## Summary
Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.
```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => _charges;
set
{
_charges = Math.Clamp(value, 0, MaxCharges);
InvalidateProperties();
this.MarkDirty();
}
}
// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;
private bool AllowChargesChange(ref int value)
{
value = Math.Clamp(value, 0, MaxCharges);
return true;
}
```
## How sites were selected
A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:
- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).
Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).
## Verification
- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**
## Behavioral notes (all strict improvements, called out for review)
- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
94 lines
2.6 KiB
C#
94 lines
2.6 KiB
C#
using ModernUO.Serialization;
|
|
using System;
|
|
using Server.Items;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Server.Mobiles
|
|
{
|
|
[SerializationGenerator(0, false)]
|
|
public partial class Sheep : BaseCreature, ICarvable
|
|
{
|
|
[Constructible]
|
|
public Sheep() : base(AIType.AI_Animal, FightMode.Aggressor)
|
|
{
|
|
Body = 0xCF;
|
|
BaseSoundID = 0xD6;
|
|
|
|
SetStr(19);
|
|
SetDex(25);
|
|
SetInt(5);
|
|
|
|
SetHits(12);
|
|
SetMana(0);
|
|
|
|
SetDamage(1, 2);
|
|
|
|
SetDamageType(ResistanceType.Physical, 100);
|
|
|
|
SetResistance(ResistanceType.Physical, 5, 10);
|
|
|
|
SetSkill(SkillName.MagicResist, 5.0);
|
|
SetSkill(SkillName.Tactics, 6.0);
|
|
SetSkill(SkillName.Wrestling, 5.0);
|
|
|
|
Fame = 300;
|
|
Karma = 0;
|
|
|
|
VirtualArmor = 6;
|
|
|
|
Tamable = true;
|
|
ControlSlots = 1;
|
|
MinTameSkill = 11.1;
|
|
}
|
|
|
|
public override string CorpseName => "a sheep corpse";
|
|
|
|
[SerializableField(0, fieldChanged: nameof(OnNextWoolTimeChanged))]
|
|
[DeltaDateTime]
|
|
[SerializedCommandProperty(AccessLevel.GameMaster)]
|
|
private DateTime _nextWoolTime;
|
|
|
|
private void OnNextWoolTimeChanged(DateTime oldValue, DateTime newValue)
|
|
{
|
|
SheepBody();
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public void SheepBody() => Body = Core.Now >= _nextWoolTime ? 0xCF : 0xDF;
|
|
|
|
public override string DefaultName => "a sheep";
|
|
|
|
public override int Meat => 3;
|
|
public override MeatType MeatType => MeatType.LambLeg;
|
|
public override FoodType FavoriteFood => FoodType.FruitsAndVeggies | FoodType.GrainsAndHay;
|
|
|
|
public override int Wool => Body == 0xCF ? 3 : 0;
|
|
|
|
public void Carve(Mobile from, Item item)
|
|
{
|
|
if (Core.Now < _nextWoolTime)
|
|
{
|
|
// This sheep is not yet ready to be shorn.
|
|
PrivateOverheadMessage(MessageType.Regular, 0x3B2, 500449, from.NetState);
|
|
return;
|
|
}
|
|
|
|
from.SendLocalizedMessage(500452); // You place the gathered wool into your backpack.
|
|
from.AddToBackpack(new Wool(Map == Map.Felucca ? 2 : 1));
|
|
|
|
NextWoolTime = Core.Now + TimeSpan.FromHours(3.0); // TODO: Proper time delay
|
|
}
|
|
|
|
public override void OnThink()
|
|
{
|
|
base.OnThink();
|
|
SheepBody();
|
|
}
|
|
|
|
[AfterDeserialization]
|
|
private void AfterDeserialization()
|
|
{
|
|
SheepBody();
|
|
}
|
|
}
|
|
}
|