## 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.
152 lines
5.5 KiB
C#
152 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Mobiles;
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namespace Server.Items
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{
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/// <summary>
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/// SE-era archery ammo recovery. When a player misses a shot there is a chance the spent ammo
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/// can be gathered back up afterwards. The banked ammo is held off of <see cref="PlayerMobile"/>
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/// (in this side table) so the vast majority of players who never miss with a bow carry no extra
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/// state. A single repeating timer per tracked player gathers the ammo, but only once the archer
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/// has disengaged: out of warmode and not running (standing still or walking is fine).
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/// </summary>
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public static class AmmoRecovery
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{
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// How often we re-check whether the archer has settled enough to gather their ammo.
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private static readonly TimeSpan RecoveryInterval = TimeSpan.FromSeconds(10);
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// A running step is only "current" if one landed this recently. Comfortably above the running
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// step cadence (run-foot ~200ms, run-mount ~100ms) so an actively running archer always reads as
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// running, while a stopped runner ages out within ~half a second.
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private const long RunningWindowMillis = 500;
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// Only players who have banked recoverable ammo appear here, so this stays tiny.
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private static readonly Dictionary<PlayerMobile, RecoveryState> _states = new();
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private sealed class RecoveryState
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{
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public readonly Dictionary<Type, int> Ammo = new();
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public RecoveryTimer Timer;
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}
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private sealed class RecoveryTimer : Timer
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{
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private readonly PlayerMobile _player;
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// delay == interval, count 0 => first fire after the interval, then repeats until Stop().
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public RecoveryTimer(PlayerMobile player) : base(RecoveryInterval, 0) => _player = player;
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protected override void OnTick() => OnRecoveryTick(_player);
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}
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// Called from BaseRanged.OnMiss when a player misses and the shot is recoverable.
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public static void Bank(PlayerMobile player, Type ammoType)
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{
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if (!Core.SE || ammoType == null)
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{
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return;
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}
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if (!_states.TryGetValue(player, out var state))
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{
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state = new RecoveryState();
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state.Timer = new RecoveryTimer(player);
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state.Timer.Start();
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_states[player] = state;
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}
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state.Ammo.TryGetValue(ammoType, out var count);
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state.Ammo[ammoType] = count + 1;
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}
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// Stops tracking a player and cancels their pending recovery (e.g. on delete).
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public static void Forget(PlayerMobile player)
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{
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if (_states.Remove(player, out var state))
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{
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state.Timer?.Stop();
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}
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}
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private static void OnRecoveryTick(PlayerMobile player)
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{
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if (!_states.TryGetValue(player, out var state))
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{
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return;
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}
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if (player.Deleted || state.Ammo.Count == 0)
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{
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Forget(player);
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return;
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}
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// Gather the scattered ammo only once the archer has disengaged: out of warmode and not running.
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if (!player.Alive || player.Warmode || IsRunning(player))
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{
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return; // Not settled yet; try again on the next tick.
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}
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Recover(player, state);
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Forget(player);
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}
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// The Direction.Running bit is left set after the player stops, so it alone can't tell us whether
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// the archer is still running. We pair it with movement recency: a running step is only "current"
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// if one landed within roughly two run-step intervals. A stopped runner ages out of that window,
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// and a walker never sets the bit at all -- both are treated as "not running", which is what we want.
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private static bool IsRunning(Mobile m) =>
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(m.Direction & Direction.Running) != 0 &&
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Core.TickCount - m.LastMoveTime < RunningWindowMillis;
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private static void Recover(PlayerMobile player, RecoveryState state)
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{
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foreach (var (type, amount) in state.Ammo)
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{
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if (amount <= 0)
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{
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continue;
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}
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Item ammo = null;
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try
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{
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ammo = type.CreateInstance<Item>();
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}
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catch
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{
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// ignored
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}
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if (ammo == null)
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{
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continue;
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}
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ammo.Amount = amount;
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var name = ammo.Name;
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if (name == null)
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{
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var label = ammo.LabelNumber;
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// Arrow (1023903/1023904) and bolt (1027163/1027164) name clilocs keep their plural form
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// two entries above the singular, so bump the label when recovering more than one.
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if (ammo.Amount != 1 && label is 1023903 or 1023904 or 1027163 or 1027164)
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{
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label += 2;
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}
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name = $"#{label}";
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}
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player.PlaceInBackpack(ammo);
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player.SendLocalizedMessage(1073504, $"{ammo.Amount}\t{name}"); // You recover ~1_NUM~ ~2_AMMO~.
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}
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state.Ammo.Clear();
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}
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}
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}
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