Converts 113 [SerializableProperty] members whose setters only coerce the value, reject it, or run post-change side effects into plain [SerializableField] declarations using allowFieldChange and fieldChanged. Wire- and schema-neutral: the migration schema regeneration produces zero changes. Kept as hand-written properties: custom getters (fallback defaults, lazy or self-healing reads), virtual/override members, pre-assignment state capture (durability unscale/scale sandwiches), and setters with exotic semantics (work on equal assignment, early returns that skip persistence). Behavioral notes: generated setters skip all work when the incoming value equals the field, and always MarkDirty on change - a handful of converted setters previously never marked dirty (their changes only persisted if something else dirtied the entity) or re-ran side effects on equal assignment. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
132 lines
3.7 KiB
C#
132 lines
3.7 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Mobiles;
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namespace Server.Engines.PlayerMurderSystem;
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[SerializationGenerator(2)]
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public partial class MurderContext
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{
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private TimeSpan _shortTermElapse;
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private TimeSpan _longTermElapse;
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[SerializableField(2, allowFieldChange: nameof(AllowShortTermMurdersChange))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _shortTermMurders;
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private bool AllowShortTermMurdersChange(ref int value)
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{
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value = Math.Max(value, 0);
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return true;
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}
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[SerializableField(3)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _pingPongs;
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[SerializableField(4)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _bounty;
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[SerializableField(5)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private DateTime _lastMurderTime;
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private void MigrateFrom(V0Content content)
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{
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_shortTermElapse = content.ShortTermElapse;
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_longTermElapse = content.LongTermElapse;
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_shortTermMurders = content.ShortTermMurders;
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// Players already at >= 5 kills have crossed the threshold at least once
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_pingPongs = _player.Kills >= 5 ? 1 : 0;
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}
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private void MigrateFrom(V1Content content)
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{
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_shortTermElapse = content.ShortTermElapse;
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_longTermElapse = content.LongTermElapse;
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_shortTermMurders = content.ShortTermMurders;
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_pingPongs = content.PingPongs;
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// _bounty defaults to 0
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// Default to now so the bounty board date display is sensible for migrated contexts
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_lastMurderTime = Core.Now;
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}
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public PlayerMobile _player;
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public PlayerMobile Player => _player;
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// Wall clock time for next short or long term expiration
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internal DateTime _nextElapse;
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public MurderContext(PlayerMobile player) => _player = player;
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public void ResetKillTime()
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{
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var gameTime = _player.GameTime;
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if (ShortTermMurders > 0)
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{
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ShortTermElapse = gameTime + PlayerMurderSystem.ShortTermMurderDuration;
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}
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if (_player.Kills > 0)
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{
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LongTermElapse = gameTime + PlayerMurderSystem.LongTermMurderDuration;
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}
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}
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public void DecayKills()
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{
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var gameTime = _player.GameTime;
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if (ShortTermMurders > 0 && _shortTermElapse < gameTime)
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{
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ShortTermElapse += PlayerMurderSystem.ShortTermMurderDuration;
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--ShortTermMurders;
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}
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if (_player.Kills > 0 && _longTermElapse < gameTime)
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{
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LongTermElapse += PlayerMurderSystem.LongTermMurderDuration;
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--_player.Kills;
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}
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}
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public bool CanRemove() => _pingPongs <= 0 && _shortTermMurders <= 0 && _player.Kills <= 0;
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public bool CheckStart()
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{
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_nextElapse = DateTime.MaxValue;
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var now = Core.Now;
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var gameTime = _player.GameTime;
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if (ShortTermMurders > 0)
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{
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_nextElapse = now + (ShortTermElapse - gameTime);
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}
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if (_player.Kills > 0)
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{
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_nextElapse = Utility.Min(_nextElapse, now + (LongTermElapse - gameTime));
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}
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return _nextElapse != DateTime.MaxValue;
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}
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public class EqualityComparer : IEqualityComparer<MurderContext>
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{
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public static EqualityComparer Default { get; } = new ();
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public bool Equals(MurderContext x, MurderContext y) => x?._player == y?._player;
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public int GetHashCode(MurderContext context) => context._player?.GetHashCode() ?? 0;
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}
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}
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