## Summary After #2670, `BaseCreature` stores one master. Callers still reached it through three differently gated names plus hand-rolled combinations of the `Controlled`/`Summoned` flags. Each gate is now one named view: | Member | Definition | Meaning | |---|---|---| | `Master` | the reference; its setter does the follower bookkeeping; serialized as before | whoever the creature answers to | | `ControlMaster` | `Controlled ? Master : null` | the owner | | `SummonMaster` | `Summoned ? Master : null` | the summoner | | `GetMaster()` | `ControlMaster ?? SummonMaster` | who answers for the creature | `ControlMaster` and `SummonMaster` stay settable so custom code keeps compiling: both setters assign `Master`. There is no guard, so a write through either one can read back as null until the matching flag is set. An enraged creature is the one shape with a master and neither flag. It keeps its meer through `Master`, while `GetMaster()` stays null, so the meer never answers for it (notoriety, kill credit). Readers move onto the view they mean: - "Owner or summoner" pairs and `ControlMaster ?? SummonMaster` collapse into `GetMaster()`: pack instinct, familiars, golem, house access, mounts, pack horse, Solen friendship, spell target and guild checks, and the `[` pet command. - Checks such as `Controlled && ControlMaster == from` drop the flag the view already applies. Checks that don't reduce keep it: `Controlled && ControlMaster != from`, a possibly-null `from`, and `MageAI.CanDispel`'s `Summoned &&`. **No behavior change, save format unchanged** (the schema generator produces no diff). Edge cases for custom code and shard operators: - `SummonMaster = x` on a plain pet now replaces its owner (#2670 made that a no-op), and `ControlMaster = null` on an uncontrolled summon now clears its caster (it did nothing before). - `SpellHelper.GetGuildFor` no longer falls back to an enraged creature's meer. Meer mages have no guild. ## Docs - `dev-docs/content-patterns.md` § Masters: which view answers which question, how to set a master, and which flag checks are redundant. - `dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md` § Masters: RunUO's two-field reads mapped onto the views, plus the gotcha for creatures that set `SummonMaster` without `Summoned` (the write compiles, the read now returns null; use `Master`). - The `modernuo-content-patterns` and `migrate-items-mobiles` skills point at both. ## Test plan - [x] `MasterViewsTests`: all four views across wild, pet, controlled summon, uncontrolled summon and enraged shapes; reassigning `Master` moves follower slots; `SetControlMaster(null)` keeps an uncontrolled summon's caster; deleting a summon returns the caster's slots - [x] Serialization tests updated to the new views (round-trip, legacy v22, v23 migration) - [x] UOContent.Tests (1178 passed, 2 skipped) and Server.Tests (907) green
104 lines
3.2 KiB
C#
104 lines
3.2 KiB
C#
using ModernUO.Serialization;
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using System;
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using Server.Collections;
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namespace Server.Mobiles
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{
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[SerializationGenerator(0, false)]
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public partial class EnergyVortex : BaseCreature
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{
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[Constructible]
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public EnergyVortex() : base(AIType.AI_Melee)
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{
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if (Core.SE && Utility.Random(500) == 0) // Per OSI FoF, it's a 1/500 chance.
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{
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// Llama vortex!
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Body = 0xDC;
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Hue = 0x76;
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}
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else
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{
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Body = 164;
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}
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SetStr(200);
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SetDex(200);
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SetInt(100);
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SetHits(Core.SE ? 140 : 70);
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SetStam(250);
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SetMana(0);
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SetDamage(14, 17);
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SetDamageType(ResistanceType.Physical, 0);
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SetDamageType(ResistanceType.Energy, 100);
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SetResistance(ResistanceType.Physical, 60, 70);
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SetResistance(ResistanceType.Fire, 40, 50);
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SetResistance(ResistanceType.Cold, 40, 50);
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SetResistance(ResistanceType.Poison, 40, 50);
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SetResistance(ResistanceType.Energy, 90, 100);
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SetSkill(SkillName.MagicResist, 99.9);
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SetSkill(SkillName.Tactics, 100.0);
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SetSkill(SkillName.Wrestling, 120.0);
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Fame = 0;
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Karma = 0;
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VirtualArmor = 40;
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ControlSlots = Core.SE ? 2 : 1;
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}
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public override string CorpseName => "an energy vortex corpse";
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public override bool DeleteCorpseOnDeath => Summoned;
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public override bool AlwaysMurderer => true; // Or Llama vortices will appear gray.
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public override double DispelDifficulty => 80.0;
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public override double DispelFocus => 20.0;
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public override string DefaultName => "an energy vortex";
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public override bool BleedImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public override bool FollowsAcquireRules => Core.AOS || SummonMaster?.Player != true ||
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(Map?.Rules & MapRules.HarmfulRestrictions) != 0;
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public override double GetFightModeRanking(Mobile m, FightMode acqType, bool bPlayerOnly) =>
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(m.Int + m.Skills.Magery.Value) / Math.Max(this.GetDistanceToSqrt(m), 1.0);
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public override int GetAngerSound() => 0x15;
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public override int GetAttackSound() => 0x28;
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public override void OnThink()
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{
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if (Core.SE && Summoned)
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{
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using var list = PooledRefList<Mobile>.Create();
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foreach (var m in GetMobilesInRange(5))
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{
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if (m is EnergyVortex or BladeSpirits && ((BaseCreature)m).Summoned)
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{
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list.Add(m);
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}
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}
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var amount = list.Count - 6;
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if (amount > 0)
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{
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list.Shuffle();
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while (amount > 0)
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{
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Dispel(list[amount--]);
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}
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}
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}
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base.OnThink();
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}
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}
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}
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