## 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.
221 lines
7.3 KiB
C#
221 lines
7.3 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Mobiles;
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namespace Server.Engines.Virtues;
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[PropertyObject]
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[SerializationGenerator(1)]
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public partial class VirtueContext
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{
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[DirtyTrackingEntity]
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private PlayerMobile _player;
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public PlayerMobile Player => _player;
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public VirtueContext(PlayerMobile player) => _player = player;
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private void MigrateFrom(V0Content content)
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{
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// Save-flagged values arrive as nullables; unset flags fall back to the same
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// defaults the old deserialize left in place.
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_lastSacrificeGain = content.LastSacrificeGain ?? default;
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_lastSacrificeLoss = content.LastSacrificeLoss ?? default;
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_availableResurrects = content.AvailableResurrects ?? 0;
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_lastJusticeLoss = content.LastJusticeLoss ?? default;
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_lastCompassionLoss = content.LastCompassionLoss ?? default;
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_nextCompassionDay = content.NextCompassionDay ?? default;
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_compassionGains = content.CompassionGains ?? 0;
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_lastValorLoss = content.LastValorLoss ?? default;
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_lastHonorUse = content.LastHonorUse ?? default;
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_honorActive = content.HonorActive;
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_justiceProtection = content.JusticeProtection;
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_justiceStatus = content.JusticeStatus ?? JusticeProtectorStatus.None;
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_values = content.Values;
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}
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[AnchoredDateTime]
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[SerializableField(0)]
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[SaveFlag(nameof(ShouldSerializeLastSacrificeGain))]
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[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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private DateTime _lastSacrificeGain;
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private bool ShouldSerializeLastSacrificeGain() => !SacrificeVirtue.CanGain(this);
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[AnchoredDateTime]
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[SerializableField(1)]
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[SaveFlag(nameof(ShouldSerializeLastSacrificeLoss))]
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[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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private DateTime _lastSacrificeLoss;
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private bool ShouldSerializeLastSacrificeLoss() => !SacrificeVirtue.CanAtrophy(this);
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[SerializableField(2)]
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[SaveFlag(nameof(ShouldSerializeAvailableResurrects))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _availableResurrects;
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private bool ShouldSerializeAvailableResurrects() => _availableResurrects > 0;
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[AnchoredDateTime]
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[SerializableField(3)]
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[SaveFlag(nameof(ShouldSerializeLastJusticeLoss))]
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[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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private DateTime _lastJusticeLoss;
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private bool ShouldSerializeLastJusticeLoss() => !JusticeVirtue.CanAtrophy(this);
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[AnchoredDateTime]
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[SerializableField(4)]
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[SaveFlag(nameof(ShouldSerializeLastCompassionLoss))]
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[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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private DateTime _lastCompassionLoss;
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private bool ShouldSerializeLastCompassionLoss() => !CompassionVirtue.CanAtrophy(this);
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[AnchoredDateTime]
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[SerializableField(5)]
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[SaveFlag(nameof(ShouldSerializeNextCompassionDay))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private DateTime _nextCompassionDay;
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private bool ShouldSerializeNextCompassionDay() => _nextCompassionDay > Core.Now;
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[SerializableField(6)]
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[SaveFlag(nameof(ShouldSerializeCompassionGains))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _compassionGains;
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private bool ShouldSerializeCompassionGains() => _compassionGains > 0;
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[AnchoredDateTime]
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[SerializableField(7)]
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[SaveFlag(nameof(ShouldSerializeValorLoss))]
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[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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private DateTime _lastValorLoss;
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private bool ShouldSerializeValorLoss() => !ValorVirtue.CanAtrophy(this);
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[AnchoredDateTime]
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[SerializableField(8)]
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[SaveFlag(nameof(ShouldSerializeLastHonorUse))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private DateTime _lastHonorUse;
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private bool ShouldSerializeLastHonorUse() => !HonorVirtue.CanUse(this);
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[SerializableField(9)]
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[SaveFlag(nameof(ShouldSerializeHonorActive))]
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[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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private bool _honorActive;
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private bool ShouldSerializeHonorActive() => _honorActive;
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[SerializableField(10)]
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[SaveFlag(nameof(ShouldSerializeJusticeProtection))]
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private PlayerMobile _justiceProtection;
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private bool ShouldSerializeJusticeProtection() => _justiceProtection != null && _justiceStatus != JusticeProtectorStatus.None;
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[SerializableField(11)]
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[SaveFlag(nameof(ShouldSerializeJusticeStatus))]
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private JusticeProtectorStatus _justiceStatus;
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private bool ShouldSerializeJusticeStatus() => _justiceProtection != null && _justiceStatus != JusticeProtectorStatus.None;
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[SerializableField(12, setter: "private")]
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[SaveFlag(nameof(ShouldSerializeValues))]
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private int[] _values;
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private bool ShouldSerializeValues()
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{
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if (_values == null)
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{
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return false;
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}
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for (var i = 0; i < _values.Length; i++)
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{
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if (_values[i] > 0)
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{
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return true;
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}
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}
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return false;
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Humility
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{
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get => GetValue(0);
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set => SetValue(0, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Sacrifice
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{
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get => GetValue(1);
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set => SetValue(1, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Compassion
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{
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get => GetValue(2);
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set => SetValue(2, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Spirituality
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{
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get => GetValue(3);
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set => SetValue(3, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Valor
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{
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get => GetValue(4);
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set => SetValue(4, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Honor
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{
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get => GetValue(5);
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set => SetValue(5, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Justice
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{
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get => GetValue(6);
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set => SetValue(6, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Honesty
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{
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get => GetValue(7);
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set => SetValue(7, value);
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}
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public int GetValue(int index) => _values?[index] ?? 0;
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public void SetValue(int index, int value)
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{
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_values ??= new int[8];
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_values[index] = value;
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}
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public override string ToString() => "...";
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// Used to invalidate and delete the VirtueContext, usually during world load
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public bool IsUsed() => ShouldSerializeLastSacrificeGain() || ShouldSerializeLastSacrificeLoss() ||
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ShouldSerializeAvailableResurrects() || ShouldSerializeLastJusticeLoss() ||
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ShouldSerializeJusticeStatus() || ShouldSerializeNextCompassionDay() ||
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ShouldSerializeCompassionGains() || ShouldSerializeValorLoss() ||
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ShouldSerializeLastHonorUse() || ShouldSerializeHonorActive() ||
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ShouldSerializeValues() || ShouldSerializeLastCompassionLoss();
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}
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