fix: Updates races to properly support gargoyle equipment. (#744)

* Adds `RaceFlag` to the `Race` object. This is `1 << RaceIndex`
* Replaces `RequiredRace`  with `RequiredRaces` for items.
* Adds convenience flags for `RequiredRaces`
  ```cs
  
  public const int AllowAllRaces = 0x7;      // Race.Human.RaceFlag | Race.Elf.RaceFlag | Race.Gargoyle.RaceFlag
  public const int AllowHumanOrElves = 0x3;  // Race.Human.RaceFlag | Race.Elf.RaceFlag
  public const int AllowElvesOnly = 0x2;     // Race.Elf.RaceFlag
  public const int AllowGargoylesOnly = 0x4; // Race.Gargoyle.RaceFlag
  ```
* Example usage on an item:
  ```cs
  public override int RequiredRaces => Race.AllowHumanOrElves;
  ```
* Adds Wood and Stone armor material types
* Updates Woodland armor to Wood
* Adds proper messaging for race restrictions
* Adds gargoyle only for object properties
* Adds `CheckRace` functions for validating if a race or mobile can use the item:
  ```cs
  bool CheckRace(Race race);
  bool CheckRace(Mobile from, bool message = true);
  ```
This commit is contained in:
Kamron Batman 2021-08-29 00:43:55 -07:00 committed by GitHub
parent bf20800382
commit 8ffd5a5bd0
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GPG key ID: 4AEE18F83AFDEB23
58 changed files with 147 additions and 125 deletions

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@ -607,12 +607,10 @@ namespace Server.Items
m_Props.Set(2, true); // remove durability bonus from possible properties
}
if (armor.RequiredRace == Race.Elf)
if (armor.RequiredRaces == Race.AllowElvesOnly)
{
m_Props.Set(
7,
true
); // elves inherently have night sight and elf only armor doesn't get night sight as a mod
// elves inherently have night sight and elf only armor doesn't get night sight as a mod
m_Props.Set(7, true);
}
for (var i = 0; i < attributeCount; ++i)
@ -628,7 +626,7 @@ namespace Server.Items
switch (random)
{
/* Begin Sheilds */
/* Begin Shields */
case 0:
ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
break;