ModernUO/dev-docs/claude-skills/modernuo-property-lists.md
Kamron Batman 1391c563fe
chore: Adds AI instructions and SKILLs for ModernUO codebase (#2347)
Summary

  - Adds CLAUDE.md at repo root with 14 terse code audit rules (always loaded, low token cost)
  - Adds pointer files for other AI tools: AGENTS.md (Codex), GEMINI.md, .github/COPILOT-INSTRUCTIONS.md (Copilot), .cursorrules (Cursor) — all redirect to CLAUDE.md as single source of truth
  - Gitignores /.claude so personal AI config isn't distributed
  - Moves Claude skills to dev-docs/claude-skills/ (opt-in, not auto-loaded)
  - Adds 14 dev-docs covering codebase conventions

  Code Audit Rules (in CLAUDE.md)

  1. LINQ tiered rules (Tier 1 free, Tier 2 warm, Tier 3 forbidden)
  2. No Console.WriteLine — use LogFactory.GetLogger()
  3. No concurrency primitives in game code
  4. No World.Mobiles/World.Items iteration
  5. Clean up refs in OnDelete()/OnAfterDelete()
  6. Cancel timers in OnDelete()/OnAfterDelete()
  7. STArrayPool<T>.Shared not ArrayPool<T>.Shared
  8. PooledRefList<T> not new List<T>() on hot paths
  9. Serialization: partial class, [Constructible], no serialized TimerExecutionToken
  10. No Task.Run/new Thread() in game code
  11. Never assume era — ask which expansion
  12. _camelCase fields, PascalCase properties/methods
  13. No empty gumps — use DisplayTo() pattern
  14. PropertyList string literals must be {} holes, cliloc-as-argument uses :#
2026-03-01 11:42:19 -08:00

7.2 KiB

name description
modernuo-property-lists Trigger when implementing GetProperties(), working with IPropertyList/ObjectPropertyList, or customizing item tooltips.

ModernUO Property Lists (Tooltips)

When This Activates

  • Implementing GetProperties() override
  • Working with IPropertyList or ObjectPropertyList
  • Customizing item or mobile tooltips
  • Using [InvalidateProperties] attribute
  • Adding cliloc-based text to items

Key Rules

  1. Always call base.GetProperties(list) first in overrides
  2. Use cliloc numbers when possible (int IDs that map to localized strings)
  3. String interpolation works with IPropertyList -- use $"..." syntax
  4. [InvalidateProperties] on [SerializableField] auto-refreshes tooltip on change
  5. Call InvalidateProperties() manually when non-serialized state changes tooltip

IPropertyList Interface

public interface IPropertyList
{
    void Add(int number);                    // Cliloc number only
    void Add(int number, string argument);   // Cliloc with ~1_val~ arg
    void Add(string text);                   // Raw string (uses internal cliloc)
    void Add(int number, int value);         // Cliloc with int arg
    void AddLocalized(int value);            // Cliloc number as value
    void AddLocalized(int number, int value); // Cliloc wrapper for cliloc

    // String interpolation overloads
    void Add(ref InterpolatedStringHandler handler);
    void Add(int number, ref InterpolatedStringHandler handler);
}

Patterns

Basic GetProperties Override

public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);  // ALWAYS call base first

    list.Add(1060741, $"{_charges}");          // "charges: ~1_val~"
    list.Add($"{"Quality: "}{_quality}");          // Raw string
    list.Add(1060637, $"{_uses}\t{_maxUses}"); // "~1_val~ / ~2_val~"
}

Cliloc Arguments Format

Cliloc strings use ~1_val~, ~2_val~, etc. as placeholders. Arguments are tab-separated:

// Cliloc 1060637 = "~1_val~ / ~2_val~"
list.Add(1060637, $"{current}\t{max}");

// Cliloc 1072241 = "Contents: ~1_ITEMS~/~2_MAXITEMS~ items, ~3_WEIGHT~/~4_MAXWEIGHT~ stones"
list.Add(1072241, $"{TotalItems}\t{MaxItems}\t{TotalWeight}\t{MaxWeight}");

// Cliloc 1042971 = "~1_val~" (generic single argument)
list.Add(1042971, $"{"Custom text here"}");

String Literals Must Be Holes (CRITICAL)

The interpolated string handler distinguishes literals (bare text between {} holes) from holes (values inside {}). Literals are delimiters. Holes are arguments. This matters because the property list system is also used for web rendering, which must tell arguments apart from delimiters.

String constants must always be wrapped as holes: {"..."}

// BAD — "Chances" becomes a literal/delimiter, not an argument
list.Add(1060658, $"Chances\t{_charges}");

// GOOD — "Chances" is a hole → argument ~1_val~
list.Add(1060658, $"{"Chances"}\t{_charges}");

Real examples (Teleporter.cs):

list.Add(1060658, $"{"Map"}\t{_mapDest}");       // "~1_val~: ~2_val~"
list.Add(1060659, $"{"Coords"}\t{_pointDest}");
list.Add(1060661, $"{"Range"}\t{_range}");

Rule: Only \t (argument separator) should be bare literal text. Everything else — including string constants — must be inside {} holes.

Cliloc as Argument (Use :# Format Specifier)

When an argument is itself a cliloc number, use the :# format specifier — not a "#number" string:

// BAD — "#1060000" is a string, web renderers will display it literally
list.Add(1050039, $"{m_Amount}\t{"#1060000"}");

// GOOD — :# tells the handler this is a cliloc number to resolve
list.Add(1050039, $"{m_Amount}\t{1060000:#}");

The :# format lets the handler (and other consumers like web renderers) know the value is a cliloc reference to resolve, not a raw number. Also available via list.AddLocalized(number, clilocValue).

Looking Up Cliloc Text

If you don't know what arguments a cliloc number expects, you can read the cliloc.enu binary file. Loading logic is in Projects/Server/Localization/Localization.csLoadClilocs(string lang, string file). Ask the user where their cliloc.enu file is (typically in the UO client data directory).

Auto-Refresh with [InvalidateProperties]

[SerializableField(0)]
[InvalidateProperties]  // Auto-calls InvalidateProperties() when Charges changes
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;

Manual Refresh

public void UseCharge()
{
    _charges--;
    InvalidateProperties();  // Manually trigger tooltip refresh
    this.MarkDirty();
}

Conditional Properties

public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);

    if (_charges > 0)
        list.Add(1060741, $"{_charges}");

    if (_owner != null)
        list.Add($"{"Owned by: "}{_owner.Name}");

    if (Core.AOS)  // Era-conditional properties
        list.Add(1061170, $"{_imbueLevel}");  // "animal " ~1_val~
}

Mobile Properties

public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);

    if (Core.AOS && Faction != null)
    {
        list.Add(1060776, $"{Rank.Title}\t{Faction.Definition.PropName}");
    }

    if (DisplayChampionTitle)
    {
        var titleLabel = ChampionTitleSystem.GetChampionTitleLabel(this);
        if (titleLabel > 0)
            list.Add(titleLabel);
    }
}

Common Cliloc Numbers

Number Text Usage
1042971 ~1_val~ Generic single argument
1060741 charges: ~1_val~ Charge count
1060637 ~1_val~ / ~2_val~ Current/max values
1060658 ~1_val~: ~2_val~ Key: value pair
1050044 ~1_ITEMS~ items, ~2_WEIGHT~ stones Container contents
1072241 Contents: ~1~/~2~ items, ~3~/~4~ stones ML container
1060776 ~1_val~, ~2_val~ Two comma-separated values
1061170 animal lore ~1_val~ Taming info
1053099 damage ~1_val~ - ~2_val~ Damage range

ObjectPropertyList Internals

  • Packet ID: 0xD6
  • Hash-based change detection -- only sends if content actually changed
  • InvalidateProperties() rebuilds the list and compares hash
  • Uses STArrayPool<char> for string building (zero GC)
  • Global toggle: ObjectPropertyList.Enabled

Anti-Patterns

  • Forgetting base.GetProperties(list): Loses default name/weight display
  • Not using cliloc: Raw strings don't get localized
  • Excessive rebuilds: Don't call InvalidateProperties() in tight loops
  • Assuming tooltip support: Check ObjectPropertyList.Enabled if needed

Real Examples

  • Item properties: Projects/Server/Items/Item.cs (AddNameProperties, GetProperties)
  • Mobile properties: Projects/UOContent/Mobiles/PlayerMobile.cs (GetProperties)
  • Container properties: Projects/Server/Items/Container.cs (era-conditional display)
  • Interface: Projects/Server/PropertyList/IPropertyList.cs
  • Implementation: Projects/Server/PropertyList/ObjectPropertyList.cs

See Also

  • dev-docs/property-lists.md - Complete property list documentation
  • dev-docs/claude-skills/modernuo-serialization.md - [InvalidateProperties] on fields
  • dev-docs/claude-skills/modernuo-era-expansion.md - Era-conditional properties