ModernUO/Projects/UOContent/Mobiles/Monsters/Misc/Melee/PlagueBeast.cs
Kamron Batman 84153fba58
fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609)
## Why

Delta world saves re-serialize an entity only when it has been marked dirty. An audit of the generated classes found three ways serialized state changes without a mark; this PR closes the ones that do not need a new generator package.

## What

- **Custom `[SerializableProperty]` setters mark dirty.** Twelve hand-written setters assigned their backing field without `this.MarkDirty()`. `PlagueBeastLord.OpenedBy` was an auto-property carrying the attribute with no backing field at all; it is now a generated field with the same name, order and command-property exposure.
- **Generated sub-objects are linked to their owner.** Without a `[DirtyTrackingEntity]` member the generator emits setters that mark nothing. Eight entity-owned sub-objects now carry the link and receive the owner through the constructor the generator calls: `BOBFilter` (owner is `IEntity`: a `PlayerMobile` or a `BulkOrderBook`), `BOBLargeSubEntry`, `PuzzleChestSolution` and `PuzzleChestSolutionAndTime`, `TalismanAttribute` (the random factories now take the talisman), `VendorItem`, `PlayerBBMessage`, `RaffleEntry`, `ShardPollOption`. Migration schemas were regenerated with the pinned tool; the only change is the value rule argument becoming `DeserializationRequiresParent`.
- **BaseVendor uses the generator; restock amounts are no longer persisted.** The only state it wrote was which buy entries had grown restock amounts, packed by index into the live `SBInfos` tables. Restock is transient now and rebuilds on load; version 1 records are read and discarded through the legacy path. Every vendor subclass now serializes through a generated chain.

## Generator 4.1.0

This PR adopts SerializationGenerator 4.1.0 (modernuo/SerializationGenerator#55): SG3019/SG3020 diagnostics, `[VolatileSerializedState]`, `StopXxx()` timer helpers, and owner-constructor preference for sub-objects (so dictionary values are constructed with their owner; the 4.0.0 relink fallback is gone). `PlayerVendor.v3.json` gains `DeserializationRequiresParent` for its `VendorItem` values so the migration content struct constructs them with their vendor.

SG3019 is an error under `TreatWarningsAsErrors` and generator diagnostics ignore pragmas, so the five contexts that live in whole-file player-keyed persistences (`ChampionTitle`, `ChampionTitleContext`, `MurderContext`, `VirtueContext`, `JailRecord`) now carry a `[DirtyTrackingEntity]` link to their `PlayerMobile`, which is where they will live once those blobs move onto the player record. `JailSystem.EmptyRecord` keeps a null player (`[CanBeNull]`). `ChampionTitle` needs both a context and a player constructor because the generator resolves the rule against the containing type but emits the call with the parent field; a comment in the file records this.

## Wire format

Unchanged. No version bumps except `BaseVendor` 1 to 2 (which now writes nothing of its own). Schema diffs are rule-argument only (`DeserializationRequiresParent`).

## Testing

Server.Tests 848 passed, UOContent.Tests 759 passed.
2026-09-06 09:43:44 -07:00

226 lines
6.8 KiB
C#

using ModernUO.Serialization;
using System;
using Server.Engines.Plants;
using Server.Items;
namespace Server.Mobiles
{
[SerializationGenerator(0, false)]
public partial class PlagueBeast : BaseCreature, IDevourer
{
[SerializedCommandProperty(AccessLevel.GameMaster)]
[SerializableField(0, setter: "private")]
private bool _hasMetalChest;
[SerializedCommandProperty(AccessLevel.GameMaster)]
[SerializableField(1)]
private int _totalDevoured;
[CommandProperty(AccessLevel.GameMaster)]
[SerializableProperty(2)]
public int DevourGoal
{
get => IsParagon ? _devourGoal + 25 : _devourGoal;
set
{
_devourGoal = value;
this.MarkDirty();
}
}
[Constructible]
public PlagueBeast() : base(AIType.AI_Melee)
{
Body = 775;
SetStr(302, 500);
SetDex(80);
SetInt(16, 20);
SetHits(318, 404);
SetDamage(20, 24);
SetDamageType(ResistanceType.Physical, 60);
SetDamageType(ResistanceType.Poison, 40);
SetResistance(ResistanceType.Physical, 45, 55);
SetResistance(ResistanceType.Fire, 40, 50);
SetResistance(ResistanceType.Cold, 25, 35);
SetResistance(ResistanceType.Poison, 65, 75);
SetResistance(ResistanceType.Energy, 25, 35);
SetSkill(SkillName.MagicResist, 35.0);
SetSkill(SkillName.Tactics, 100.0);
SetSkill(SkillName.Wrestling, 100.0);
Fame = 13000;
Karma = -13000;
VirtualArmor = 30;
PackArmor(1, 5);
if (Utility.RandomDouble() < 0.80)
{
PackItem(new PlagueBeastGland());
}
if (Core.ML && Utility.RandomDouble() < 0.33)
{
PackItem(Seed.RandomPeculiarSeed(4));
}
_totalDevoured = 0;
_devourGoal = Utility.RandomMinMax(15, 25); // How many corpses must be devoured before a metal chest is awarded
}
public override string CorpseName => "a plague beast corpse";
public override string DefaultName => "a plague beast";
public override bool AutoDispel => true;
public override Poison PoisonImmune => Poison.Lethal;
public bool Devour(Corpse corpse)
{
if (corpse?.Owner == null) // sorry we can't devour because the corpse's owner is null
{
return false;
}
if (corpse.Owner.Body.IsHuman)
{
corpse.TurnToBones(); // Not bones yet, and we are a human body therefore we turn to bones.
}
IncreaseHits((int)Math.Ceiling(corpse.Owner.HitsMax * 0.75));
_totalDevoured++;
PublicOverheadMessage(
MessageType.Emote,
0x3B2,
1053033
); // * The plague beast absorbs the fleshy remains of the corpse *
if (!_hasMetalChest && _totalDevoured >= _devourGoal)
{
PackItem(new MetalChest());
_hasMetalChest = true;
}
return true;
}
public override void GenerateLoot()
{
AddLoot(LootPack.FilthyRich);
AddLoot(LootPack.Gems, Utility.Random(1, 3));
// TODO: dungeon chest, healthy gland
}
public override void OnGaveMeleeAttack(Mobile defender, int damage)
{
base.OnGaveMeleeAttack(defender, damage);
defender.ApplyPoison(this, IsParagon ? Poison.Lethal : Poison.Deadly);
defender.FixedParticles(0x374A, 10, 15, 5021, EffectLayer.Waist);
defender.PlaySound(0x1CB);
}
public override void OnDamagedBySpell(Mobile caster, int damage)
{
if (Map != null && caster != this && Utility.RandomDouble() < 0.25)
{
var spawn = new PlagueSpawn(this)
{
Team = Team
};
spawn.MoveToWorld(Location, Map);
spawn.Combatant = caster;
Say(1053034); // * The plague beast creates another beast from its flesh! *
}
base.OnDamagedBySpell(caster, damage);
}
public override void OnGotMeleeAttack(Mobile attacker, int damage)
{
if (Map != null && attacker != this && Utility.RandomDouble() < 0.25)
{
var spawn = new PlagueSpawn(this)
{
Team = Team
};
spawn.MoveToWorld(Location, Map);
spawn.Combatant = attacker;
Say(1053034); // * The plague beast creates another beast from its flesh! *
}
base.OnGotMeleeAttack(attacker, damage);
}
public override int GetIdleSound() => 0x1BF;
public override int GetAttackSound() => 0x1C0;
public override int GetHurtSound() => 0x1C1;
public override int GetDeathSound() => 0x1C2;
public override void OnThink()
{
base.OnThink();
// Check to see if we need to devour any corpses
foreach (var item in GetItemsInRange<Corpse>(3)) // Get all corpses in range
{
// Ensure that the corpse was killed by us
if (item.Killer == this && item.Owner != null && !item.DevourCorpse() && !item.Devoured)
{
// * The plague beast attempts to absorb the remains, but cannot! *
PublicOverheadMessage(MessageType.Emote, 0x3B2, 1053032);
}
}
}
private void IncreaseHits(int hp)
{
var maxhits = 2000;
if (IsParagon)
{
maxhits = (int)(maxhits * Paragon.HitsBuff);
}
if (hp < 1000 && !Core.AOS)
{
hp = hp * 100 / 60;
}
if (HitsMaxSeed >= maxhits)
{
HitsMaxSeed = maxhits;
var newHits =
Hits + hp + Utility.RandomMinMax(
10,
20
); // increase the hp until it hits if it goes over it'll max at 2000
Hits = Math.Min(maxhits, newHits);
// Also provide heal for each devour on top of the hp increase
}
else
{
var min = hp / 2 + 10;
var max = hp + 20;
var hpToIncrease = Utility.RandomMinMax(min, max);
HitsMaxSeed += hpToIncrease;
Hits += hpToIncrease;
// Also provide heal for each devour
}
}
}
}