> [!IMPORTANT] > **Breaking change to API to fix NPC AI issues** ## Symptom `FamiliarAITests.HiddenCaster_FamiliarRefusesRetaliation` fails on main at `Assert.False(wolf.Warmode)`: the familiar's `Combatant` stays null as intended, but it is left in war stance. In-game the familiar of a hidden caster flips into warmode for a tick when struck, until `FamiliarAI.StandDown()` clears it on the next think. CI never saw it because the familiar tests are `SkippableFact` (they need client tiledata). ## Root cause #2644 and #2645 landed a day apart and are individually correct but conflict at one seam. Since #2645, a familiar (`Commandable == false`) is no longer "told to stand down", so `BaseCreature.AggressiveAction` continues past `AIObject.OnAggressiveAction(aggressor)` to its generic fallback: ```cs else if (Combatant == null && !BardPacified) { Warmode = true; Combatant = aggressor; } ``` `FamiliarAI.OnAggressiveAction` had already declined (caster hidden), but the hook was `void`, so the creature could not tell. The fallback raised `Warmode` before `BaseFamiliar.Combatant` vetoed the target. ## Fix This is the follow-up agreed in #2645: the retaliation policy moves into a virtual `BaseAI.OnAggressiveAction(aggressor) -> bool`. - **`BaseAI.OnAggressiveAction`** now holds the stand-down verdict, the closer-aggressor swap (`PreferCloserAggressor`), and the `IssueOrder(Attack)` vs `Combatant =` decision. Returns `false` when the creature stands down. - **`BaseCreature.AggressiveAction`** keeps only bookkeeping — `ControlMaster.Aggressors` entry, `StopFlee`, `ForceReacquire`, ethics `FinishShield` — keyed off the return, so an AI that declines is never second-guessed. - **`FamiliarAI`** overrides the whole policy: no orders to stand down on, never fights for a hidden caster or a hidden aggressor. Behaviour for every other AI is unchanged. Moving the fallback ahead of `StopFlee`/`ForceReacquire` is order-safe: both are pure field resets, `IssueAttack` does not `Think()`, and `OnCombatantChange` only derives `Warmode`. Two commits: the first is the minimal `bool` hook that alone fixes the test, the second the policy move. ## Not changed (noted for later) - `Warmode = true; Combatant = x;` (also in `FamiliarAI.Act`, `IssueAttack`) is redundant when the setter accepts — `BaseCreature.OnCombatantChange` derives `Warmode` — and is the dangling-warmode hazard whenever a `Combatant` setter vetoes. - Since #2614 a stood-down pet skips the ethics `FinishShield`; RunUO ran it unconditionally. Preserved as-is. ## Tests `HiddenCaster_FamiliarRefusesRetaliation` fails on main and passes here. Full `UOContent.Tests`: 1126 passed, 0 failed, 2 skipped (spawner fixture capture + benchmark).
20 KiB
Items, Mobiles & Creatures Migration
Overview
Most RunUO migration work involves converting Item, Mobile, and BaseCreature subclasses. This doc combines all prior system changes (serialization, timers, property lists, naming) into complete step-by-step conversion guides for the most common content types.
Item Migration Step-by-Step
1. Apply Foundation Changes
- File-scoped namespace
using ModernUO.Serialization;- Rename
m_fields to_camelCase [Constructable]→[Constructible]- Replace
Console.WriteLinewith logging - Replace
DateTime.UtcNowwithCore.Now
2. Add Serialization Attributes
[SerializationGenerator(N, false)] // N = old version + 1; false if old Deserialize used ReadInt()
public partial class MyItem : Item // Add partial
3. Convert Fields to [SerializableField]
// RunUO
private int m_Charges;
[CommandProperty(AccessLevel.GameMaster)]
public int Charges { get { return m_Charges; } set { m_Charges = value; InvalidateProperties(); } }
// ModernUO
[SerializableField(0)]
[InvalidateProperties]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;
// Property auto-generated with InvalidateProperties
4. Delete Boilerplate
- Delete
public MyItem(Serial serial) : base(serial) { } - Delete
public override void Serialize(GenericWriter writer) { ... } - Delete
public override void Deserialize(GenericReader reader) { ... }
5. Convert Timer Fields
// RunUO
private InternalTimer m_Timer;
// + nested Timer class
// ModernUO
private TimerExecutionToken _timerToken;
// + direct Timer.StartTimer() calls
// + [AfterDeserialization] for timer restoration
// + OnAfterDelete() for timer cancellation
6. Convert GetProperties
// RunUO
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
list.Add(1060741, m_Charges.ToString());
}
// ModernUO
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
list.Add(1060741, $"{_charges}");
}
7. Convert Context Menus (if present)
// RunUO
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
list.Add(new MyEntry(this));
}
// ModernUO
public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, ref list);
list.Add(new MyEntry(this));
}
Complete Before/After: Item
RunUO:
using System;
using Server;
using Server.Network;
namespace Server.Items
{
public class MagicLantern : Item
{
private int m_Charges;
private Mobile m_Owner;
private InternalTimer m_Timer;
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get { return m_Charges; }
set { m_Charges = value; InvalidateProperties(); }
}
[CommandProperty(AccessLevel.GameMaster)]
public Mobile Owner
{
get { return m_Owner; }
set { m_Owner = value; }
}
[Constructable]
public MagicLantern() : base(0xA25)
{
m_Charges = Utility.RandomMinMax(5, 15);
Weight = 2.0;
Light = LightType.Circle300;
Name = "a magic lantern";
m_Timer = new InternalTimer(this);
m_Timer.Start();
}
public MagicLantern(Serial serial) : base(serial) { }
public override void OnDelete()
{
if (m_Timer != null)
m_Timer.Stop();
base.OnDelete();
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
list.Add(1060741, m_Charges.ToString());
}
public override void OnDoubleClick(Mobile from)
{
if (!IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1042001);
return;
}
if (m_Charges <= 0)
{
from.SendMessage("The lantern is depleted.");
return;
}
m_Charges--;
InvalidateProperties();
from.SendMessage("The lantern flares brightly!");
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)1); // version
writer.Write(m_Owner);
writer.Write(m_Charges);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
m_Owner = reader.ReadMobile();
goto case 0;
case 0:
m_Charges = reader.ReadInt();
break;
}
m_Timer = new InternalTimer(this);
m_Timer.Start();
}
private void Glow()
{
if (m_Charges > 0)
Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
}
private class InternalTimer : Timer
{
private MagicLantern m_Lantern;
public InternalTimer(MagicLantern lantern) : base(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3))
{
m_Lantern = lantern;
Priority = TimerPriority.OneSecond;
}
protected override void OnTick()
{
m_Lantern.Glow();
}
}
}
}
ModernUO:
using ModernUO.Serialization;
namespace Server.Items;
[SerializationGenerator(0)]
public partial class MagicLantern : Item
{
[SerializableField(0)]
[InvalidateProperties]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private Mobile _owner;
private TimerExecutionToken _glowTimer;
[Constructible]
public MagicLantern() : base(0xA25)
{
_charges = Utility.RandomMinMax(5, 15);
Weight = 2.0;
Light = LightType.Circle300;
StartGlow();
}
public override string DefaultName => "a magic lantern";
private void StartGlow()
{
Timer.StartTimer(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3), Glow, out _glowTimer);
}
[AfterDeserialization]
private void AfterDeserialization() => StartGlow();
public override void OnAfterDelete()
{
_glowTimer.Cancel();
base.OnAfterDelete();
}
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
list.Add(1060741, $"{_charges}");
}
public override void OnDoubleClick(Mobile from)
{
if (!IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1042001);
return;
}
if (_charges <= 0)
{
from.SendMessage("The lantern is depleted.");
return;
}
Charges--;
from.SendMessage("The lantern flares brightly!");
}
private void Glow()
{
if (_charges > 0)
Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
}
}
What changed:
- File-scoped namespace
partial class+[SerializationGenerator(0)](omitencodedparameter)[Constructable]→[Constructible]m_Charges/m_Owner→_charges/_ownerwith[SerializableField]- Manual properties → auto-generated with
[SerializedCommandProperty] InvalidateProperties()in setter →[InvalidateProperties]attributeName = "..."→DefaultName =>property override- Serial constructor deleted
- Serialize/Deserialize deleted
- Nested InternalTimer class →
Timer.StartTimer()+TimerExecutionToken - Timer in Deserialize →
[AfterDeserialization] OnDelete()timer stop →OnAfterDelete()+_token.Cancel()ObjectPropertyList→IPropertyListGetPropertiesuses string interpolation with holes
BaseCreature Migration
BaseCreature subclasses follow the same pattern as items but have additional considerations.
Key Differences from Items
- Constructor calls
base(AIType, FightMode)instead ofbase(itemID) - Stats set with
SetStr(),SetDex(),SetInt(), etc. - Damage/resistance types set explicitly
GenerateLoot()override for loot tables- Many property overrides (CorpseName, Meat, Hides, etc.)
Before/After: Simple Creature
RunUO:
namespace Server.Mobiles
{
[CorpseName("a wolf corpse")]
public class ForestWolf : BaseCreature
{
[Constructable]
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
{
Name = "a forest wolf";
Body = 225;
BaseSoundID = 0xE5;
SetStr(80, 120);
SetDex(90, 110);
SetInt(20, 40);
SetHits(60, 80);
SetDamage(8, 14);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 25, 35);
SetSkill(SkillName.MagicResist, 30.0, 50.0);
SetSkill(SkillName.Tactics, 50.0, 70.0);
SetSkill(SkillName.Wrestling, 50.0, 70.0);
Fame = 600;
Karma = 0;
VirtualArmor = 28;
Tamable = true;
ControlSlots = 1;
MinTameSkill = 50.1;
}
public ForestWolf(Serial serial) : base(serial) { }
public override int Meat { get { return 1; } }
public override int Hides { get { return 6; } }
public override FoodType FavoriteFood { get { return FoodType.Meat; } }
public override PackInstinct PackInstinct { get { return PackInstinct.Canine; } }
public override void GenerateLoot()
{
AddLoot(LootPack.Meager);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}
ModernUO:
using ModernUO.Serialization;
namespace Server.Mobiles;
[SerializationGenerator(0)]
public partial class ForestWolf : BaseCreature
{
[Constructible]
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
{
Body = 225;
BaseSoundID = 0xE5;
SetStr(80, 120);
SetDex(90, 110);
SetInt(20, 40);
SetHits(60, 80);
SetDamage(8, 14);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 25, 35);
SetSkill(SkillName.MagicResist, 30.0, 50.0);
SetSkill(SkillName.Tactics, 50.0, 70.0);
SetSkill(SkillName.Wrestling, 50.0, 70.0);
Fame = 600;
Karma = 0;
VirtualArmor = 28;
Tamable = true;
ControlSlots = 1;
MinTameSkill = 50.1;
}
public override string CorpseName => "a wolf corpse";
public override string DefaultName => "a forest wolf";
public override int Meat => 1;
public override int Hides => 6;
public override FoodType FavoriteFood => FoodType.Meat;
public override PackInstinct PackInstinct => PackInstinct.Canine;
public override void GenerateLoot()
{
AddLoot(LootPack.Meager);
}
}
What changed:
[CorpseName("...")]attribute →CorpseNameproperty overrideName = "..."→DefaultNameproperty overrideBaseCreature(AI, Fight, 10, 1, 0.2, 0.4)→BaseCreature(AI, Fight)(extra params have defaults)- Expression-bodied property overrides
- Serialization boilerplate removed
- Serial constructor removed
Key Creature Constructor Differences
// RunUO — many parameters
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
// 10 = RangePerception, 1 = RangeFight, 0.2 = ActiveSpeed, 0.4 = PassiveSpeed
// ModernUO — simplified (defaults built in)
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
The extra parameters (RangePerception, RangeFight, ActiveSpeed, PassiveSpeed) have sensible defaults. Only specify them if they differ from defaults.
Common Creature Attribute Changes
| RunUO | ModernUO |
|---|---|
[CorpseName("a corpse")] attribute |
public override string CorpseName => "a corpse"; |
Name = "a creature" in constructor |
public override string DefaultName => "a creature"; |
get { return value; } |
=> value; expression-bodied |
AI Movement: No run Argument
RunUO's movement calls took a run flag that callers set inconsistently (true in
combat, false for pets, gated by dist > 5 inside MoveTo). The flag only selects the
client's per-step animation time, so ModernUO derives it from the creature's step pace
(BaseAI.ShouldRun) and the parameter is gone:
// RunUO
MoveTo(combatant, true, m_Mobile.RangeFight);
WalkMobileRange(m_Mobile.ControlMaster, 1, false, 0, 1);
// ModernUO
MoveTo(combatant, Mobile.RangeFight);
WalkMobileRange(Mobile.ControlMaster, 1, 0, 1);
ApproachTarget, MoveToPoint and PathFollower.Follow lose the argument the same way.
To make a creature run, make it fast (SetMoveSpeed / npc-speeds.json), not flagged.
An isolated step (after the creature stood for at least a walk interval) goes out as a
walk regardless of pace — only a continuing cadence, or a pace faster than the run
interpolation, flags run.
Retaliation: OnAggressiveAction Returns bool
RunUO's BaseAI.OnAggressiveAction was a void hook that only swapped to a closer
aggressor; BaseCreature.AggressiveAction then decided the response itself and set
Combatant regardless of what the AI had done. ModernUO moves the whole retaliation policy
into the hook — the stand-down verdict for commanded pets, the closer-aggressor swap
(PreferCloserAggressor), and the IssueOrder(Attack) vs Combatant = choice — and
BaseCreature only runs its bookkeeping (StopFlee, ForceReacquire, ethics shield) when
the hook returns true:
// RunUO — swap only; BaseCreature picks the combatant afterwards
public override void OnAggressiveAction(Mobile aggressor)
{
if (m_Mobile.Combatant == null)
{
m_Mobile.Combatant = aggressor;
return;
}
base.OnAggressiveAction(aggressor);
}
// ModernUO — the AI owns the response; false = stood down, nothing else fires
public override bool OnAggressiveAction(Mobile aggressor)
{
if (Mobile.Combatant == null)
{
Mobile.Combatant = aggressor;
}
else
{
PreferCloserAggressor(aggressor);
}
return true;
}
An override that used to return; early to refuse a fight now returns false; calling
base.OnAggressiveAction runs the full stock policy, including setting Combatant, so an AI
that only wants the closer-aggressor swap calls PreferCloserAggressor instead.
Target Acquisition: AcquireOnApproach Is a Delay
RunUO's AcquireOnApproach bool (paragon insta-aggro on approach) is now
AcquireOnApproachDelay, a TimeSpan reaction-time gradient that applies to every
creature — enemy movement inside AcquireOnApproachRange schedules a scan within the
delay instead of waiting out the 10 s ReacquireDelay poll:
// RunUO
public override bool AcquireOnApproach => true;
// ModernUO — Zero is the old instant behavior; larger values are dumber
public override TimeSpan AcquireOnApproachDelay => TimeSpan.Zero;
AcquireOnApproachRange stays 10 for all creatures (reactive aggro is on-screen; the
periodic ReacquireDelay scan still sweeps the full RangePerception). The
acquired target comes from the normal FightMode-ranked scan, not from whichever mobile
happened to move. See content-patterns.md § Target Acquisition.
Damage Entries: Inline ValueLinkList, Not List<DamageEntry>
RunUO's Mobile.DamageEntries was a List<DamageEntry> allocated for every mobile.
ModernUO keeps damage entries in an inline ValueLinkList<DamageEntry> struct held by
the mobile itself, ordered least recent → most recent, so a mobile that never takes
damage owns no list object and RegisterDamage relinks in O(1). The property is
ref readonly; expired entries are pruned when it is read.
// RunUO
for (var i = m.DamageEntries.Count - 1; i >= 0; --i)
{
var de = m.DamageEntries[i]; // indexer
...
}
m.DamageEntries.Clear();
var rights = BaseCreature.GetLootingRights(m.DamageEntries, m.HitsMax); // List<DamageEntry>
// ModernUO — needs `using Server.Collections;` for the enumerator extensions
foreach (var de in m.DamageEntries.ByDescending()) // most recent first
{
...
}
foreach (var de in m.DamageEntries) // least recent first
{
...
}
m.ClearDamageEntries();
var rights = BaseCreature.GetLootingRights(m.DamageEntries, m.HitsMax); // in ValueLinkList<DamageEntry>
What no longer compiles: the indexer, .Add, .Remove, .RemoveAt, .Clear, and
passing the property where a List<DamageEntry> is expected. .Count,
FindDamageEntryFor, FindMostRecentDamager and the other Find* methods, and
RegisterDamage are unchanged. DamageEntry now carries Next/Previous/OnLinkList
link fields; never set them yourself, and never call a ValueLinkList mutator on the
ref readonly property — it compiles against a copy and corrupts the node's link state.
Mutate only through RegisterDamage and ClearDamageEntries.
Item Name Changes
// RunUO
Name = "a magic gem"; // Set in constructor
// ModernUO — prefer property overrides
public override string DefaultName => "a magic gem";
// OR for cliloc:
public override int LabelNumber => 1234567;
Equipment/Weapon/Armor Migration
Weapons and armor follow the same item pattern but inherit from specialized base classes:
// ModernUO weapon example
[SerializationGenerator(0)]
public partial class MySpecialSword : BaseSword
{
[Constructible]
public MySpecialSword() : base(0x13FF) // Katana graphic
{
Weight = 6.0;
Layer = Layer.TwoHanded;
}
public override string DefaultName => "a special sword";
public override int AosStrengthReq => 25;
public override int AosMinDamage => 11;
public override int AosMaxDamage => 13;
public override int AosSpeed => 44;
public override float MlSpeed => 2.50f;
}
Common Base Classes
| RunUO | ModernUO | Notes |
|---|---|---|
BaseWeapon |
BaseWeapon |
Same, add partial |
BaseSword / BaseMace / etc. |
Same | Same, add partial |
BaseArmor |
BaseArmor |
Same, add partial |
BaseClothing |
BaseClothing |
Same, add partial |
BaseJewel |
BaseJewel |
Same, add partial |
BaseContainer |
BaseContainer |
Same, add partial |
Food |
Food |
Same, add partial |
BasePotion |
BasePotion |
Same, add partial |
Edge Cases & Gotchas
1. [TypeAlias] for Save Compatibility
If a class changed namespace or name, use [TypeAlias]:
[TypeAlias("Server.Items.OldName")]
[SerializationGenerator(0)]
public partial class NewName : Item { }
2. OnDoubleClick Validation
ModernUO patterns prefer:
if (!IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1042001);
return;
}
3. CorpseName as Property Override
RunUO uses [CorpseName] attribute. ModernUO uses a property override instead.
4. SetMana(0) for Non-Casters
Always call SetMana(0) for creatures that shouldn't have mana.
5. Decrement via Generated Property
Use the generated property name (PascalCase) when decrementing to trigger dirty tracking:
Charges--; // Uses generated property — triggers MarkDirty + InvalidateProperties
// NOT: _charges--; // Bypasses tracking
See Also
dev-docs/content-patterns.md— ModernUO content creation patternsdev-docs/serialization.md— Serialization system02-serialization.md— Serialization migration details03-timers.md— Timer migration06-property-lists.md— Property list migration