Changes properties to use automatic property initializers

This commit is contained in:
Kamron Batman 2018-09-14 15:23:29 -07:00
parent f0a48ad431
commit 06fa31a7bf
623 changed files with 13072 additions and 19304 deletions

View file

@ -13,21 +13,11 @@ namespace Server.Engines.MLQuests.Objectives
public class GainSkillObjective : BaseObjective
{
private SkillName m_Skill;
private int m_ThresholdFixed;
private GainSkillObjectiveFlags m_Flags;
public SkillName Skill
{
get => m_Skill;
set => m_Skill = value;
}
public SkillName Skill { get; set; }
public int ThresholdFixed
{
get => m_ThresholdFixed;
set => m_ThresholdFixed = value;
}
public int ThresholdFixed { get; set; }
public bool UseReal
{
@ -53,8 +43,8 @@ namespace Server.Engines.MLQuests.Objectives
public GainSkillObjective( SkillName skill, int thresholdFixed, bool useReal, bool accelerate )
{
m_Skill = skill;
m_ThresholdFixed = thresholdFixed;
Skill = skill;
ThresholdFixed = thresholdFixed;
m_Flags = GainSkillObjectiveFlags.None;
if ( useReal )
@ -66,9 +56,9 @@ namespace Server.Engines.MLQuests.Objectives
public override bool CanOffer( IQuestGiver quester, PlayerMobile pm, bool message )
{
Skill skill = pm.Skills[m_Skill];
Skill skill = pm.Skills[Skill];
if ( ( UseReal ? skill.Fixed : skill.BaseFixedPoint ) >= m_ThresholdFixed )
if ( ( UseReal ? skill.Fixed : skill.BaseFixedPoint ) >= ThresholdFixed )
{
if ( message )
MLQuestSystem.Tell( quester, pm, 1077772 ); // I cannot teach you, for you know all I can teach!
@ -81,13 +71,13 @@ namespace Server.Engines.MLQuests.Objectives
public override void WriteToGump( Gump g, ref int y )
{
int skillLabel = AosSkillBonuses.GetLabel( m_Skill );
int skillLabel = AosSkillBonuses.GetLabel( Skill );
string args;
if ( m_ThresholdFixed % 10 == 0 )
args = $"#{skillLabel}\t{m_ThresholdFixed / 10}"; // as seen on OSI
if ( ThresholdFixed % 10 == 0 )
args = $"#{skillLabel}\t{ThresholdFixed / 10}"; // as seen on OSI
else
args = $"#{skillLabel}\t{(double) m_ThresholdFixed / 10:0.0}"; // for non-integer skill levels
args = $"#{skillLabel}\t{(double) ThresholdFixed / 10:0.0}"; // for non-integer skill levels
g.AddHtmlLocalized( 98, y, 312, 16, 1077485, args, 0x15F90, false, false ); // Increase ~1_SKILL~ to ~2_VALUE~
y += 16;
@ -115,50 +105,44 @@ namespace Server.Engines.MLQuests.Objectives
// On OSI, once this is complete, it will *stay* complete, even if you lower your skill again
public class GainSkillObjectiveInstance : BaseObjectiveInstance
{
private GainSkillObjective m_Objective;
public GainSkillObjective Objective
{
get => m_Objective;
set => m_Objective = value;
}
public GainSkillObjective Objective { get; set; }
public GainSkillObjectiveInstance( GainSkillObjective objective, MLQuestInstance instance )
: base( instance, objective )
{
m_Objective = objective;
Objective = objective;
}
public bool Handles( SkillName skill )
{
return ( m_Objective.Skill == skill );
return ( Objective.Skill == skill );
}
public override bool IsCompleted()
{
PlayerMobile pm = Instance.Player;
int valueFixed = m_Objective.UseReal ? pm.Skills[m_Objective.Skill].Fixed : pm.Skills[m_Objective.Skill].BaseFixedPoint;
int valueFixed = Objective.UseReal ? pm.Skills[Objective.Skill].Fixed : pm.Skills[Objective.Skill].BaseFixedPoint;
return ( valueFixed >= m_Objective.ThresholdFixed );
return ( valueFixed >= Objective.ThresholdFixed );
}
// TODO: This may interfere with scrolls, or even quests among each other
// How does OSI deal with this?
public override void OnQuestAccepted()
{
if ( !m_Objective.Accelerate )
if ( !Objective.Accelerate )
return;
PlayerMobile pm = Instance.Player;
pm.AcceleratedSkill = m_Objective.Skill;
pm.AcceleratedSkill = Objective.Skill;
pm.AcceleratedStart = DateTime.UtcNow + TimeSpan.FromMinutes( 15 ); // TODO: Is there a max duration?
}
public override void OnQuestCancelled()
{
if ( !m_Objective.Accelerate )
if ( !Objective.Accelerate )
return;
PlayerMobile pm = Instance.Player;
@ -174,7 +158,7 @@ namespace Server.Engines.MLQuests.Objectives
public override void WriteToGump( Gump g, ref int y )
{
m_Objective.WriteToGump( g, ref y );
Objective.WriteToGump( g, ref y );
base.WriteToGump( g, ref y );