ModernUO/dev-docs/commands-targeting.md
Kamron Batman c9831b9680
fix: TextDefinition was uneditable in the props gump, and where parsed constants its own way (#2624)
## Pressing `>` on a TextDefinition did nothing useful

`#1217` moved `TextDefinition` into the Server project for serialization support and added `[PropertyObject]` along the way. `PropsGump` checks that attribute **before** its parsable fallback, so from that commit on the button either drilled into a read-only `Number`/`String` page (both get-only since `#1221`, so no `>` buttons — a dead end) or, when the value was null, re-sent the same page and looked inert.

Worth being clear that `#765` — which replaced the hand-maintained type list with a generic `IsParsable` branch — was **not** the regression. At that commit `TextDefinition` was `[Parsable]` only, fell through to the new branch, and the editor worked. Only the later attribute hijacked the routing.

`TextDefinition` is now caught ahead of the `[PropertyObject]` branch and routed to `SetGump`, which has had `TextDefinition`-specific code at line 35 all along.

## `0` and `"0"` could not be told apart

`Commands.Split` strips quotes before any parser runs, so this was never fixable in `TextDefinition.Parse` alone — the information is gone two layers earlier. The markers now travel inside the value:

| Input | Result |
|---|---|
| `1060847` | cliloc (unchanged) |
| `#1060847` | cliloc, explicit — the form `ToString()` already writes |
| `@"1060847"` | the literal string |
| `hello` | string (unchanged) |
| `(-null-)` | null (unchanged) |

`GetValue()` quotes a string that would not survive the trip back. That check is a real round trip through the parser rather than a pattern match, so it cannot drift from it. `Types.TryParse` decodes the same escape for plain strings — which is what `[get` has always written for the literal `"null"` without `[set` ever reading it back.

**Saved data is untouched.** Serialization reads a discriminated flag plus int/string (`IGenericReader.cs:175`) and the JSON converter switches on token type; neither calls `Parse`, so a stored string `"1060847"` stays a string and spawner JSON is unchanged. The new syntax stays in the text and command layer, where it reaches `[set`, `[add`, spawner props, the props gump and Advanced Search.

## `where` still parsed its constants its own way

`#2625` carried the hand-rolled constant parser across to `PropertyExpressions.Parse` unchanged. It looks for a static `Parse` overload on the property type and gives up if there is none — and `Type` and `IEntity` have neither:

```
where Subject Kind  = Static     ->  Unable to convert string "Static" into type 'System.Type'.
where Subject Owner = 0x1        ->  Unable to convert string "0x1" into type 'Server.Mobile'.
```

Both resolve fine for every other command. Routing through `Types.TryParse` picks up type-name lookup, entity resolution by serial, and the `@"..."` literal convention, so a value that works in one place now works everywhere. It also deletes the duplicate parser (−56 lines in `PropertyExpressions`).

Two things are load-bearing and preserved. `where` has always spelled a null constant as a bare `null`, where `[set` uses `(-null-)`; the shared parser reads a bare `null` as the text, so the null case is handled ahead of it and `= null` keeps meaning null. And nullable targets still unwrap first, so `where <int? prop> = 5` is unaffected.

Bare and hex integers, enums, bools, strings, `Map`, and TextDefinition's `#` / `@"..."` markers all resolve exactly as before — 13 of the 15 tests in `WhereConstantParsingTests` pin that and passed before the change as well as after.

## Documentation

The generic command system had no documentation anywhere in the repo: scopes, `where` and its operators, dot notation, `order by` / `distinct` / `limit`, the value and quoting syntax, `[interface` and `[batch` were all learn-by-reading-the-source. `dev-docs/generic-commands.md` covers them, linked from `CLAUDE.md` and `commands-targeting.md`, and points at <https://muo.gg/commands> for the per-command list rather than duplicating it.

Two behaviours it records that were news to me while writing it:

- `Contained` honours conditions on the normal command path but never sets `SupportsConditionals`, and `[batch` is the only place that reads the flag — so the same condition works typed directly and is refused under batch.
- `Multi`, `Single`, `Self` and `Serial` do not parse modifiers at all, so a `where` clause there is passed to the command as ordinary arguments rather than rejected.

Comments in the changed code were trimmed to what is not evident from the code itself; the rationale they carried is either in the doc now or in the commit that introduced it.

## Behavior changes worth a reviewer's attention

Two things go beyond strict bug-fixing, both deliberate:

- **Hex now parses into a TextDefinition.** Consolidating the three `Parse` overloads onto one span codec means `[set Message 0x102CE7` is cliloc 1060847 rather than the string. Previously only the 1-arg `Parse(string)` did hex and nothing called it. This makes the props gump's own `1060847 (0x102CE7)` display typeable.
- **`@"..."` decodes generally for strings**, not only the exact token `@"null"`. So `[set Name @"hello"` sets `hello`. A half-working escape seemed more surprising than a general one, and the `where` path already decoded it — but narrowing it back is a one-line change if preferred.

## Testing

40 tests, each written first and watched fail for the right reason. They cover the props gump routing (populated and null), cliloc/string/quoted parsing and `GetValue` round trips, `where` constant resolution for Type- and entity-valued properties, and the bare-`null` vs `@"null"` distinction that must not drift.

One sort case is added that #2625 left uncovered: ordering a value-typed chain whose intermediate is null, which reads as `default(int)` rather than throwing. Two other tests from the pre-rebase branch were dropped as duplicates of `ConditionalCompilerEdgeTests`.

Rebased onto `535a09899`. `dotnet build` clean, 0 warnings. **902 UOContent** and **869 Server** tests pass, 0 failures.

## Known gaps

- `Nullable<T>` comparisons work via #2625's lifted operators; nothing here changes that.
- Spawner **Params** are split on plain spaces (`BaseSpawner.cs:1035`) rather than through `Commands.Split`, so a constructor argument still cannot contain one. Untouched here — a tokenizer issue, not a TextDefinition one.
- `Types.ParseStringNumericParamTypes` is now unreferenced. Left in place because it is public and shards may use it.
2026-09-10 19:36:30 -07:00

10 KiB

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

  1. Client sends target response
  2. Server validates: same map, within range, line of sight
  3. Calls CanTarget() override for type-specific validation
  4. If valid: calls OnTarget()
  5. If invalid: calls appropriate error handler
  6. 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

  1. Register commands in Configure() -- it's called automatically during startup
  2. Validate argument count before accessing -- GetInt32() returns 0 for missing args (not an error)
  3. Use appropriate access levels -- don't give players GM commands
  4. Use TargetFlags.Harmful for offensive actions (triggers criminal flagging)
  5. Use TargetFlags.Beneficial for healing/buffing
  6. Handle OnTargetCancel to provide feedback when player cancels
  7. Clean up in OnTargetFinish if 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

See Also

  • dev-docs/generic-commands.md — the generic command system: scopes, where conditions, order by / distinct / limit, dot notation, value and quoting syntax, [interface, [batch.
  • https://muo.gg/commands — the full command list, regenerated with distro updates.