ModernUO/Projects/UOContent
Kamron Batman a7bb8a8222
refactor(archery): centralize SE ammo auto-recovery off PlayerMobile (#2496)
## Summary

Streamlines the SE-era archery ammo auto-recovery (recovering spent arrows/bolts after a miss). The mechanic was previously spread across four unrelated trigger points and a weapon-scoped timer that was divorced from the recovery state living on `PlayerMobile`. It also contained dead code.

### Problems fixed
- **Dead `!Warmode` gate** — `OnMiss` only runs from `OnSwing`, which requires warmode to fire, so the `if (!pm.Warmode)` branch that started the recovery timer could never trigger.
- **Scattered, divorced state** — banked ammo lived on `PlayerMobile.RecoverableAmmo` while the timer lived on the weapon (`_recoveryTimerToken`), and recovery was kicked off from four different places (`OnWarmodeChanged`, `PlayerMobile.OnDamage` kill, `BaseCreature.OnDamage` kill, `OnBeforeDeath`).
- **Per-player footprint** — every `PlayerMobile` carried a `RecoverableAmmo` field even though ~99% never miss with a bow (and most are offline).

### New design — `AmmoRecovery` side table
- All state (banked ammo + one repeating timer) is keyed by player in a static dictionary, so only players who actually miss carry any state. Transient by design — this was never serialized.
- **One feed point:** `OnMiss` banks the spent ammo type and starts the player's timer.
- **One drain point:** the timer self-gates and gathers ammo into the backpack only once the archer has disengaged — **alive, out of warmode, and not running** — otherwise it retries next tick, so banked ammo is never lost while online.
- **"Not running" allows standing still _or_ walking.** The `Direction.Running` bit is stale after a player stops, so it's paired with movement recency (`LastMoveTime`); only an *actively* running archer is blocked.
- Removed the redundant scattered triggers, the dead `!Warmode` branch, `RecoverableAmmo`, `RecoverAmmo()`, and the now-empty `OnWarmodeChanged` override. `PlayerMobile.OnDelete` calls `AmmoRecovery.Forget`.

### Behavior notes
- On death, banked ammo is **no longer flushed to the corpse** — it stays banked and is recovered after resurrection once the archer settles (player keeps it rather than dropping it to looters).
- `OnHit` immediate recovery (the ~40% arrow-to-defender behavior) is **unchanged**.

## Test plan
- [x] `dotnet build Projects/UOContent/UOContent.csproj -c Release` — succeeds, 0 warnings, 0 errors.
- [ ] In-game (SE era): miss bow shots, then disengage (drop warmode + stop) and confirm the "You recover N arrows/bolts" message and backpack contents; confirm recovery does **not** fire while running and **does** while walking/standing.
2026-06-21 23:22:55 -07:00
..
Accounting feat: add young_player_system feature flag to disable Young player system (#2445) 2026-05-05 20:09:49 -07:00
Assistants chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Commands feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Compression feat: Implements new robust/pluggable backup/archive system. (#2388) 2026-03-22 19:51:20 -07:00
Configuration feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Console feat: Adds console commands (#1714) 2024-03-30 09:40:43 -07:00
Context Menus fix: Moves ContextMenu out of core, streamlines code, fixes bugs (#1873) 2024-07-20 21:33:23 -07:00
Engines feat(pathfinding): multi-aware mask synthesizer + warm interior cache for house/boat cells (#2479) 2026-06-09 08:02:05 -07:00
Gumps feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Holiday Stuff perf: Migrate Veteran Reward gumps to DynamicGump/StaticGump (#2415) 2026-04-25 20:09:27 -07:00
Items refactor(archery): centralize SE ammo auto-recovery off PlayerMobile (#2496) 2026-06-21 23:22:55 -07:00
Migrations feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Misc perf(messages): mechanical interpolation cleanups (#2436) 2026-05-03 18:26:49 -07:00
Mobiles refactor(archery): centralize SE ammo auto-recovery off PlayerMobile (#2496) 2026-06-21 23:22:55 -07:00
Multis feat(pathfinding): multi-aware mask synthesizer + warm interior cache for house/boat cells (#2479) 2026-06-09 08:02:05 -07:00
Network feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Regions fix: Fixes criminals having guards called on them (#2348) 2026-03-13 17:35:47 -07:00
Skills feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Special Systems feat: Add zero-alloc interpolation handler to ValueStringBuilder, replace all StringBuilder usage (#2387) 2026-03-22 14:23:44 -07:00
Spells fix(necromancy): correct Blood Oath duration, reflection, and expiry timing (#1690) (#2480) 2026-06-08 23:42:28 -07:00
Systems/JailSystem fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Targets chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Text fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Utilities chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
World Saves perf(messages): mechanical interpolation cleanups (#2436) 2026-05-03 18:26:49 -07:00
Module.cs fix: Fixes sending packets and sidesteps a major issue with stackalloc and PGO in .NET 8 (#1607) 2023-11-21 12:18:20 -08:00
UOContent.csproj fix: Bumps dependencies (#2472) 2026-06-07 01:25:21 -07:00