## 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.
380 lines
11 KiB
C#
380 lines
11 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using ModernUO.Serialization;
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using Server.Mobiles;
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namespace Server.Engines.CannedEvil;
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[PropertyObject]
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[SerializationGenerator(1)]
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public partial class ChampionTitleContext
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{
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private const int LossAmount = 90;
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private static readonly TimeSpan LossDelay = TimeSpan.FromDays(1.0);
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _harrower;
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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 ChampionTitleContext(PlayerMobile player) => _player = player;
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// Visible to PublicMobile for migrations
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internal void Deserialize(IGenericReader reader, int version)
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{
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_harrower = reader.ReadEncodedInt();
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var length = reader.ReadEncodedInt();
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if (length == 0)
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{
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return;
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}
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// If the list/enum for ChampionSpawnInfo changes, then this has to change for migrations
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for (var i = 0; i < length; i++)
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{
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var type = (ChampionSpawnType)i;
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ref var title = ref GetTitleValueRef(type);
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if (Unsafe.IsNullRef(ref title))
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{
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throw new NotImplementedException($"Cannot find ChampionSpawnType value {type}.");
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}
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title = new ChampionTitle(this);
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title.Deserialize(reader);
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}
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}
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[SerializableField(1)]
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[SaveFlag(nameof(ShouldSerializeAbyss))]
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private ChampionTitle _abyss;
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private bool ShouldSerializeAbyss() => _abyss != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int AbyssValue
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{
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get => GetTitle(ChampionSpawnType.Abyss)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.Abyss, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime AbyssLastDecay
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{
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get => GetTitle(ChampionSpawnType.Abyss)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.Abyss, value);
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}
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[SerializableField(2)]
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[SaveFlag(nameof(ShouldSerializeArachnid))]
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private ChampionTitle _arachnid;
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private bool ShouldSerializeArachnid() => _arachnid != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int ArachnidValue
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{
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get => GetTitle(ChampionSpawnType.Arachnid)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.Arachnid, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime ArachnidLastDecay
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{
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get => GetTitle(ChampionSpawnType.Arachnid)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.Arachnid, value);
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}
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[SerializableField(3)]
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[SaveFlag(nameof(ShouldSerializeColdBlood))]
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private ChampionTitle _coldBlood;
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private bool ShouldSerializeColdBlood() => _coldBlood != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int ColdBloodValue
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{
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get => GetTitle(ChampionSpawnType.ColdBlood)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.ColdBlood, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime ColdBloodLastDecay
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{
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get => GetTitle(ChampionSpawnType.ColdBlood)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.ColdBlood, value);
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}
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[SerializableField(4)]
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[SaveFlag(nameof(ShouldSerializeForestLord))]
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private ChampionTitle _forestLord;
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private bool ShouldSerializeForestLord() => _forestLord != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int ForestLordValue
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{
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get => GetTitle(ChampionSpawnType.ForestLord)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.ForestLord, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime ForestLordLastDecay
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{
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get => GetTitle(ChampionSpawnType.ForestLord)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.ForestLord, value);
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}
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[SerializableField(5)]
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[SaveFlag(nameof(ShouldSerializeVerminHorde))]
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private ChampionTitle _verminHorde;
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private bool ShouldSerializeVerminHorde() => _verminHorde != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int VerminHordeValue
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{
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get => GetTitle(ChampionSpawnType.VerminHorde)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.VerminHorde, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime VerminHordeLastDecay
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{
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get => GetTitle(ChampionSpawnType.VerminHorde)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.VerminHorde, value);
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}
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[SerializableField(6)]
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[SaveFlag(nameof(ShouldSerializeUnholyTerror))]
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private ChampionTitle _unholyTerror;
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private bool ShouldSerializeUnholyTerror() => _unholyTerror != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int UnholyTerrorValue
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{
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get => GetTitle(ChampionSpawnType.UnholyTerror)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.UnholyTerror, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime UnholyTerrorLastDecay
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{
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get => GetTitle(ChampionSpawnType.UnholyTerror)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.UnholyTerror, value);
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}
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[SerializableField(7)]
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[SaveFlag(nameof(ShouldSerializeSleepingDragon))]
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private ChampionTitle _sleepingDragon;
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private bool ShouldSerializeSleepingDragon() => _sleepingDragon != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int SleepingDragonValue
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{
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get => GetTitle(ChampionSpawnType.SleepingDragon)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.SleepingDragon, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime SleepingDragonLastDecay
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{
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get => GetTitle(ChampionSpawnType.SleepingDragon)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.SleepingDragon, value);
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}
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[SerializableField(8)]
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[SaveFlag(nameof(ShouldSerializeCorrupt))]
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private ChampionTitle _corrupt;
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private bool ShouldSerializeCorrupt() => _corrupt != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int CorruptValue
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{
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get => GetTitle(ChampionSpawnType.Corrupt)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.Corrupt, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime CorruptLastDecay
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{
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get => GetTitle(ChampionSpawnType.Corrupt)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.Corrupt, value);
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}
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[SerializableField(9)]
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[SaveFlag(nameof(ShouldSerializeGlade))]
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private ChampionTitle _glade;
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private bool ShouldSerializeGlade() => _glade != null;
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[CommandProperty(AccessLevel.GameMaster)]
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public int GladeValue
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{
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get => GetTitle(ChampionSpawnType.Glade)?.Value ?? 0;
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set => SetValue(ChampionSpawnType.Glade, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime GladeLastDecay
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{
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get => GetTitle(ChampionSpawnType.Glade)?.LastDecay ?? DateTime.MinValue;
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set => SetLastDecay(ChampionSpawnType.Glade, value);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ChampionTitle GetTitle(ChampionSpawnType type) => GetTitleValueRef(type);
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// Get a pointer to the title so we can manipulate it internally such as nullifying it.
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// Using this technique instead of an array decouples the context from changes to ChampionSpawnInfo.Table indexes
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private ref ChampionTitle GetTitleValueRef(ChampionSpawnType type)
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{
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switch (type)
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{
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case ChampionSpawnType.Abyss:
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{
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return ref _abyss;
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}
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case ChampionSpawnType.Arachnid:
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{
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return ref _arachnid;
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}
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case ChampionSpawnType.ColdBlood:
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{
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return ref _coldBlood;
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}
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case ChampionSpawnType.ForestLord:
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{
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return ref _forestLord;
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}
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case ChampionSpawnType.VerminHorde:
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{
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return ref _verminHorde;
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}
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case ChampionSpawnType.UnholyTerror:
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{
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return ref _unholyTerror;
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}
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case ChampionSpawnType.SleepingDragon:
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{
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return ref _sleepingDragon;
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}
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case ChampionSpawnType.Glade:
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{
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return ref _glade;
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}
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case ChampionSpawnType.Corrupt:
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{
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return ref _corrupt;
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}
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default:
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{
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return ref Unsafe.NullRef<ChampionTitle>();
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}
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}
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}
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public ChampionTitle TryGetOrCreateTitle(ChampionSpawnType type)
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{
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ref var title = ref GetTitleValueRef(type);
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if (Unsafe.IsNullRef(ref title))
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{
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return null;
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}
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return title ??= new ChampionTitle(this);
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}
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public void SetValue(ChampionSpawnType type, int value)
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{
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ref var title = ref GetTitleValueRef(type);
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if (Unsafe.IsNullRef(ref title))
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{
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return;
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}
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if (title != null)
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{
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if (value <= 0)
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{
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title = null;
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_player.InvalidateProperties();
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return;
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}
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}
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else
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{
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title = new ChampionTitle(this);
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}
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title.Value = value;
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title.LastDecay = Core.Now;
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_player.InvalidateProperties();
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}
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public void SetLastDecay(ChampionSpawnType type, DateTime value)
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{
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var title = TryGetOrCreateTitle(type);
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if (title != null)
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{
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title.LastDecay = value;
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}
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}
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public void Award(ChampionSpawnType type, int value)
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{
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var title = TryGetOrCreateTitle(type);
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if (title == null)
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{
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return;
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}
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title.Value += value;
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if (title.LastDecay == DateTime.MinValue)
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{
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title.LastDecay = Core.Now;
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}
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}
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public bool CheckAtrophy()
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{
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var valuesUsed = _harrower > 0;
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for (var i = 0; i < ChampionSpawnInfo.Table.Length; i++)
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{
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ref var title = ref GetTitleValueRef(ChampionSpawnInfo.Table[i].Type);
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if (Unsafe.IsNullRef(ref title) || title == null)
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{
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continue;
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}
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var decay = title.LastDecay;
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if (decay > DateTime.MinValue && decay + LossDelay < Core.Now)
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{
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// Use bitwise-or to force-execute the Atrophy function
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var isUsed = title.Atrophy(LossAmount);
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if (!isUsed)
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{
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title = null;
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}
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valuesUsed |= isUsed;
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}
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}
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return valuesUsed;
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}
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public override string ToString() => "...";
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}
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