ModernUO/dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md
Kamron Batman 502c3f6aa4
fix(ai): BaseAI.OnAggressiveAction owns the retaliation policy; familiars refuse cleanly (#2662)
> [!IMPORTANT]
> **Breaking change to API to fix NPC AI issues**

## Symptom

`FamiliarAITests.HiddenCaster_FamiliarRefusesRetaliation` fails on main at `Assert.False(wolf.Warmode)`: the familiar's `Combatant` stays null as intended, but it is left in war stance. In-game the familiar of a hidden caster flips into warmode for a tick when struck, until `FamiliarAI.StandDown()` clears it on the next think.

CI never saw it because the familiar tests are `SkippableFact` (they need client tiledata).

## Root cause

#2644 and #2645 landed a day apart and are individually correct but conflict at one seam.

Since #2645, a familiar (`Commandable == false`) is no longer "told to stand down", so `BaseCreature.AggressiveAction` continues past `AIObject.OnAggressiveAction(aggressor)` to its generic fallback:

```cs
else if (Combatant == null && !BardPacified)
{
    Warmode = true;
    Combatant = aggressor;
}
```

`FamiliarAI.OnAggressiveAction` had already declined (caster hidden), but the hook was `void`, so the creature could not tell. The fallback raised `Warmode` before `BaseFamiliar.Combatant` vetoed the target.

## Fix

This is the follow-up agreed in #2645: the retaliation policy moves into a virtual `BaseAI.OnAggressiveAction(aggressor) -> bool`.

- **`BaseAI.OnAggressiveAction`** now holds the stand-down verdict, the closer-aggressor swap (`PreferCloserAggressor`), and the `IssueOrder(Attack)` vs `Combatant =` decision. Returns `false` when the creature stands down.
- **`BaseCreature.AggressiveAction`** keeps only bookkeeping — `ControlMaster.Aggressors` entry, `StopFlee`, `ForceReacquire`, ethics `FinishShield` — keyed off the return, so an AI that declines is never second-guessed.
- **`FamiliarAI`** overrides the whole policy: no orders to stand down on, never fights for a hidden caster or a hidden aggressor.

Behaviour for every other AI is unchanged. Moving the fallback ahead of `StopFlee`/`ForceReacquire` is order-safe: both are pure field resets, `IssueAttack` does not `Think()`, and `OnCombatantChange` only derives `Warmode`.

Two commits: the first is the minimal `bool` hook that alone fixes the test, the second the policy move.

## Not changed (noted for later)

- `Warmode = true; Combatant = x;` (also in `FamiliarAI.Act`, `IssueAttack`) is redundant when the setter accepts — `BaseCreature.OnCombatantChange` derives `Warmode` — and is the dangling-warmode hazard whenever a `Combatant` setter vetoes.
- Since #2614 a stood-down pet skips the ethics `FinishShield`; RunUO ran it unconditionally. Preserved as-is.

## Tests

`HiddenCaster_FamiliarRefusesRetaliation` fails on main and passes here. Full `UOContent.Tests`: 1126 passed, 0 failed, 2 skipped (spawner fixture capture + benchmark).
2026-09-22 18:48:13 -07:00

20 KiB

Items, Mobiles & Creatures Migration

Overview

Most RunUO migration work involves converting Item, Mobile, and BaseCreature subclasses. This doc combines all prior system changes (serialization, timers, property lists, naming) into complete step-by-step conversion guides for the most common content types.

Item Migration Step-by-Step

1. Apply Foundation Changes

  • File-scoped namespace
  • using ModernUO.Serialization;
  • Rename m_ fields to _camelCase
  • [Constructable] → [Constructible]
  • Replace Console.WriteLine with logging
  • Replace DateTime.UtcNow with Core.Now

2. Add Serialization Attributes

[SerializationGenerator(N, false)]  // N = old version + 1; false if old Deserialize used ReadInt()
public partial class MyItem : Item  // Add partial

3. Convert Fields to [SerializableField]

// RunUO
private int m_Charges;
[CommandProperty(AccessLevel.GameMaster)]
public int Charges { get { return m_Charges; } set { m_Charges = value; InvalidateProperties(); } }

// ModernUO
[SerializableField(0)]
[InvalidateProperties]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;
// Property auto-generated with InvalidateProperties

4. Delete Boilerplate

  • Delete public MyItem(Serial serial) : base(serial) { }
  • Delete public override void Serialize(GenericWriter writer) { ... }
  • Delete public override void Deserialize(GenericReader reader) { ... }

5. Convert Timer Fields

// RunUO
private InternalTimer m_Timer;
// + nested Timer class

// ModernUO
private TimerExecutionToken _timerToken;
// + direct Timer.StartTimer() calls
// + [AfterDeserialization] for timer restoration
// + OnAfterDelete() for timer cancellation

6. Convert GetProperties

// RunUO
public override void GetProperties(ObjectPropertyList list)
{
    base.GetProperties(list);
    list.Add(1060741, m_Charges.ToString());
}

// ModernUO
public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);
    list.Add(1060741, $"{_charges}");
}

7. Convert Context Menus (if present)

// RunUO
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
    base.GetContextMenuEntries(from, list);
    list.Add(new MyEntry(this));
}

// ModernUO
public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
    base.GetContextMenuEntries(from, ref list);
    list.Add(new MyEntry(this));
}

Complete Before/After: Item

RunUO:

using System;
using Server;
using Server.Network;

namespace Server.Items
{
    public class MagicLantern : Item
    {
        private int m_Charges;
        private Mobile m_Owner;
        private InternalTimer m_Timer;

        [CommandProperty(AccessLevel.GameMaster)]
        public int Charges
        {
            get { return m_Charges; }
            set { m_Charges = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public Mobile Owner
        {
            get { return m_Owner; }
            set { m_Owner = value; }
        }

        [Constructable]
        public MagicLantern() : base(0xA25)
        {
            m_Charges = Utility.RandomMinMax(5, 15);
            Weight = 2.0;
            Light = LightType.Circle300;
            Name = "a magic lantern";

            m_Timer = new InternalTimer(this);
            m_Timer.Start();
        }

        public MagicLantern(Serial serial) : base(serial) { }

        public override void OnDelete()
        {
            if (m_Timer != null)
                m_Timer.Stop();

            base.OnDelete();
        }

        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);
            list.Add(1060741, m_Charges.ToString());
        }

        public override void OnDoubleClick(Mobile from)
        {
            if (!IsChildOf(from.Backpack))
            {
                from.SendLocalizedMessage(1042001);
                return;
            }

            if (m_Charges <= 0)
            {
                from.SendMessage("The lantern is depleted.");
                return;
            }

            m_Charges--;
            InvalidateProperties();
            from.SendMessage("The lantern flares brightly!");
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);
            writer.Write((int)1); // version

            writer.Write(m_Owner);
            writer.Write(m_Charges);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();

            switch (version)
            {
                case 1:
                    m_Owner = reader.ReadMobile();
                    goto case 0;
                case 0:
                    m_Charges = reader.ReadInt();
                    break;
            }

            m_Timer = new InternalTimer(this);
            m_Timer.Start();
        }

        private void Glow()
        {
            if (m_Charges > 0)
                Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
        }

        private class InternalTimer : Timer
        {
            private MagicLantern m_Lantern;

            public InternalTimer(MagicLantern lantern) : base(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3))
            {
                m_Lantern = lantern;
                Priority = TimerPriority.OneSecond;
            }

            protected override void OnTick()
            {
                m_Lantern.Glow();
            }
        }
    }
}

ModernUO:

using ModernUO.Serialization;

namespace Server.Items;

[SerializationGenerator(0)]
public partial class MagicLantern : Item
{
    [SerializableField(0)]
    [InvalidateProperties]
    [SerializedCommandProperty(AccessLevel.GameMaster)]
    private int _charges;

    [SerializableField(1)]
    [SerializedCommandProperty(AccessLevel.GameMaster)]
    private Mobile _owner;

    private TimerExecutionToken _glowTimer;

    [Constructible]
    public MagicLantern() : base(0xA25)
    {
        _charges = Utility.RandomMinMax(5, 15);
        Weight = 2.0;
        Light = LightType.Circle300;
        StartGlow();
    }

    public override string DefaultName => "a magic lantern";

    private void StartGlow()
    {
        Timer.StartTimer(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3), Glow, out _glowTimer);
    }

    [AfterDeserialization]
    private void AfterDeserialization() => StartGlow();

    public override void OnAfterDelete()
    {
        _glowTimer.Cancel();
        base.OnAfterDelete();
    }

    public override void GetProperties(IPropertyList list)
    {
        base.GetProperties(list);
        list.Add(1060741, $"{_charges}");
    }

    public override void OnDoubleClick(Mobile from)
    {
        if (!IsChildOf(from.Backpack))
        {
            from.SendLocalizedMessage(1042001);
            return;
        }

        if (_charges <= 0)
        {
            from.SendMessage("The lantern is depleted.");
            return;
        }

        Charges--;
        from.SendMessage("The lantern flares brightly!");
    }

    private void Glow()
    {
        if (_charges > 0)
            Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
    }
}

What changed:

  • File-scoped namespace
  • partial class + [SerializationGenerator(0)] (omit encoded parameter)
  • [Constructable] → [Constructible]
  • m_Charges/m_Owner → _charges/_owner with [SerializableField]
  • Manual properties → auto-generated with [SerializedCommandProperty]
  • InvalidateProperties() in setter → [InvalidateProperties] attribute
  • Name = "..." → DefaultName => property override
  • Serial constructor deleted
  • Serialize/Deserialize deleted
  • Nested InternalTimer class → Timer.StartTimer() + TimerExecutionToken
  • Timer in Deserialize → [AfterDeserialization]
  • OnDelete() timer stop → OnAfterDelete() + _token.Cancel()
  • ObjectPropertyList → IPropertyList
  • GetProperties uses string interpolation with holes

BaseCreature Migration

BaseCreature subclasses follow the same pattern as items but have additional considerations.

Key Differences from Items

  1. Constructor calls base(AIType, FightMode) instead of base(itemID)
  2. Stats set with SetStr(), SetDex(), SetInt(), etc.
  3. Damage/resistance types set explicitly
  4. GenerateLoot() override for loot tables
  5. Many property overrides (CorpseName, Meat, Hides, etc.)

Before/After: Simple Creature

RunUO:

namespace Server.Mobiles
{
    [CorpseName("a wolf corpse")]
    public class ForestWolf : BaseCreature
    {
        [Constructable]
        public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name = "a forest wolf";
            Body = 225;
            BaseSoundID = 0xE5;

            SetStr(80, 120);
            SetDex(90, 110);
            SetInt(20, 40);

            SetHits(60, 80);

            SetDamage(8, 14);

            SetDamageType(ResistanceType.Physical, 100);

            SetResistance(ResistanceType.Physical, 25, 35);

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

            Fame = 600;
            Karma = 0;

            VirtualArmor = 28;

            Tamable = true;
            ControlSlots = 1;
            MinTameSkill = 50.1;
        }

        public ForestWolf(Serial serial) : base(serial) { }

        public override int Meat { get { return 1; } }
        public override int Hides { get { return 6; } }
        public override FoodType FavoriteFood { get { return FoodType.Meat; } }
        public override PackInstinct PackInstinct { get { return PackInstinct.Canine; } }

        public override void GenerateLoot()
        {
            AddLoot(LootPack.Meager);
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);
            writer.Write((int)0);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();
        }
    }
}

ModernUO:

using ModernUO.Serialization;

namespace Server.Mobiles;

[SerializationGenerator(0)]
public partial class ForestWolf : BaseCreature
{
    [Constructible]
    public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
    {
        Body = 225;
        BaseSoundID = 0xE5;

        SetStr(80, 120);
        SetDex(90, 110);
        SetInt(20, 40);

        SetHits(60, 80);

        SetDamage(8, 14);

        SetDamageType(ResistanceType.Physical, 100);

        SetResistance(ResistanceType.Physical, 25, 35);

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

        Fame = 600;
        Karma = 0;

        VirtualArmor = 28;

        Tamable = true;
        ControlSlots = 1;
        MinTameSkill = 50.1;
    }

    public override string CorpseName => "a wolf corpse";
    public override string DefaultName => "a forest wolf";
    public override int Meat => 1;
    public override int Hides => 6;
    public override FoodType FavoriteFood => FoodType.Meat;
    public override PackInstinct PackInstinct => PackInstinct.Canine;

    public override void GenerateLoot()
    {
        AddLoot(LootPack.Meager);
    }
}

What changed:

  • [CorpseName("...")] attribute → CorpseName property override
  • Name = "..." → DefaultName property override
  • BaseCreature(AI, Fight, 10, 1, 0.2, 0.4) → BaseCreature(AI, Fight) (extra params have defaults)
  • Expression-bodied property overrides
  • Serialization boilerplate removed
  • Serial constructor removed

Key Creature Constructor Differences

// RunUO — many parameters
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
// 10 = RangePerception, 1 = RangeFight, 0.2 = ActiveSpeed, 0.4 = PassiveSpeed

// ModernUO — simplified (defaults built in)
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)

The extra parameters (RangePerception, RangeFight, ActiveSpeed, PassiveSpeed) have sensible defaults. Only specify them if they differ from defaults.

Common Creature Attribute Changes

RunUO ModernUO
[CorpseName("a corpse")] attribute public override string CorpseName => "a corpse";
Name = "a creature" in constructor public override string DefaultName => "a creature";
get { return value; } => value; expression-bodied

AI Movement: No run Argument

RunUO's movement calls took a run flag that callers set inconsistently (true in combat, false for pets, gated by dist > 5 inside MoveTo). The flag only selects the client's per-step animation time, so ModernUO derives it from the creature's step pace (BaseAI.ShouldRun) and the parameter is gone:

// RunUO
MoveTo(combatant, true, m_Mobile.RangeFight);
WalkMobileRange(m_Mobile.ControlMaster, 1, false, 0, 1);

// ModernUO
MoveTo(combatant, Mobile.RangeFight);
WalkMobileRange(Mobile.ControlMaster, 1, 0, 1);

ApproachTarget, MoveToPoint and PathFollower.Follow lose the argument the same way. To make a creature run, make it fast (SetMoveSpeed / npc-speeds.json), not flagged. An isolated step (after the creature stood for at least a walk interval) goes out as a walk regardless of pace — only a continuing cadence, or a pace faster than the run interpolation, flags run.

Retaliation: OnAggressiveAction Returns bool

RunUO's BaseAI.OnAggressiveAction was a void hook that only swapped to a closer aggressor; BaseCreature.AggressiveAction then decided the response itself and set Combatant regardless of what the AI had done. ModernUO moves the whole retaliation policy into the hook — the stand-down verdict for commanded pets, the closer-aggressor swap (PreferCloserAggressor), and the IssueOrder(Attack) vs Combatant = choice — and BaseCreature only runs its bookkeeping (StopFlee, ForceReacquire, ethics shield) when the hook returns true:

// RunUO — swap only; BaseCreature picks the combatant afterwards
public override void OnAggressiveAction(Mobile aggressor)
{
    if (m_Mobile.Combatant == null)
    {
        m_Mobile.Combatant = aggressor;
        return;
    }

    base.OnAggressiveAction(aggressor);
}

// ModernUO — the AI owns the response; false = stood down, nothing else fires
public override bool OnAggressiveAction(Mobile aggressor)
{
    if (Mobile.Combatant == null)
    {
        Mobile.Combatant = aggressor;
    }
    else
    {
        PreferCloserAggressor(aggressor);
    }

    return true;
}

An override that used to return; early to refuse a fight now returns false; calling base.OnAggressiveAction runs the full stock policy, including setting Combatant, so an AI that only wants the closer-aggressor swap calls PreferCloserAggressor instead.

Target Acquisition: AcquireOnApproach Is a Delay

RunUO's AcquireOnApproach bool (paragon insta-aggro on approach) is now AcquireOnApproachDelay, a TimeSpan reaction-time gradient that applies to every creature — enemy movement inside AcquireOnApproachRange schedules a scan within the delay instead of waiting out the 10 s ReacquireDelay poll:

// RunUO
public override bool AcquireOnApproach => true;

// ModernUO — Zero is the old instant behavior; larger values are dumber
public override TimeSpan AcquireOnApproachDelay => TimeSpan.Zero;

AcquireOnApproachRange stays 10 for all creatures (reactive aggro is on-screen; the periodic ReacquireDelay scan still sweeps the full RangePerception). The acquired target comes from the normal FightMode-ranked scan, not from whichever mobile happened to move. See content-patterns.md § Target Acquisition.

RunUO's Mobile.DamageEntries was a List<DamageEntry> allocated for every mobile. ModernUO keeps damage entries in an inline ValueLinkList<DamageEntry> struct held by the mobile itself, ordered least recent → most recent, so a mobile that never takes damage owns no list object and RegisterDamage relinks in O(1). The property is ref readonly; expired entries are pruned when it is read.

// RunUO
for (var i = m.DamageEntries.Count - 1; i >= 0; --i)
{
    var de = m.DamageEntries[i];          // indexer
    ...
}
m.DamageEntries.Clear();
var rights = BaseCreature.GetLootingRights(m.DamageEntries, m.HitsMax); // List<DamageEntry>

// ModernUO — needs `using Server.Collections;` for the enumerator extensions
foreach (var de in m.DamageEntries.ByDescending()) // most recent first
{
    ...
}
foreach (var de in m.DamageEntries)                // least recent first
{
    ...
}
m.ClearDamageEntries();
var rights = BaseCreature.GetLootingRights(m.DamageEntries, m.HitsMax); // in ValueLinkList<DamageEntry>

What no longer compiles: the indexer, .Add, .Remove, .RemoveAt, .Clear, and passing the property where a List<DamageEntry> is expected. .Count, FindDamageEntryFor, FindMostRecentDamager and the other Find* methods, and RegisterDamage are unchanged. DamageEntry now carries Next/Previous/OnLinkList link fields; never set them yourself, and never call a ValueLinkList mutator on the ref readonly property — it compiles against a copy and corrupts the node's link state. Mutate only through RegisterDamage and ClearDamageEntries.

Item Name Changes

// RunUO
Name = "a magic gem";  // Set in constructor

// ModernUO — prefer property overrides
public override string DefaultName => "a magic gem";
// OR for cliloc:
public override int LabelNumber => 1234567;

Equipment/Weapon/Armor Migration

Weapons and armor follow the same item pattern but inherit from specialized base classes:

// ModernUO weapon example
[SerializationGenerator(0)]
public partial class MySpecialSword : BaseSword
{
    [Constructible]
    public MySpecialSword() : base(0x13FF) // Katana graphic
    {
        Weight = 6.0;
        Layer = Layer.TwoHanded;
    }

    public override string DefaultName => "a special sword";
    public override int AosStrengthReq => 25;
    public override int AosMinDamage => 11;
    public override int AosMaxDamage => 13;
    public override int AosSpeed => 44;
    public override float MlSpeed => 2.50f;
}

Common Base Classes

RunUO ModernUO Notes
BaseWeapon BaseWeapon Same, add partial
BaseSword / BaseMace / etc. Same Same, add partial
BaseArmor BaseArmor Same, add partial
BaseClothing BaseClothing Same, add partial
BaseJewel BaseJewel Same, add partial
BaseContainer BaseContainer Same, add partial
Food Food Same, add partial
BasePotion BasePotion Same, add partial

Edge Cases & Gotchas

1. [TypeAlias] for Save Compatibility

If a class changed namespace or name, use [TypeAlias]:

[TypeAlias("Server.Items.OldName")]
[SerializationGenerator(0)]
public partial class NewName : Item { }

2. OnDoubleClick Validation

ModernUO patterns prefer:

if (!IsChildOf(from.Backpack))
{
    from.SendLocalizedMessage(1042001);
    return;
}

3. CorpseName as Property Override

RunUO uses [CorpseName] attribute. ModernUO uses a property override instead.

4. SetMana(0) for Non-Casters

Always call SetMana(0) for creatures that shouldn't have mana.

5. Decrement via Generated Property

Use the generated property name (PascalCase) when decrementing to trigger dirty tracking:

Charges--;  // Uses generated property — triggers MarkDirty + InvalidateProperties
// NOT: _charges--;  // Bypasses tracking

See Also

  • dev-docs/content-patterns.md — ModernUO content creation patterns
  • dev-docs/serialization.md — Serialization system
  • 02-serialization.md — Serialization migration details
  • 03-timers.md — Timer migration
  • 06-property-lists.md — Property list migration