## 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.
143 lines
4.5 KiB
C#
143 lines
4.5 KiB
C#
using ModernUO.Serialization;
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using Server.Items;
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namespace Server.Mobiles
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{
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[SerializationGenerator(2, false)]
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public partial class SwampDragon : BaseMount
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{
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public override string DefaultName => "a swamp dragon";
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[Constructible]
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public SwampDragon() : base(0x31A, 0x3EBD, AIType.AI_Melee, FightMode.Aggressor)
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{
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BaseSoundID = 0x16A;
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SetStr(201, 300);
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SetDex(66, 85);
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SetInt(61, 100);
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SetHits(121, 180);
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SetDamage(3, 4);
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SetDamageType(ResistanceType.Physical, 75);
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SetDamageType(ResistanceType.Poison, 25);
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SetResistance(ResistanceType.Physical, 35, 40);
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SetResistance(ResistanceType.Fire, 20, 30);
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SetResistance(ResistanceType.Cold, 20, 40);
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SetResistance(ResistanceType.Poison, 20, 30);
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SetResistance(ResistanceType.Energy, 30, 40);
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SetSkill(SkillName.Anatomy, 45.1, 55.0);
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SetSkill(SkillName.MagicResist, 45.1, 55.0);
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SetSkill(SkillName.Tactics, 45.1, 55.0);
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SetSkill(SkillName.Wrestling, 45.1, 55.0);
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Fame = 2000;
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Karma = -2000;
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Hue = 0x851;
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Tamable = true;
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ControlSlots = 1;
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MinTameSkill = 93.9;
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}
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public override string CorpseName => "a swamp dragon corpse";
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[InvalidateProperties]
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private bool _bardingExceptional;
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[InvalidateProperties]
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private string _bardingCraftedBy;
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[InvalidateProperties]
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[SerializableField(3)]
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private int _bardingHP;
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[SerializableField(2, fieldChanged: nameof(OnHasBardingChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[InvalidateProperties]
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private bool _hasBarding;
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private void OnHasBardingChanged(bool oldValue, bool newValue)
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{
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if (_hasBarding)
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{
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Hue = CraftResources.GetHue(_bardingResource);
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Body = 0x31F;
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ItemID = 0x3EBE;
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}
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else
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{
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Hue = 0x851;
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Body = 0x31A;
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ItemID = 0x3EBD;
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}
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}
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[SerializableField(4, fieldChanged: nameof(OnBardingResourceChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[InvalidateProperties]
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private CraftResource _bardingResource;
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private void OnBardingResourceChanged(CraftResource oldValue, CraftResource newValue)
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{
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if (_hasBarding)
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{
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Hue = CraftResources.GetHue(newValue);
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int BardingMaxHP => _bardingExceptional ? 2500 : 1000;
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public override int StepsMax => 4480;
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public override bool ReacquireOnMovement => true;
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public override bool AutoDispel => !Controlled;
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public override FoodType FavoriteFood => FoodType.Meat;
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public override int Meat => 19;
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public override int Hides => 20;
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public override int Scales => 5;
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public override ScaleType ScaleType => ScaleType.Green;
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public override bool CanAngerOnTame => true;
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public override bool OverrideBondingReqs() => true;
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public override int GetIdleSound() => 0x2CE;
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public override int GetDeathSound() => 0x2CC;
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public override int GetHurtSound() => 0x2D1;
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public override int GetAttackSound() => 0x2C8;
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public override double GetControlChance(Mobile m, bool useBaseSkill = false) => 1.0;
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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if (_hasBarding && _bardingExceptional && _bardingCraftedBy != null)
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{
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list.Add(1060853, _bardingCraftedBy); // armor exceptionally crafted by ~1_val~
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}
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_bardingExceptional = reader.ReadBool();
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_bardingCraftedBy = reader.ReadString();
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_hasBarding = reader.ReadBool();
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_bardingHP = reader.ReadInt();
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_bardingResource = (CraftResource)reader.ReadInt();
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}
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}
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}
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