## Summary
Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.
```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => _charges;
set
{
_charges = Math.Clamp(value, 0, MaxCharges);
InvalidateProperties();
this.MarkDirty();
}
}
// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;
private bool AllowChargesChange(ref int value)
{
value = Math.Clamp(value, 0, MaxCharges);
return true;
}
```
## How sites were selected
A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:
- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).
Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).
## Verification
- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**
## Behavioral notes (all strict improvements, called out for review)
- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
164 lines
5 KiB
C#
Executable file
164 lines
5 KiB
C#
Executable file
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: ChampionSkullBrazier.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using ModernUO.Serialization;
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using Server.Items;
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using Server.Targeting;
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using Server.Mobiles;
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namespace Server.Engines.CannedEvil;
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[SerializationGenerator(1, false)]
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public partial class ChampionSkullBrazier : AddonComponent
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{
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[InvalidateProperties]
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private ChampionSkullType _type;
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[InvalidateProperties]
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private ChampionSkullPlatform _platform;
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[SerializableField(2, fieldChanged: nameof(OnSkullChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private Item _skull;
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private void OnSkullChanged(Item oldValue, Item newValue)
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{
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_platform?.Validate();
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}
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public override int LabelNumber => 1049489 + (int)_type;
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public ChampionSkullBrazier(ChampionSkullPlatform platform, ChampionSkullType type) : base(0x19BB)
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{
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Hue = 0x455;
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Light = LightType.Circle300;
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_platform = platform;
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_type = type;
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}
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public override void OnDoubleClick(Mobile from)
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{
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_platform?.Validate();
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BeginSacrifice(from);
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}
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public void BeginSacrifice(Mobile from)
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{
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if (Deleted)
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{
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return;
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}
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if (_skull is { Deleted: true })
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{
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Skull = null;
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}
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if (from.Map != Map || !from.InRange(GetWorldLocation(), 3))
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{
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from.SendLocalizedMessage(500446); // That is too far away.
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}
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else if (!Harrower.CanSpawn)
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{
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from.SendMessage("The harrower has already been spawned.");
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}
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else if (_skull == null)
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{
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from.SendLocalizedMessage(1049485); // What would you like to sacrifice?
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from.Target = new SacrificeTarget(this);
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}
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else
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{
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SendLocalizedMessageTo(from, 1049487); // I already have my champions awakening skull!
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}
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}
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public void EndSacrifice(Mobile from, ChampionSkull skull)
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{
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if (Deleted)
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{
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return;
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}
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if (_skull is { Deleted: true })
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{
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Skull = null;
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}
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if (from.Map != Map || !from.InRange(GetWorldLocation(), 3))
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{
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from.SendLocalizedMessage(500446); // That is too far away.
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}
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else if (!Harrower.CanSpawn)
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{
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from.SendMessage("The harrower has already been spawned.");
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}
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else if (skull == null)
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{
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SendLocalizedMessageTo(from, 1049488); // That is not my champions awakening skull!
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}
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else if (_skull != null)
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{
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SendLocalizedMessageTo(from, 1049487); // I already have my champions awakening skull!
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}
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else if (!skull.IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1049486); // You can only sacrifice items that are in your backpack!
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}
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else if (skull.Type == Type)
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{
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skull.Movable = false;
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skull.MoveToWorld(GetWorldTop(), Map);
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Skull = skull;
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}
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else
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{
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SendLocalizedMessageTo(from, 1049488); // That is not my champions awakening skull!
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}
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}
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private class SacrificeTarget : Target
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{
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private readonly ChampionSkullBrazier _brazier;
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public SacrificeTarget(ChampionSkullBrazier brazier) : base(12, false, TargetFlags.None) =>
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_brazier = brazier;
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protected override void OnTarget(Mobile from, object targeted) =>
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_brazier.EndSacrifice(from, targeted as ChampionSkull);
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_type = (ChampionSkullType)reader.ReadInt();
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_platform = reader.ReadEntity<ChampionSkullPlatform>();
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_skull = reader.ReadEntity<Item>();
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}
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[AfterDeserialization(false)]
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private void AfterDeserialization()
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{
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if (_platform == null)
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{
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Delete();
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}
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}
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}
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