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 :#
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ModernUO Commands & Targeting
This document covers ModernUO's command system for in-game [ commands and the targeting system for player interactions.
Command System
Overview
Commands are prefixed with [ by default (e.g., [MyCommand). They are registered in static Configure() methods and associated with an access level.
Registration
using Server.Commands;
namespace Server.Custom;
public static class MyCommands
{
public static void Configure()
{
CommandSystem.Register("MyCommand", AccessLevel.GameMaster, MyCommand_OnCommand);
}
[Usage("MyCommand <name> [count]")]
[Description("Does something with a name and optional count")]
[Aliases("mc", "mycmd")]
public static void MyCommand_OnCommand(CommandEventArgs e)
{
var from = e.Mobile;
if (e.Length < 1)
{
from.SendMessage("Usage: [MyCommand <name> [count]");
return;
}
var name = e.GetString(0);
var count = e.Length > 1 ? e.GetInt32(1) : 1;
from.SendMessage($"Processing {name} x{count}");
}
}
CommandSystem API
public static class CommandSystem
{
public static string Prefix { get; set; } = "[";
public static Dictionary<string, CommandEntry> Entries { get; }
public static void Register(string command, AccessLevel access, CommandEventHandler handler);
public static bool Handle(Mobile from, string text, MessageType type = MessageType.Regular);
public static string[] Split(string value);
}
CommandEventArgs
public class CommandEventArgs
{
public Mobile Mobile { get; } // Who issued the command
public string Command { get; } // Command name
public string ArgString { get; } // Raw argument string
public string[] Arguments { get; } // Split arguments
public int Length { get; } // Argument count
// Typed accessors (return default if index out of range)
public string GetString(int index); // "" if missing
public int GetInt32(int index); // 0 if missing
public uint GetUInt32(int index); // 0 if missing
public bool GetBoolean(int index); // false if missing
public double GetDouble(int index); // 0.0 if missing
public TimeSpan GetTimeSpan(int index); // TimeSpan.Zero if missing
}
Access Levels
public enum AccessLevel
{
Player, // 0 - Regular players
Counselor, // 1 - Support staff
GameMaster, // 2 - Game Masters
Seer, // 3 - Event coordinators
Administrator, // 4 - Server administrators
Developer, // 5 - Developers
Owner // 6 - Server owner
}
Command Attributes
[Usage("CommandName <required> [optional]")]
// Documents command syntax. Displayed in help listings.
[Description("What this command does")]
// Documents command purpose. Displayed in help listings.
[Aliases("alias1", "alias2")]
// Alternative names for the command.
Defined in Projects/Server/Attributes.cs.
Command + Targeting Pattern
A common pattern: command starts targeting, target handler performs the action.
public static class HealCommand
{
public static void Configure()
{
CommandSystem.Register("Heal", AccessLevel.GameMaster, Heal_OnCommand);
}
[Usage("Heal")]
[Description("Fully heals a targeted mobile")]
public static void Heal_OnCommand(CommandEventArgs e)
{
e.Mobile.SendMessage("Select a mobile to heal.");
e.Mobile.Target = new HealTarget();
}
private class HealTarget : Target
{
public HealTarget() : base(-1, false, TargetFlags.Beneficial) { }
protected override void OnTarget(Mobile from, object targeted)
{
if (targeted is Mobile m)
{
m.Hits = m.HitsMax;
m.Mana = m.ManaMax;
m.Stam = m.StamMax;
m.Poison = null;
from.SendMessage($"You have healed {m.Name}.");
}
else
{
from.SendMessage("That is not a mobile.");
}
}
}
}
Targeting System
Overview
The targeting system allows players to select objects in the game world. When a target is set on a mobile, the client shows a targeting cursor. The player clicks on something, and the server processes the selection.
Target Base Class
public abstract class Target
{
// Constructor
protected Target(
int range, // Max range (-1 for unlimited)
bool allowGround, // Can target ground tiles
TargetFlags flags // None, Harmful, Beneficial
);
// Properties
public int Range { get; set; }
public bool AllowGround { get; set; }
public TargetFlags Flags { get; set; }
public bool CheckLOS { get; set; } // Default: true
public bool DisallowMultis { get; set; } // Default: false
public bool AllowNonlocal { get; set; } // Default: false
public int TargetID { get; }
// Override for main handling
protected virtual void OnTarget(Mobile from, object targeted);
// Override for error handling
protected virtual void OnTargetCancel(Mobile from, TargetCancelType cancelType);
protected virtual void OnTargetFinish(Mobile from);
protected virtual void OnTargetOutOfRange(Mobile from, object targeted);
protected virtual void OnTargetOutOfLOS(Mobile from, object targeted);
protected virtual void OnTargetNotAccessible(Mobile from, object targeted);
protected virtual void OnTargetDeleted(Mobile from, object targeted);
protected virtual void OnTargetUntargetable(Mobile from, object targeted);
protected virtual void OnNonlocalTarget(Mobile from, object targeted);
protected virtual void OnCantSeeTarget(Mobile from, object targeted);
protected virtual void OnTargetInSecureTrade(Mobile from, object targeted);
// Validation overrides
protected virtual bool CanTarget(Mobile from, Mobile mobile, ref Point3D loc, ref Map map);
protected virtual bool CanTarget(Mobile from, Item item, ref Point3D loc, ref Map map);
protected virtual bool CanTarget(Mobile from, LandTarget land, ref Point3D loc, ref Map map);
protected virtual bool CanTarget(Mobile from, StaticTarget st, ref Point3D loc, ref Map map);
// Timeout
public void BeginTimeout(Mobile from, long delay);
public void CancelTimeout();
}
TargetFlags
[Flags]
public enum TargetFlags : byte
{
None = 0x00, // Neutral targeting
Harmful = 0x01, // Triggers criminal check, PvP flag
Beneficial = 0x02 // Healing, buffing
}
TargetCancelType
public enum TargetCancelType
{
Overridden, // New target replaced this one
Canceled, // Player pressed Escape
Disconnected, // Player disconnected
Timeout // Target timed out
}
Target Object Types
When OnTarget is called, the targeted parameter can be:
| Type | Description | Key Properties |
|---|---|---|
Mobile |
A player or creature | .Name, .Hits, .Location |
Item |
An item | .Name, .ItemID, .Location |
LandTarget |
Ground tile | .Location, .TileID, .Name |
StaticTarget |
Static map object | .Location, .ItemID, .Hue |
Setting a Target
// Set target on mobile (shows targeting cursor)
mobile.Target = new MyTarget();
// Cancel current target
Target.Cancel(mobile);
Basic Target Implementation
private class IdentifyTarget : Target
{
public IdentifyTarget() : base(12, false, TargetFlags.None)
{
// CheckLOS = false; // Uncomment to skip line-of-sight
}
protected override void OnTarget(Mobile from, object targeted)
{
switch (targeted)
{
case Mobile m:
from.SendMessage($"Mobile: {m.Name}, Hits: {m.Hits}/{m.HitsMax}");
break;
case Item item:
from.SendMessage($"Item: {item.Name ?? item.DefaultName}, ID: 0x{item.ItemID:X}");
break;
case LandTarget land:
from.SendMessage($"Land at {land.Location}, Tile: {land.TileID}");
break;
case StaticTarget st:
from.SendMessage($"Static at {st.Location}, ID: 0x{st.ItemID:X}");
break;
}
}
protected override void OnTargetCancel(Mobile from, TargetCancelType cancelType)
{
if (cancelType == TargetCancelType.Canceled)
from.SendMessage("Targeting cancelled.");
}
protected override void OnTargetFinish(Mobile from)
{
// Always called after success or cancel
}
}
Target Validation Flow
- Client sends target response
- Server validates: same map, within range, line of sight
- Calls
CanTarget()override for type-specific validation - If valid: calls
OnTarget() - If invalid: calls appropriate error handler
- Always calls
OnTargetFinish()at the end
SpellTarget
For spells, use the built-in SpellTarget<T>:
public override void OnCast()
{
Caster.Target = new SpellTarget<Mobile>(this, TargetFlags.Harmful);
}
// The spell's Target(Mobile m) method is called when the player targets
Best Practices
- Register commands in
Configure()-- it's called automatically during startup - Validate argument count before accessing --
GetInt32()returns 0 for missing args (not an error) - Use appropriate access levels -- don't give players GM commands
- Use
TargetFlags.Harmfulfor offensive actions (triggers criminal flagging) - Use
TargetFlags.Beneficialfor healing/buffing - Handle
OnTargetCancelto provide feedback when player cancels - Clean up in
OnTargetFinishif you have state to release
Key File References
| File | Description |
|---|---|
Projects/Server/Commands.cs |
CommandSystem, CommandEventArgs |
Projects/Server/Attributes.cs |
Usage, Description, Aliases |
Projects/Server/Targeting/Target.cs |
Target base class |
Projects/Server/Targeting/TargetFlags.cs |
TargetFlags enum |
Projects/Server/Targeting/TargetCancelType.cs |
Cancel types |
Projects/Server/Targeting/LandTarget.cs |
Land target |
Projects/Server/Targeting/StaticTarget.cs |
Static target |