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

@ -500,50 +500,19 @@ namespace Server
public class LootPackEntry
{
private int m_Chance;
private LootPackDice m_Quantity;
private int m_MaxProps, m_MinIntensity, m_MaxIntensity;
private bool m_AtSpawnTime;
private LootPackItem[] m_Items;
public int Chance { get; set; }
public int Chance
{
get => m_Chance;
set => m_Chance = value;
}
public LootPackDice Quantity { get; set; }
public LootPackDice Quantity
{
get => m_Quantity;
set => m_Quantity = value;
}
public int MaxProps { get; set; }
public int MaxProps
{
get => m_MaxProps;
set => m_MaxProps = value;
}
public int MinIntensity { get; set; }
public int MinIntensity
{
get => m_MinIntensity;
set => m_MinIntensity = value;
}
public int MaxIntensity { get; set; }
public int MaxIntensity
{
get => m_MaxIntensity;
set => m_MaxIntensity = value;
}
public LootPackItem[] Items
{
get => m_Items;
set => m_Items = value;
}
public LootPackItem[] Items { get; set; }
private static bool IsInTokuno( Mobile m )
{
@ -570,14 +539,14 @@ namespace Server
int totalChance = 0;
for ( int i = 0; i < m_Items.Length; ++i )
totalChance += m_Items[i].Chance;
for ( int i = 0; i < Items.Length; ++i )
totalChance += Items[i].Chance;
int rnd = Utility.Random( totalChance );
for ( int i = 0; i < m_Items.Length; ++i )
for ( int i = 0; i < Items.Length; ++i )
{
LootPackItem item = m_Items[i];
LootPackItem item = Items[i];
if ( rnd < item.Chance )
return Mutate( from, luckChance, item.Construct( IsInTokuno( from ), IsMondain( from ) ) );
@ -590,7 +559,7 @@ namespace Server
private int GetRandomOldBonus()
{
int rnd = Utility.RandomMinMax( m_MinIntensity, m_MaxIntensity );
int rnd = Utility.RandomMinMax( MinIntensity, MaxIntensity );
if ( 50 > rnd )
return 1;
@ -626,26 +595,26 @@ namespace Server
if ( Core.AOS )
{
int bonusProps = GetBonusProperties();
int min = m_MinIntensity;
int max = m_MaxIntensity;
int min = MinIntensity;
int max = MaxIntensity;
if ( bonusProps < m_MaxProps && LootPack.CheckLuck( luckChance ) )
if ( bonusProps < MaxProps && LootPack.CheckLuck( luckChance ) )
++bonusProps;
int props = 1 + bonusProps;
// Make sure we're not spawning items with 6 properties.
if ( props > m_MaxProps )
props = m_MaxProps;
if ( props > MaxProps )
props = MaxProps;
if ( item is BaseWeapon weapon )
BaseRunicTool.ApplyAttributesTo( weapon, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
BaseRunicTool.ApplyAttributesTo( weapon, false, luckChance, props, MinIntensity, MaxIntensity );
else if ( item is BaseArmor armor )
BaseRunicTool.ApplyAttributesTo( armor, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
BaseRunicTool.ApplyAttributesTo( armor, false, luckChance, props, MinIntensity, MaxIntensity );
else if ( item is BaseJewel jewel )
BaseRunicTool.ApplyAttributesTo( jewel, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
BaseRunicTool.ApplyAttributesTo( jewel, false, luckChance, props, MinIntensity, MaxIntensity );
else
BaseRunicTool.ApplyAttributesTo( (BaseHat)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
BaseRunicTool.ApplyAttributesTo( (BaseHat)item, false, luckChance, props, MinIntensity, MaxIntensity );
}
else // not aos
{
@ -696,7 +665,7 @@ namespace Server
}
if ( item.Stackable )
item.Amount = m_Quantity.Roll();
item.Amount = Quantity.Roll();
}
return item;
@ -721,19 +690,19 @@ namespace Server
public LootPackEntry( bool atSpawnTime, LootPackItem[] items, double chance, LootPackDice quantity, int maxProps, int minIntensity, int maxIntensity )
{
m_AtSpawnTime = atSpawnTime;
m_Items = items;
m_Chance = (int)(100 * chance);
m_Quantity = quantity;
m_MaxProps = maxProps;
m_MinIntensity = minIntensity;
m_MaxIntensity = maxIntensity;
Items = items;
Chance = (int)(100 * chance);
Quantity = quantity;
MaxProps = maxProps;
MinIntensity = minIntensity;
MaxIntensity = maxIntensity;
}
public int GetBonusProperties()
{
int p0=0, p1=0, p2=0, p3=0, p4=0, p5=0;
switch ( m_MaxProps )
switch ( MaxProps )
{
case 1: p0= 3; p1= 1; break;
case 2: p0= 6; p1= 3; p2= 1; break;
@ -770,20 +739,9 @@ namespace Server
public class LootPackItem
{
private Type m_Type;
private int m_Chance;
public Type Type { get; set; }
public Type Type
{
get => m_Type;
set => m_Type = value;
}
public int Chance
{
get => m_Chance;
set => m_Chance = value;
}
public int Chance { get; set; }
private static Type[] m_BlankTypes = { typeof( BlankScroll ) };
private static Type[][] m_NecroTypes = {
@ -841,28 +799,28 @@ namespace Server
{
Item item;
if ( m_Type == typeof( BaseRanged ) )
if ( Type == typeof( BaseRanged ) )
item = Loot.RandomRangedWeapon( inTokuno, isMondain );
else if ( m_Type == typeof( BaseWeapon ) )
else if ( Type == typeof( BaseWeapon ) )
item = Loot.RandomWeapon( inTokuno, isMondain );
else if ( m_Type == typeof( BaseArmor ) )
else if ( Type == typeof( BaseArmor ) )
item = Loot.RandomArmorOrHat( inTokuno, isMondain );
else if ( m_Type == typeof( BaseShield ) )
else if ( Type == typeof( BaseShield ) )
item = Loot.RandomShield();
else if ( m_Type == typeof( BaseJewel ) )
else if ( Type == typeof( BaseJewel ) )
item = Core.AOS ? Loot.RandomJewelry() : Loot.RandomArmorOrShieldOrWeapon();
else if ( m_Type == typeof( BaseInstrument ) )
else if ( Type == typeof( BaseInstrument ) )
item = Loot.RandomInstrument();
else if ( m_Type == typeof( Amber ) ) // gem
else if ( Type == typeof( Amber ) ) // gem
item = Loot.RandomGem();
else if ( m_Type == typeof( ClumsyScroll ) ) // low scroll
else if ( Type == typeof( ClumsyScroll ) ) // low scroll
item = RandomScroll( 0, 1, 3 );
else if ( m_Type == typeof( ArchCureScroll ) ) // med scroll
else if ( Type == typeof( ArchCureScroll ) ) // med scroll
item = RandomScroll( 1, 4, 7 );
else if ( m_Type == typeof( SummonAirElementalScroll ) ) // high scroll
else if ( Type == typeof( SummonAirElementalScroll ) ) // high scroll
item = RandomScroll( 2, 8, 8 );
else
item = Activator.CreateInstance( m_Type ) as Item;
item = Activator.CreateInstance( Type ) as Item;
return item;
}
@ -875,39 +833,25 @@ namespace Server
public LootPackItem( Type type, int chance )
{
m_Type = type;
m_Chance = chance;
Type = type;
Chance = chance;
}
}
public class LootPackDice
{
private int m_Count, m_Sides, m_Bonus;
public int Count { get; set; }
public int Count
{
get => m_Count;
set => m_Count = value;
}
public int Sides { get; set; }
public int Sides
{
get => m_Sides;
set => m_Sides = value;
}
public int Bonus
{
get => m_Bonus;
set => m_Bonus = value;
}
public int Bonus { get; set; }
public int Roll()
{
int v = m_Bonus;
int v = Bonus;
for ( int i = 0; i < m_Count; ++i )
v += Utility.Random( 1, m_Sides );
for ( int i = 0; i < Count; ++i )
v += Utility.Random( 1, Sides );
return v;
}
@ -920,7 +864,7 @@ namespace Server
if ( index < start )
return;
m_Count = Utility.ToInt32( str.Substring( start, index-start ) );
Count = Utility.ToInt32( str.Substring( start, index-start ) );
start = index + 1;
index = str.IndexOf( '+', start );
@ -933,7 +877,7 @@ namespace Server
if ( index < start )
index = str.Length;
m_Sides = Utility.ToInt32( str.Substring( start, index-start ) );
Sides = Utility.ToInt32( str.Substring( start, index-start ) );
if ( index == str.Length )
return;
@ -941,17 +885,17 @@ namespace Server
start = index + 1;
index = str.Length;
m_Bonus = Utility.ToInt32( str.Substring( start, index-start ) );
Bonus = Utility.ToInt32( str.Substring( start, index-start ) );
if ( negative )
m_Bonus *= -1;
Bonus *= -1;
}
public LootPackDice( int count, int sides, int bonus )
{
m_Count = count;
m_Sides = sides;
m_Bonus = bonus;
Count = count;
Sides = sides;
Bonus = bonus;
}
}
}