## Summary Adopts ModernUO.Serialization 4.0.0 across the engine. Three commits, reviewable independently: 1. **Package + tool bump to 4.0.0** (`Server.csproj`, `UOContent.csproj`, `dotnet-tools.json`). 2. **Timers → `[DeserializeTimer]`** — the 8 drifting timers (BaseLight, TreasureMapChest, MarkContainer, FillableContainer, DeathRobe, DecayedCorpse, Corpse, BaseEscortable) now store their next tick as **anchored time**: server downtime no longer consumes the remaining delay, and idle-world saves are byte-stable. This changes their wire format, so each class bumps its serialization version with a `MigrateFrom` that replays the old delta-time read through the migration schema (the new `vN.json` files carry `@AnchoredTimer`; the old ones keep `@TimerDrift`, which the generator reads forever). The 2 wall-clock timers (Aquarium, FountainOfLife) keep their exact format via `wallClock: true` — no bump. Restart methods drop their `TimeSpan.MinValue` sentinel checks: v4 invokes them **only when a timer was actually running at save**. 3. **Linkage → field-side declarations** — 175 conversions across 25 files: `[SerializableFieldSaveFlag(order)]`/`[SerializableFieldDefault(order)]` become `[SaveFlag(nameof(...), nameof(...))]` on the field, and `[SerializableFieldChanged(order)]` becomes the `fieldChanged:` argument of `[SerializableField]`. **Wire-neutral: zero migration schemas changed.** ## Verification - Solution builds with **0 errors, 0 warnings**; all three 4.0.0 packages verified indexed on nuget.org (no local feed needed). - **835 + 708 tests green.** - Generated output inspected: old-version content structs replay `ReadDeltaTime` (e.g. `V3Content.DecayTimerNext = reader.ReadDeltaTime()`), current versions write/read anchored time with the gated restart, and the wall-clock classes emit byte-identical `Write`/`ReadDateTime` framing. - Schema tool run is committed (CI's `git diff --exit-code` schema check passes): exactly the 8 expected new `vN.json` files, nothing else touched. - The conversion was scripted with a class-scoped resolver (order → same-class `[SerializableField(order)]`/`[SerializableProperty(order)]`); it planned 175/175 with zero ambiguities before applying. ## Notes - New `MigrateFrom`s use the content structs' provided `XxxDelay` property, matching the pre-existing idiom in Corpse's and TreasureMapChest's older migrations. - Follow-up candidate (separate PR, wire-neutral, any time): fold the ~150 eligible hand-written `[SerializableProperty]` setters (clamps, post-change side effects) down to `[SerializableField]` with `allowFieldChange`/`fieldChanged` hooks.
379 lines
11 KiB
C#
379 lines
11 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using ModernUO.Serialization;
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using Server.Mobiles;
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namespace Server.Engines.CannedEvil;
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[PropertyObject]
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[SerializationGenerator(1)]
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public partial class ChampionTitleContext
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{
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private const int LossAmount = 90;
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private static readonly TimeSpan LossDelay = TimeSpan.FromDays(1.0);
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _harrower;
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private PlayerMobile _player;
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public PlayerMobile Player => _player;
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public ChampionTitleContext(PlayerMobile player) => _player = player;
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// Visible to PublicMobile for migrations
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internal void Deserialize(IGenericReader reader, int version)
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{
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_harrower = reader.ReadEncodedInt();
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var length = reader.ReadEncodedInt();
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if (length == 0)
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{
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return;
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}
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// If the list/enum for ChampionSpawnInfo changes, then this has to change for migrations
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for (var i = 0; i < length; i++)
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{
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var type = (ChampionSpawnType)i;
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ref var title = ref GetTitleValueRef(type);
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if (Unsafe.IsNullRef(ref title))
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{
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throw new NotImplementedException($"Cannot find ChampionSpawnType value {type}.");
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}
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title = new ChampionTitle();
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title.Deserialize(reader);
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}
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}
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[SerializableField(1)]
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[SaveFlag(nameof(ShouldSerializeAbyss))]
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private ChampionTitle _abyss;
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private bool ShouldSerializeAbyss() => _abyss != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int AbyssValue
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{
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get => GetTitle(ChampionSpawnType.Abyss)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.Abyss, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime AbyssLastDecay
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{
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get => GetTitle(ChampionSpawnType.Abyss)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.Abyss, value);
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}
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[SerializableField(2)]
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[SaveFlag(nameof(ShouldSerializeArachnid))]
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private ChampionTitle _arachnid;
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private bool ShouldSerializeArachnid() => _arachnid != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int ArachnidValue
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{
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get => GetTitle(ChampionSpawnType.Arachnid)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.Arachnid, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime ArachnidLastDecay
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{
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get => GetTitle(ChampionSpawnType.Arachnid)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.Arachnid, value);
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}
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[SerializableField(3)]
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[SaveFlag(nameof(ShouldSerializeColdBlood))]
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private ChampionTitle _coldBlood;
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private bool ShouldSerializeColdBlood() => _coldBlood != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int ColdBloodValue
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{
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get => GetTitle(ChampionSpawnType.ColdBlood)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.ColdBlood, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime ColdBloodLastDecay
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{
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get => GetTitle(ChampionSpawnType.ColdBlood)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.ColdBlood, value);
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}
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[SerializableField(4)]
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[SaveFlag(nameof(ShouldSerializeForestLord))]
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private ChampionTitle _forestLord;
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private bool ShouldSerializeForestLord() => _forestLord != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int ForestLordValue
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{
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get => GetTitle(ChampionSpawnType.ForestLord)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.ForestLord, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime ForestLordLastDecay
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{
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get => GetTitle(ChampionSpawnType.ForestLord)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.ForestLord, value);
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}
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[SerializableField(5)]
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[SaveFlag(nameof(ShouldSerializeVerminHorde))]
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private ChampionTitle _verminHorde;
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private bool ShouldSerializeVerminHorde() => _verminHorde != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int VerminHordeValue
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{
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get => GetTitle(ChampionSpawnType.VerminHorde)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.VerminHorde, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime VerminHordeLastDecay
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{
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get => GetTitle(ChampionSpawnType.VerminHorde)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.VerminHorde, value);
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}
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[SerializableField(6)]
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[SaveFlag(nameof(ShouldSerializeUnholyTerror))]
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private ChampionTitle _unholyTerror;
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private bool ShouldSerializeUnholyTerror() => _unholyTerror != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int UnholyTerrorValue
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{
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get => GetTitle(ChampionSpawnType.UnholyTerror)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.UnholyTerror, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime UnholyTerrorLastDecay
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{
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get => GetTitle(ChampionSpawnType.UnholyTerror)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.UnholyTerror, value);
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}
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[SerializableField(7)]
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[SaveFlag(nameof(ShouldSerializeSleepingDragon))]
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private ChampionTitle _sleepingDragon;
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private bool ShouldSerializeSleepingDragon() => _sleepingDragon != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int SleepingDragonValue
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{
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get => GetTitle(ChampionSpawnType.SleepingDragon)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.SleepingDragon, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime SleepingDragonLastDecay
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{
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get => GetTitle(ChampionSpawnType.SleepingDragon)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.SleepingDragon, value);
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}
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[SerializableField(8)]
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[SaveFlag(nameof(ShouldSerializeCorrupt))]
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private ChampionTitle _corrupt;
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private bool ShouldSerializeCorrupt() => _corrupt != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int CorruptValue
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{
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get => GetTitle(ChampionSpawnType.Corrupt)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.Corrupt, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime CorruptLastDecay
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{
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get => GetTitle(ChampionSpawnType.Corrupt)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.Corrupt, value);
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}
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[SerializableField(9)]
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[SaveFlag(nameof(ShouldSerializeGlade))]
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private ChampionTitle _glade;
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private bool ShouldSerializeGlade() => _glade != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int GladeValue
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{
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get => GetTitle(ChampionSpawnType.Glade)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.Glade, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime GladeLastDecay
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{
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get => GetTitle(ChampionSpawnType.Glade)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.Glade, value);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ChampionTitle GetTitle(ChampionSpawnType type) => GetTitleValueRef(type);
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// Get a pointer to the title so we can manipulate it internally such as nullifying it.
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// Using this technique instead of an array decouples the context from changes to ChampionSpawnInfo.Table indexes
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private ref ChampionTitle GetTitleValueRef(ChampionSpawnType type)
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{
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switch (type)
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{
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case ChampionSpawnType.Abyss:
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{
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return ref _abyss;
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}
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case ChampionSpawnType.Arachnid:
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{
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return ref _arachnid;
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}
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case ChampionSpawnType.ColdBlood:
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{
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return ref _coldBlood;
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}
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case ChampionSpawnType.ForestLord:
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{
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return ref _forestLord;
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}
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case ChampionSpawnType.VerminHorde:
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{
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return ref _verminHorde;
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}
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case ChampionSpawnType.UnholyTerror:
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{
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return ref _unholyTerror;
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}
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case ChampionSpawnType.SleepingDragon:
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{
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return ref _sleepingDragon;
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}
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case ChampionSpawnType.Glade:
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{
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return ref _glade;
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}
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case ChampionSpawnType.Corrupt:
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{
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return ref _corrupt;
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}
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default:
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{
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return ref Unsafe.NullRef<ChampionTitle>();
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}
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}
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}
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public ChampionTitle TryGetOrCreateTitle(ChampionSpawnType type)
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{
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ref var title = ref GetTitleValueRef(type);
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if (Unsafe.IsNullRef(ref title))
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{
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return null;
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}
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return title ??= new ChampionTitle();
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}
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public void SetValue(ChampionSpawnType type, int value)
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{
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ref var title = ref GetTitleValueRef(type);
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if (Unsafe.IsNullRef(ref title))
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{
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return;
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}
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if (title != null)
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{
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if (value <= 0)
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{
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title = null;
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_player.InvalidateProperties();
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return;
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}
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}
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else
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{
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title = new ChampionTitle();
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}
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title.Value = value;
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title.LastDecay = Core.Now;
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_player.InvalidateProperties();
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}
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public void SetLastDecay(ChampionSpawnType type, DateTime value)
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{
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var title = TryGetOrCreateTitle(type);
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if (title != null)
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{
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title.LastDecay = value;
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}
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}
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public void Award(ChampionSpawnType type, int value)
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{
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var title = TryGetOrCreateTitle(type);
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if (title == null)
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{
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return;
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}
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title.Value += value;
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if (title.LastDecay == DateTime.MinValue)
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{
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title.LastDecay = Core.Now;
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}
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}
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public bool CheckAtrophy()
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{
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var valuesUsed = _harrower > 0;
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for (var i = 0; i < ChampionSpawnInfo.Table.Length; i++)
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{
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ref var title = ref GetTitleValueRef(ChampionSpawnInfo.Table[i].Type);
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if (Unsafe.IsNullRef(ref title) || title == null)
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{
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continue;
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}
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var decay = title.LastDecay;
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if (decay > DateTime.MinValue && decay + LossDelay < Core.Now)
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{
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// Use bitwise-or to force-execute the Atrophy function
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var isUsed = title.Atrophy(LossAmount);
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if (!isUsed)
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{
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title = null;
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}
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valuesUsed |= isUsed;
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}
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}
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return valuesUsed;
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}
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public override string ToString() => "...";
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}
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