ModernUO/dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md
Kamron Batman d3bf283e2d
feat: event-driven target acquisition with a reaction-time gradient (#2601)
Fixes walk-up aggro latency (up to a full 10 s of obliviousness) and hardens the reacquire gate so no state can silence acquisition, while turning `AcquireOnApproach` into the reaction-time knob for future per-creature intelligence tuning.

### Why

`AcquireFocusMob` re-armed the 10 s `ReacquireDelay` **before** scanning, success or failure. A creature that scanned an empty room was blind for 10 s to a player walking up — walk-up aggro latency was uniform in 0..10 s. Waking from sector sleep stacked the AI timer's 0–3 s construction stagger on top. And `NextReacquireTime` is not serialized: on hosts whose tick counter starts negative (GCP pass-through), the 0 default blocked **all** acquisition shard-wide after a restart until the counter crossed zero.

### What

**Event-driven reaction — `AcquireOnApproachDelay` (the intelligence gradient)**
- The paragon `AcquireOnApproach` bool becomes a `TimeSpan` on every creature: an enemy moving inside `AcquireOnApproachRange` (10 for all creatures — on-screen reactive aggro; the periodic scan keeps the wide `RangePerception` sweep) *clamps* the next scan to at most the delay. Repeated steps cannot shorten it further — one scan per delay period, not per step or think.
- `Zero` (paragons) also prods the AI timer: the ranked scan engages within a wheel turn — the old snap, minus the special-cased engage path. The target now comes from the normal FightMode ranking instead of whichever mobile happened to move, and the `Combatant == null` guard stops re-engage spam.
- The 2 s default reads as "took a beat to notice you"; larger values are dumber; `ReacquireDelay` alone is the oblivious floor. Mover checks are the approach logic's `IsEnemy` + `CanBeHarmful` (so pets count and hidden movers are excluded via `CanSee`), with `IsEnemy` first to cheaply reject same-team wild creatures wandering past. The check rides the `OnMovement` callback every step already pays for — no polling added.

**Gate correctness**
- Every scan re-arms the full `ReacquireDelay`, success or failure (classic semantics; reaction time is the approach path, not the poll).
- Self-healing by construction: a deadline further out than `ReacquireDelay` is an illegal state and reads as open — no wedged or wrapped value can silence acquisition beyond one delay period.
- `NextReacquireTime` is seeded from a live tick on deserialize (the GCP negative-tick blackout).

**AI timer wake**
- Activation (sector wake, spawn, resurrection) starts within a 0–256 ms spread instead of the 0–3 s construction stagger, which read as lag.
- The stagger's real job — keeping same-speed cohorts out of lock-step (the RunUO town artifact) — is now a zero-mean ±period/8 jitter on each **idle** think, so phases random-walk apart within seconds and can never re-lock. Instrumentation showed why a one-shot spread can't do this job: the timer wheel fires within ±1 ms, so with 10 creatures on a 500 ms period some pair collides on nearly the same phase ~75% of the time (birthday paradox) and then steps in the same loop iteration *forever*. Jitter is scoped to passive speed: engaged cadence stays exact, since pursuit timing anchors to real step times.

**Debug**
- The `AcquireFocusMob` scan message no longer re-arms the shared 5 s debug cooldown, which swallowed every AI's "I have detected X" transition line.

**API change** for custom scripts: `AcquireOnApproach` (bool) → `AcquireOnApproachDelay` (TimeSpan). Documented in `content-patterns.md` § Target Acquisition, `runuo-migration-docs/09` + `11`, and the migration skill checklist.

### Tests

`AcquisitionTests`: both scan outcomes honor `ReacquireDelay`; a 60 s-wedged gate still acquires; enemy movement clamps the deadline (same-team wild movers and out-of-range movers ignored); repeated movement cannot shorten below the delay; `Zero` opens the gate and prods without a direct engage. Full suite: 755 UOContent green.
2026-09-01 20:42:15 -07:00

17 KiB

Items, Mobiles & Creatures Migration

Overview

Most RunUO migration work involves converting Item, Mobile, and BaseCreature subclasses. This doc combines all prior system changes (serialization, timers, property lists, naming) into complete step-by-step conversion guides for the most common content types.

Item Migration Step-by-Step

1. Apply Foundation Changes

  • File-scoped namespace
  • using ModernUO.Serialization;
  • Rename m_ fields to _camelCase
  • [Constructable][Constructible]
  • Replace Console.WriteLine with logging
  • Replace DateTime.UtcNow with Core.Now

2. Add Serialization Attributes

[SerializationGenerator(N, false)]  // N = old version + 1; false if old Deserialize used ReadInt()
public partial class MyItem : Item  // Add partial

3. Convert Fields to [SerializableField]

// RunUO
private int m_Charges;
[CommandProperty(AccessLevel.GameMaster)]
public int Charges { get { return m_Charges; } set { m_Charges = value; InvalidateProperties(); } }

// ModernUO
[SerializableField(0)]
[InvalidateProperties]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;
// Property auto-generated with InvalidateProperties

4. Delete Boilerplate

  • Delete public MyItem(Serial serial) : base(serial) { }
  • Delete public override void Serialize(GenericWriter writer) { ... }
  • Delete public override void Deserialize(GenericReader reader) { ... }

5. Convert Timer Fields

// RunUO
private InternalTimer m_Timer;
// + nested Timer class

// ModernUO
private TimerExecutionToken _timerToken;
// + direct Timer.StartTimer() calls
// + [AfterDeserialization] for timer restoration
// + OnAfterDelete() for timer cancellation

6. Convert GetProperties

// RunUO
public override void GetProperties(ObjectPropertyList list)
{
    base.GetProperties(list);
    list.Add(1060741, m_Charges.ToString());
}

// ModernUO
public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);
    list.Add(1060741, $"{_charges}");
}

7. Convert Context Menus (if present)

// RunUO
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
    base.GetContextMenuEntries(from, list);
    list.Add(new MyEntry(this));
}

// ModernUO
public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
    base.GetContextMenuEntries(from, ref list);
    list.Add(new MyEntry(this));
}

Complete Before/After: Item

RunUO:

using System;
using Server;
using Server.Network;

namespace Server.Items
{
    public class MagicLantern : Item
    {
        private int m_Charges;
        private Mobile m_Owner;
        private InternalTimer m_Timer;

        [CommandProperty(AccessLevel.GameMaster)]
        public int Charges
        {
            get { return m_Charges; }
            set { m_Charges = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public Mobile Owner
        {
            get { return m_Owner; }
            set { m_Owner = value; }
        }

        [Constructable]
        public MagicLantern() : base(0xA25)
        {
            m_Charges = Utility.RandomMinMax(5, 15);
            Weight = 2.0;
            Light = LightType.Circle300;
            Name = "a magic lantern";

            m_Timer = new InternalTimer(this);
            m_Timer.Start();
        }

        public MagicLantern(Serial serial) : base(serial) { }

        public override void OnDelete()
        {
            if (m_Timer != null)
                m_Timer.Stop();

            base.OnDelete();
        }

        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);
            list.Add(1060741, m_Charges.ToString());
        }

        public override void OnDoubleClick(Mobile from)
        {
            if (!IsChildOf(from.Backpack))
            {
                from.SendLocalizedMessage(1042001);
                return;
            }

            if (m_Charges <= 0)
            {
                from.SendMessage("The lantern is depleted.");
                return;
            }

            m_Charges--;
            InvalidateProperties();
            from.SendMessage("The lantern flares brightly!");
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);
            writer.Write((int)1); // version

            writer.Write(m_Owner);
            writer.Write(m_Charges);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();

            switch (version)
            {
                case 1:
                    m_Owner = reader.ReadMobile();
                    goto case 0;
                case 0:
                    m_Charges = reader.ReadInt();
                    break;
            }

            m_Timer = new InternalTimer(this);
            m_Timer.Start();
        }

        private void Glow()
        {
            if (m_Charges > 0)
                Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
        }

        private class InternalTimer : Timer
        {
            private MagicLantern m_Lantern;

            public InternalTimer(MagicLantern lantern) : base(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3))
            {
                m_Lantern = lantern;
                Priority = TimerPriority.OneSecond;
            }

            protected override void OnTick()
            {
                m_Lantern.Glow();
            }
        }
    }
}

ModernUO:

using ModernUO.Serialization;

namespace Server.Items;

[SerializationGenerator(0)]
public partial class MagicLantern : Item
{
    [SerializableField(0)]
    [InvalidateProperties]
    [SerializedCommandProperty(AccessLevel.GameMaster)]
    private int _charges;

    [SerializableField(1)]
    [SerializedCommandProperty(AccessLevel.GameMaster)]
    private Mobile _owner;

    private TimerExecutionToken _glowTimer;

    [Constructible]
    public MagicLantern() : base(0xA25)
    {
        _charges = Utility.RandomMinMax(5, 15);
        Weight = 2.0;
        Light = LightType.Circle300;
        StartGlow();
    }

    public override string DefaultName => "a magic lantern";

    private void StartGlow()
    {
        Timer.StartTimer(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3), Glow, out _glowTimer);
    }

    [AfterDeserialization]
    private void AfterDeserialization() => StartGlow();

    public override void OnAfterDelete()
    {
        _glowTimer.Cancel();
        base.OnAfterDelete();
    }

    public override void GetProperties(IPropertyList list)
    {
        base.GetProperties(list);
        list.Add(1060741, $"{_charges}");
    }

    public override void OnDoubleClick(Mobile from)
    {
        if (!IsChildOf(from.Backpack))
        {
            from.SendLocalizedMessage(1042001);
            return;
        }

        if (_charges <= 0)
        {
            from.SendMessage("The lantern is depleted.");
            return;
        }

        Charges--;
        from.SendMessage("The lantern flares brightly!");
    }

    private void Glow()
    {
        if (_charges > 0)
            Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
    }
}

What changed:

  • File-scoped namespace
  • partial class + [SerializationGenerator(0)] (omit encoded parameter)
  • [Constructable][Constructible]
  • m_Charges/m_Owner_charges/_owner with [SerializableField]
  • Manual properties → auto-generated with [SerializedCommandProperty]
  • InvalidateProperties() in setter → [InvalidateProperties] attribute
  • Name = "..."DefaultName => property override
  • Serial constructor deleted
  • Serialize/Deserialize deleted
  • Nested InternalTimer class → Timer.StartTimer() + TimerExecutionToken
  • Timer in Deserialize → [AfterDeserialization]
  • OnDelete() timer stop → OnAfterDelete() + _token.Cancel()
  • ObjectPropertyListIPropertyList
  • GetProperties uses string interpolation with holes

BaseCreature Migration

BaseCreature subclasses follow the same pattern as items but have additional considerations.

Key Differences from Items

  1. Constructor calls base(AIType, FightMode) instead of base(itemID)
  2. Stats set with SetStr(), SetDex(), SetInt(), etc.
  3. Damage/resistance types set explicitly
  4. GenerateLoot() override for loot tables
  5. Many property overrides (CorpseName, Meat, Hides, etc.)

Before/After: Simple Creature

RunUO:

namespace Server.Mobiles
{
    [CorpseName("a wolf corpse")]
    public class ForestWolf : BaseCreature
    {
        [Constructable]
        public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name = "a forest wolf";
            Body = 225;
            BaseSoundID = 0xE5;

            SetStr(80, 120);
            SetDex(90, 110);
            SetInt(20, 40);

            SetHits(60, 80);

            SetDamage(8, 14);

            SetDamageType(ResistanceType.Physical, 100);

            SetResistance(ResistanceType.Physical, 25, 35);

            SetSkill(SkillName.MagicResist, 30.0, 50.0);
            SetSkill(SkillName.Tactics, 50.0, 70.0);
            SetSkill(SkillName.Wrestling, 50.0, 70.0);

            Fame = 600;
            Karma = 0;

            VirtualArmor = 28;

            Tamable = true;
            ControlSlots = 1;
            MinTameSkill = 50.1;
        }

        public ForestWolf(Serial serial) : base(serial) { }

        public override int Meat { get { return 1; } }
        public override int Hides { get { return 6; } }
        public override FoodType FavoriteFood { get { return FoodType.Meat; } }
        public override PackInstinct PackInstinct { get { return PackInstinct.Canine; } }

        public override void GenerateLoot()
        {
            AddLoot(LootPack.Meager);
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);
            writer.Write((int)0);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();
        }
    }
}

ModernUO:

using ModernUO.Serialization;

namespace Server.Mobiles;

[SerializationGenerator(0)]
public partial class ForestWolf : BaseCreature
{
    [Constructible]
    public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
    {
        Body = 225;
        BaseSoundID = 0xE5;

        SetStr(80, 120);
        SetDex(90, 110);
        SetInt(20, 40);

        SetHits(60, 80);

        SetDamage(8, 14);

        SetDamageType(ResistanceType.Physical, 100);

        SetResistance(ResistanceType.Physical, 25, 35);

        SetSkill(SkillName.MagicResist, 30.0, 50.0);
        SetSkill(SkillName.Tactics, 50.0, 70.0);
        SetSkill(SkillName.Wrestling, 50.0, 70.0);

        Fame = 600;
        Karma = 0;

        VirtualArmor = 28;

        Tamable = true;
        ControlSlots = 1;
        MinTameSkill = 50.1;
    }

    public override string CorpseName => "a wolf corpse";
    public override string DefaultName => "a forest wolf";
    public override int Meat => 1;
    public override int Hides => 6;
    public override FoodType FavoriteFood => FoodType.Meat;
    public override PackInstinct PackInstinct => PackInstinct.Canine;

    public override void GenerateLoot()
    {
        AddLoot(LootPack.Meager);
    }
}

What changed:

  • [CorpseName("...")] attribute → CorpseName property override
  • Name = "..."DefaultName property override
  • BaseCreature(AI, Fight, 10, 1, 0.2, 0.4)BaseCreature(AI, Fight) (extra params have defaults)
  • Expression-bodied property overrides
  • Serialization boilerplate removed
  • Serial constructor removed

Key Creature Constructor Differences

// RunUO — many parameters
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
// 10 = RangePerception, 1 = RangeFight, 0.2 = ActiveSpeed, 0.4 = PassiveSpeed

// ModernUO — simplified (defaults built in)
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)

The extra parameters (RangePerception, RangeFight, ActiveSpeed, PassiveSpeed) have sensible defaults. Only specify them if they differ from defaults.

Common Creature Attribute Changes

RunUO ModernUO
[CorpseName("a corpse")] attribute public override string CorpseName => "a corpse";
Name = "a creature" in constructor public override string DefaultName => "a creature";
get { return value; } => value; expression-bodied

AI Movement: No run Argument

RunUO's movement calls took a run flag that callers set inconsistently (true in combat, false for pets, gated by dist > 5 inside MoveTo). The flag only selects the client's per-step animation time, so ModernUO derives it from the creature's step pace (BaseAI.ShouldRun) and the parameter is gone:

// RunUO
MoveTo(combatant, true, m_Mobile.RangeFight);
WalkMobileRange(m_Mobile.ControlMaster, 1, false, 0, 1);

// ModernUO
MoveTo(combatant, Mobile.RangeFight);
WalkMobileRange(Mobile.ControlMaster, 1, 0, 1);

ApproachTarget, MoveToPoint and PathFollower.Follow lose the argument the same way. To make a creature run, make it fast (SetMoveSpeed / npc-speeds.json), not flagged. An isolated step (after the creature stood for at least a walk interval) goes out as a walk regardless of pace — only a continuing cadence, or a pace faster than the run interpolation, flags run.

Target Acquisition: AcquireOnApproach Is a Delay

RunUO's AcquireOnApproach bool (paragon insta-aggro on approach) is now AcquireOnApproachDelay, a TimeSpan reaction-time gradient that applies to every creature — enemy movement inside AcquireOnApproachRange schedules a scan within the delay instead of waiting out the 10 s ReacquireDelay poll:

// RunUO
public override bool AcquireOnApproach => true;

// ModernUO — Zero is the old instant behavior; larger values are dumber
public override TimeSpan AcquireOnApproachDelay => TimeSpan.Zero;

AcquireOnApproachRange stays 10 for all creatures (reactive aggro is on-screen; the periodic ReacquireDelay scan still sweeps the full RangePerception). The acquired target comes from the normal FightMode-ranked scan, not from whichever mobile happened to move. See content-patterns.md § Target Acquisition.

Item Name Changes

// RunUO
Name = "a magic gem";  // Set in constructor

// ModernUO — prefer property overrides
public override string DefaultName => "a magic gem";
// OR for cliloc:
public override int LabelNumber => 1234567;

Equipment/Weapon/Armor Migration

Weapons and armor follow the same item pattern but inherit from specialized base classes:

// ModernUO weapon example
[SerializationGenerator(0)]
public partial class MySpecialSword : BaseSword
{
    [Constructible]
    public MySpecialSword() : base(0x13FF) // Katana graphic
    {
        Weight = 6.0;
        Layer = Layer.TwoHanded;
    }

    public override string DefaultName => "a special sword";
    public override int AosStrengthReq => 25;
    public override int AosMinDamage => 11;
    public override int AosMaxDamage => 13;
    public override int AosSpeed => 44;
    public override float MlSpeed => 2.50f;
}

Common Base Classes

RunUO ModernUO Notes
BaseWeapon BaseWeapon Same, add partial
BaseSword / BaseMace / etc. Same Same, add partial
BaseArmor BaseArmor Same, add partial
BaseClothing BaseClothing Same, add partial
BaseJewel BaseJewel Same, add partial
BaseContainer BaseContainer Same, add partial
Food Food Same, add partial
BasePotion BasePotion Same, add partial

Edge Cases & Gotchas

1. [TypeAlias] for Save Compatibility

If a class changed namespace or name, use [TypeAlias]:

[TypeAlias("Server.Items.OldName")]
[SerializationGenerator(0)]
public partial class NewName : Item { }

2. OnDoubleClick Validation

ModernUO patterns prefer:

if (!IsChildOf(from.Backpack))
{
    from.SendLocalizedMessage(1042001);
    return;
}

3. CorpseName as Property Override

RunUO uses [CorpseName] attribute. ModernUO uses a property override instead.

4. SetMana(0) for Non-Casters

Always call SetMana(0) for creatures that shouldn't have mana.

5. Decrement via Generated Property

Use the generated property name (PascalCase) when decrementing to trigger dirty tracking:

Charges--;  // Uses generated property — triggers MarkDirty + InvalidateProperties
// NOT: _charges--;  // Bypasses tracking

See Also

  • dev-docs/content-patterns.md — ModernUO content creation patterns
  • dev-docs/serialization.md — Serialization system
  • 02-serialization.md — Serialization migration details
  • 03-timers.md — Timer migration
  • 06-property-lists.md — Property list migration