo-content-patterns.md
Kamron Batman d3bf283e2d
feat: event-driven target acquisition with a reaction-time gradient (#2601)
Fixes walk-up aggro latency (up to a full 10 s of obliviousness) and hardens the reacquire gate so no state can silence acquisition, while turning `AcquireOnApproach` into the reaction-time knob for future per-creature intelligence tuning.

### Why

`AcquireFocusMob` re-armed the 10 s `ReacquireDelay` **before** scanning, success or failure. A creature that scanned an empty room was blind for 10 s to a player walking up — walk-up aggro latency was uniform in 0..10 s. Waking from sector sleep stacked the AI timer's 0–3 s construction stagger on top. And `NextReacquireTime` is not serialized: on hosts whose tick counter starts negative (GCP pass-through), the 0 default blocked **all** acquisition shard-wide after a restart until the counter crossed zero.

### What

**Event-driven reaction — `AcquireOnApproachDelay` (the intelligence gradient)**
- The paragon `AcquireOnApproach` bool becomes a `TimeSpan` on every creature: an enemy moving inside `AcquireOnApproachRange` (10 for all creatures — on-screen reactive aggro; the periodic scan keeps the wide `RangePerception` sweep) *clamps* the next scan to at most the delay. Repeated steps cannot shorten it further — one scan per delay period, not per step or think.
- `Zero` (paragons) also prods the AI timer: the ranked scan engages within a wheel turn — the old snap, minus the special-cased engage path. The target now comes from the normal FightMode ranking instead of whichever mobile happened to move, and the `Combatant == null` guard stops re-engage spam.
- The 2 s default reads as "took a beat to notice you"; larger values are dumber; `ReacquireDelay` alone is the oblivious floor. Mover checks are the approach logic's `IsEnemy` + `CanBeHarmful` (so pets count and hidden movers are excluded via `CanSee`), with `IsEnemy` first to cheaply reject same-team wild creatures wandering past. The check rides the `OnMovement` callback every step already pays for — no polling added.

**Gate correctness**
- Every scan re-arms the full `ReacquireDelay`, success or failure (classic semantics; reaction time is the approach path, not the poll).
- Self-healing by construction: a deadline further out than `ReacquireDelay` is an illegal state and reads as open — no wedged or wrapped value can silence acquisition beyond one delay period.
- `NextReacquireTime` is seeded from a live tick on deserialize (the GCP negative-tick blackout).

**AI timer wake**
- Activation (sector wake, spawn, resurrection) starts within a 0–256 ms spread instead of the 0–3 s construction stagger, which read as lag.
- The stagger's real job — keeping same-speed cohorts out of lock-step (the RunUO town artifact) — is now a zero-mean ±period/8 jitter on each **idle** think, so phases random-walk apart within seconds and can never re-lock. Instrumentation showed why a one-shot spread can't do this job: the timer wheel fires within ±1 ms, so with 10 creatures on a 500 ms period some pair collides on nearly the same phase ~75% of the time (birthday paradox) and then steps in the same loop iteration *forever*. Jitter is scoped to passive speed: engaged cadence stays exact, since pursuit timing anchors to real step times.

**Debug**
- The `AcquireFocusMob` scan message no longer re-arms the shared 5 s debug cooldown, which swallowed every AI's "I have detected X" transition line.

**API change** for custom scripts: `AcquireOnApproach` (bool) → `AcquireOnApproachDelay` (TimeSpan). Documented in `content-patterns.md` § Target Acquisition, `runuo-migration-docs/09` + `11`, and the migration skill checklist.

### Tests

`AcquisitionTests`: both scan outcomes honor `ReacquireDelay`; a 60 s-wedged gate still acquires; enemy movement clamps the deadline (same-team wild movers and out-of-range movers ignored); repeated movement cannot shorten below the delay; `Zero` opens the gate and prods without a direct engage. Full suite: 755 UOContent green.
2026-09-01 20:42:15 -07:00

12 KiB

name description
modernuo-content-patterns Trigger when creating new items, mobiles, creatures, spells, skills, loot tables, or any game content under Projects/UOContent/. This is the hub skill that connects to all other ModernUO skills.

ModernUO Content Patterns (Hub Skill)

When This Activates

  • Creating new items, weapons, armor, clothing, containers
  • Creating new creatures, NPCs, vendors
  • Creating new spells
  • Implementing skill handlers
  • Adding loot tables
  • Adding context menus
  • Any new game content under Projects/UOContent/

Key Rules

  1. Always ask target era if the user hasn't specified (see modernuo-era-expansion.md)
  2. All serializable classes must be partial with [SerializationGenerator]
  3. All Item/Mobile constructors need [Constructible]
  4. Clean up timers and references in OnDelete()/OnAfterDelete()
  5. No LINQ in game logic -- use loops and PooledRefList<T>
  6. File placement matters -- follow the directory conventions below
  7. Creature speeds are delays in seconds, on two clocks -- think (ActiveSpeed/PassiveSpeed, seconds per AI decision) and move (ActiveMoveSpeed/PassiveMoveSpeed, seconds per step; inherits think until overridden). Prefer npc-speeds.json buckets (SpeedClass); SetSpeed() sets think AND clears move overrides, SetMoveSpeed() sets move only. The client Running bit is derived from the step pace (BaseAI.ShouldRun); movement APIs take no run argument -- see dev-docs/content-patterns.md § Creature Speeds. Reaction time to approaching enemies is AcquireOnApproachDelay (TimeSpan gradient; Zero = paragon snap, 2s default, ReacquireDelay-only = oblivious) -- see § Target Acquisition
  8. OnThink overrides must be excess-call tolerant -- it fires more often than the think cadence (player commands prod it; speed-ups reschedule it). Gate consequential work on a tick-count deadline (subtraction form) or make it idempotent; bare per-call random rolls are cosmetics-only. MonsterAbility is under the same contract: the trigger cooldown is the rate limit, ChanceToTrigger is per-sample jitter, and a zero-cooldown Think/CombatAction ability triggers every sampled think -- see dev-docs/content-patterns.md § OnThink: the excess-call contract

New Item Template

using ModernUO.Serialization;

namespace Server.Items;

[SerializationGenerator(0)]
public partial class MyItem : Item
{
    [Constructible]
    public MyItem() : base(0x1234)  // itemID from art
    {
        Weight = 1.0;
        // Stackable = true;  // if stackable
        // Amount = 1;         // if stackable
    }

    public override string DefaultName => "a my item";
    // OR: public override int LabelNumber => 1234567;  // cliloc number

    public override void OnDoubleClick(Mobile from)
    {
        if (!IsChildOf(from.Backpack))
        {
            from.SendLocalizedMessage(1042001); // Must be in backpack
            return;
        }

        // Item use logic
    }

    public override void GetProperties(IPropertyList list)
    {
        base.GetProperties(list);
        // list.Add(1060741, $"{_charges}");  // charges: ~1_val~
    }
}

New Creature Template

using ModernUO.Serialization;
using Server.Items;

namespace Server.Mobiles;

[SerializationGenerator(0)]
public partial class MyCreature : BaseCreature
{
    [Constructible]
    public MyCreature() : base(AIType.AI_Melee, FightMode.Closest)
    {
        Body = 0;           // Body graphic ID
        BaseSoundID = 0;    // Base sound ID

        SetStr(100, 150);   // Strength min/max
        SetDex(80, 100);    // Dexterity min/max
        SetInt(30, 50);     // Intelligence min/max

        SetHits(80, 120);
        SetMana(0);

        SetDamage(8, 14);

        SetDamageType(ResistanceType.Physical, 100);

        SetResistance(ResistanceType.Physical, 30, 40);
        SetResistance(ResistanceType.Fire, 10, 20);
        SetResistance(ResistanceType.Cold, 10, 20);
        SetResistance(ResistanceType.Poison, 15, 25);
        SetResistance(ResistanceType.Energy, 10, 20);

        SetSkill(SkillName.MagicResist, 30.0, 50.0);
        SetSkill(SkillName.Tactics, 50.0, 70.0);
        SetSkill(SkillName.Wrestling, 50.0, 70.0);

        Fame = 1000;
        Karma = -1000;  // Negative = evil, positive = good, 0 = neutral

        VirtualArmor = 30;
    }

    public override string CorpseName => "a creature corpse";
    public override string DefaultName => "a creature";

    // Optional overrides:
    // public override int Meat => 1;
    // public override int Hides => 8;
    // public override HideType HideType => HideType.Regular;
    // public override FoodType FavoriteFood => FoodType.Meat;
    // public override PackInstinct PackInstinct => PackInstinct.Canine;
    // public override bool CanRummageCorpses => true;
    // public override Poison PoisonImmune => Poison.Lesser;
    // public override Poison HitPoison => Poison.Regular;

    public override void GenerateLoot()
    {
        AddLoot(LootPack.Average);
        AddLoot(LootPack.Gems, 1);
        // PackItem(new SpecificItem());
        // PackGold(50, 100);
    }
}

Tameable Creature Additions

// In constructor:
Tamable = true;
ControlSlots = 1;      // 1-5, how many pet slots it uses
MinTameSkill = 35.1;   // Required Animal Taming skill

AI Types

AIType Behavior
AI_Melee Charges into melee combat
AI_Mage Casts spells, keeps distance
AI_Archer Uses ranged attacks
AI_Animal Passive, flees or fights back
AI_Predator Hunts other creatures
AI_Healer Heals allies
AI_Vendor NPC vendor behavior
AI_Berserk Aggressive, attacks everything
AI_Thief Steals from players

Fight Modes

FightMode Target Selection
None Never attacks
Aggressor Only attacks those who attack first
Strongest Targets highest stats
Weakest Targets lowest stats
Closest Targets nearest entity
Evil Attacks aggressors or negative-karma entities

New Spell Template

using System;
using Server.Targeting;

namespace Server.Spells.First;

public class MySpell : MagerySpell, ITargetingSpell<Mobile>
{
    private static readonly SpellInfo _info = new(
        "Spell Name",      // Display name
        "In Vas Ort",       // Power words (mantra)
        212,                // Cast animation action
        9041,               // Cast sound
        Reagent.Bloodmoss,  // Required reagents
        Reagent.MandrakeRoot
    );

    public MySpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
    {
    }

    public override SpellCircle Circle => SpellCircle.First;

    public void Target(Mobile m)
    {
        if (CheckHSequence(m))  // Harmful spell check
        {
            SpellHelper.Turn(Caster, m);

            double damage = GetNewAosDamage(10, 1, 4, m);

            SpellHelper.Damage(this, m, damage, 0, 100, 0, 0, 0);
            // Damage types: phys, fire, cold, poison, energy (must sum to 100)
        }
    }

    public override void OnCast()
    {
        Caster.Target = new SpellTarget<Mobile>(this, TargetFlags.Harmful);
    }
}

Spell Circles (Magery)

Circle Mana Cost Min Skill
First 4 -50.0 (Pre-ML) / -46.0 (ML+)
Second 6 -30.0 / -32.0
Third 9 0.0 / -18.0
Fourth 11 10.0 / -4.0
Fifth 14 20.0 / 10.0
Sixth 20 30.0 / 24.0
Seventh 40 40.0 / 38.0
Eighth 50 50.0 / 52.0

Skill Implementation

using Server.Targeting;

namespace Server.Skills;

public static class MySkillHandler
{
    public static void Initialize()
    {
        // Register handler delegate
        SkillInfo.Table[(int)SkillName.Alchemy].Callback = OnUse;
    }

    public static TimeSpan OnUse(Mobile from)
    {
        from.SendMessage("You begin working...");
        from.Target = new InternalTarget();
        return TimeSpan.FromSeconds(1.0);  // Delay before next use
    }

    private class InternalTarget : Target
    {
        public InternalTarget() : base(2, false, TargetFlags.None)
        {
        }

        protected override void OnTarget(Mobile from, object targeted)
        {
            if (targeted is Item item)
            {
                // from.CheckSkill(SkillName.Alchemy, minSkill, maxSkill)
                if (from.CheckSkill(SkillName.Alchemy, 0.0, 100.0))
                {
                    from.SendMessage("Success!");
                }
                else
                {
                    from.SendMessage("You fail.");
                }
            }
        }
    }
}

Loot Packs

Use predefined packs -- they auto-select era-appropriate loot:

public override void GenerateLoot()
{
    AddLoot(LootPack.Poor);       // ~50 gold equivalent
    AddLoot(LootPack.Meager);     // ~100 gold equivalent
    AddLoot(LootPack.Average);    // ~250 gold equivalent
    AddLoot(LootPack.Rich);       // ~500 gold equivalent
    AddLoot(LootPack.FilthyRich); // ~1000 gold equivalent
    AddLoot(LootPack.UltraRich);  // ~2000 gold equivalent
    AddLoot(LootPack.SuperBoss);  // Boss-level loot

    AddLoot(LootPack.Gems, 2);    // 2 random gems
    AddLoot(LootPack.Potions);    // Random potion

    // Specific items
    PackItem(new Arrow(Utility.RandomMinMax(20, 40)));
    PackGold(100, 200);
}

Context Menus

public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
    base.GetContextMenuEntries(from, ref list);

    if (from.Alive && from.InRange(this, 2))
    {
        list.Add(new MyContextMenuEntry(this));
    }
}

private class MyContextMenuEntry : ContextMenuEntry
{
    private readonly Item _item;

    public MyContextMenuEntry(Item item) : base(6100)  // Cliloc number
    {
        _item = item;
    }

    public override void OnClick(Mobile from, IEntity target)
    {
        // Handle click
    }
}

Two-Phase Deletion

public override void OnDelete()
{
    _timerToken.Cancel();   // Cancel timers FIRST
    base.OnDelete();
}

public override void OnAfterDelete()
{
    _timer?.Stop();         // Stop Timer references
    _timer = null;
    _owner = null;          // Clear Mobile/Item references
    base.OnAfterDelete();
}

File Placement

Content Type Directory
Items Projects/UOContent/Items/{Category}/
Weapons Projects/UOContent/Items/Weapons/{Type}/
Armor Projects/UOContent/Items/Armor/{Type}/
Creatures Projects/UOContent/Mobiles/{Type}/
Animals Projects/UOContent/Mobiles/Animals/{Species}/
Monsters Projects/UOContent/Mobiles/Monsters/{Era}/
Spells Projects/UOContent/Spells/{School}/
Skills Projects/UOContent/Skills/
Engines Projects/UOContent/Engines/{SystemName}/
Gumps Projects/UOContent/Gumps/

Real Examples

  • Simple creature: Projects/UOContent/Mobiles/Animals/Bears/BlackBear.cs
  • Boss creature: Projects/UOContent/Mobiles/Special/Barracoon.cs
  • SE creature: Projects/UOContent/Mobiles/Monsters/SE/RaiJu.cs
  • Spell: Projects/UOContent/Spells/First/MagicArrow.cs
  • Skill check: Projects/UOContent/Skills/SkillCheck.cs
  • Loot packs: Projects/UOContent/Misc/LootPack.cs

See Also

  • dev-docs/claude-skills/modernuo-serialization.md - Serialization details
  • dev-docs/claude-skills/modernuo-era-expansion.md - Era-conditional code
  • dev-docs/claude-skills/modernuo-timers.md - Timer patterns
  • dev-docs/claude-skills/modernuo-property-lists.md - Item tooltips
  • dev-docs/claude-skills/modernuo-gump-system.md - UI dialogs
  • dev-docs/claude-skills/modernuo-commands-targeting.md - Commands and targeting
  • dev-docs/claude-skills/modernuo-events.md - Event system
  • dev-docs/content-patterns.md - Full content documentation