## Summary
Two small additive changes that an external content assembly (ModernSpawner) needs, as separable commits.
**1. `SkillEvents.SkillUsed`** (`Projects/UOContent/Skills/SkillEvents.cs`, namespace `Server.Misc`): a plain C# event `Action<Mobile, Skill, bool success>` raised once per skill attempt from each of the four `Mobile_SkillCheck*` handlers, with the handler's own result. Attempts the handler resolves without a roll (too difficult, no challenge) raise too, so a grandmaster's trivial success and a guaranteed combat roll are observable. Not raised when the mobile lacks the skill. Each handler keeps its logic in a private core method and raises on the way out, so there is exactly one raise per attempt and `CheckSkill` itself is unchanged.
- **Why a plain event and not a `[GeneratedEvent]`:** generated events are compile-time static dispatch inside the UOContent compilation, so a subscriber in another assembly cannot use `[OnEvent]`. Shape follows `HelpEvents`.
- **Why "used", not "gained":** this is the XmlSpawner skill-trigger semantic (it wrapped the same four handlers and passed their result as `success`; its grammar was `Skill[+/-]` for success-only or failure-only). Gains are already observable through the existing skill-change notification on `Mobile`.
- **Cost:** one delegate null-check per attempt when nothing is subscribed; no boxing, no closure, no allocation. The handlers sit on the combat swing path.
- **Exception contract:** subscriber exceptions propagate, matching `EventSink`/`HelpEvents`; no try/catch by design.
**2. `InternalsVisibleTo("ModernSpawner.Tests")`** on `Server.csproj`, beside the existing `Server.Tests`/`UOContent.Tests` entries, so an external test host can seed `Core._now` the way the engine's own test initializers do. Separable; a public test seam on `Core` would serve the same need without naming a downstream assembly.
## Open question
The payload is the `Skill` object plus a positional `bool`. A `readonly struct` args type passed `in` would leave room to add `chance` or the target later without breaking subscribers. Happy to change before merge.
## Test plan
- [x] `UOContent.Tests`: 4 tests — a rolled attempt raises once with the returned outcome; each short-circuit path (no challenge, too difficult, on both the direct and value-window handlers) raises with the handler's result; a direct `CheckSkill` call does not raise; no subscriber does not throw. Full suite green.
- [x] `Server` and `UOContent` build clean with `TreatWarningsAsErrors`.
- [ ] CI
23 lines
936 B
C#
23 lines
936 B
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Server.Misc;
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/// <summary>
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/// Skill system events. Plain C# events so other assemblies can subscribe; generated events cannot be
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/// subscribed across assemblies.
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/// </summary>
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public static class SkillEvents
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{
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/// <summary>
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/// Raised once per skill attempt from the four <c>Mobile_SkillCheck*</c> handlers with the attempt's
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/// outcome, including attempts the handler resolves without a roll (too difficult, no challenge).
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/// Not raised when the mobile lacks the skill. Fires for every <see cref="Mobile" />, including
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/// creatures. Subscribers must not block or allocate.
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/// </summary>
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public static event Action<Mobile, Skill, bool> SkillUsed;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void InvokeSkillUsed(Mobile from, Skill skill, bool success) =>
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SkillUsed?.Invoke(from, skill, success);
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}
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