ModernUO/Projects/UOContent/Engines/Player Murder System/MurderContext.cs
Kamron Batman 4849c80750
refactor: fold hand-written serializable property setters into field hooks
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>
2026-08-22 18:07:47 -07:00

132 lines
3.7 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Mobiles;
namespace Server.Engines.PlayerMurderSystem;
[SerializationGenerator(2)]
public partial class MurderContext
{
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _shortTermElapse;
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _longTermElapse;
[SerializableField(2, allowFieldChange: nameof(AllowShortTermMurdersChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _shortTermMurders;
private bool AllowShortTermMurdersChange(ref int value)
{
value = Math.Max(value, 0);
return true;
}
[SerializableField(3)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _pingPongs;
[SerializableField(4)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _bounty;
[SerializableField(5)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private DateTime _lastMurderTime;
private void MigrateFrom(V0Content content)
{
_shortTermElapse = content.ShortTermElapse;
_longTermElapse = content.LongTermElapse;
_shortTermMurders = content.ShortTermMurders;
// Players already at >= 5 kills have crossed the threshold at least once
_pingPongs = _player.Kills >= 5 ? 1 : 0;
}
private void MigrateFrom(V1Content content)
{
_shortTermElapse = content.ShortTermElapse;
_longTermElapse = content.LongTermElapse;
_shortTermMurders = content.ShortTermMurders;
_pingPongs = content.PingPongs;
// _bounty defaults to 0
// Default to now so the bounty board date display is sensible for migrated contexts
_lastMurderTime = Core.Now;
}
public PlayerMobile _player;
public PlayerMobile Player => _player;
// Wall clock time for next short or long term expiration
internal DateTime _nextElapse;
public MurderContext(PlayerMobile player) => _player = player;
public void ResetKillTime()
{
var gameTime = _player.GameTime;
if (ShortTermMurders > 0)
{
ShortTermElapse = gameTime + PlayerMurderSystem.ShortTermMurderDuration;
}
if (_player.Kills > 0)
{
LongTermElapse = gameTime + PlayerMurderSystem.LongTermMurderDuration;
}
}
public void DecayKills()
{
var gameTime = _player.GameTime;
if (ShortTermMurders > 0 && _shortTermElapse < gameTime)
{
ShortTermElapse += PlayerMurderSystem.ShortTermMurderDuration;
--ShortTermMurders;
}
if (_player.Kills > 0 && _longTermElapse < gameTime)
{
LongTermElapse += PlayerMurderSystem.LongTermMurderDuration;
--_player.Kills;
}
}
public bool CanRemove() => _pingPongs <= 0 && _shortTermMurders <= 0 && _player.Kills <= 0;
public bool CheckStart()
{
_nextElapse = DateTime.MaxValue;
var now = Core.Now;
var gameTime = _player.GameTime;
if (ShortTermMurders > 0)
{
_nextElapse = now + (ShortTermElapse - gameTime);
}
if (_player.Kills > 0)
{
_nextElapse = Utility.Min(_nextElapse, now + (LongTermElapse - gameTime));
}
return _nextElapse != DateTime.MaxValue;
}
public class EqualityComparer : IEqualityComparer<MurderContext>
{
public static EqualityComparer Default { get; } = new ();
public bool Equals(MurderContext x, MurderContext y) => x?._player == y?._player;
public int GetHashCode(MurderContext context) => context._player?.GetHashCode() ?? 0;
}
}