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