fix: Various code cleanup (#756)

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Kamron Batman 2021-09-03 19:41:12 -07:00 committed by GitHub
parent f4378acd05
commit dbd4d6f13f
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40 changed files with 117 additions and 280 deletions

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@ -1,4 +1,3 @@
using BenchmarkDotNet.Configs;
using BenchmarkDotNet.Running;
namespace Benchmarks

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@ -13,7 +13,6 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System.Collections.Immutable;
using System.Linq;
using System.Text;
using Microsoft.CodeAnalysis;

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@ -15,7 +15,6 @@
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Text;
using Microsoft.CodeAnalysis;
using SerializableMigration;

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@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Server.Gumps;
using Server.Items;

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@ -1,5 +1,5 @@
using System;
using System.Text;
using Server.Buffers;
using Server.Network;
namespace Server.Ethics.Evil
@ -46,7 +46,7 @@ namespace Server.Ethics.Evil
++enemyCount;
}
var sb = new StringBuilder();
using var sb = new ValueStringBuilder();
sb.Append("You sense ");
sb.Append(enemyCount == 0 ? "no" : enemyCount.ToString());
@ -54,7 +54,7 @@ namespace Server.Ethics.Evil
if (primary != null)
{
sb.Append(", and a strong presense");
sb.Append(", and a strong presence");
switch (from.Mobile.GetDirectionTo(primary.Mobile))
{

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@ -1,5 +1,5 @@
using System;
using System.Text;
using Server.Buffers;
using Server.Network;
namespace Server.Ethics.Hero
@ -46,7 +46,7 @@ namespace Server.Ethics.Hero
++enemyCount;
}
var sb = new StringBuilder();
using var sb = new ValueStringBuilder();
sb.Append("You sense ");
sb.Append(enemyCount == 0 ? "no" : enemyCount.ToString());
@ -54,7 +54,7 @@ namespace Server.Ethics.Hero
if (primary != null)
{
sb.Append(", and a strong presense");
sb.Append(", and a strong presence");
switch (from.Mobile.GetDirectionTo(primary.Mobile))
{

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@ -1,5 +1,4 @@
using System;
using System.Linq;
using Server.Network;
namespace Server.Items

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@ -1,7 +1,6 @@
using System;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,6 +1,5 @@
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,7 +1,6 @@
using System;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,7 +1,6 @@
using System;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,6 +1,5 @@
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,7 +1,6 @@
using System;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,7 +1,5 @@
using System;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,6 +1,5 @@
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -2,7 +2,6 @@ using System;
using Server.Engines.MLQuests.Items;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,7 +1,6 @@
using System.Collections.Generic;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,6 +1,5 @@
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,7 +1,6 @@
using System;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,7 +1,6 @@
using System;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,7 +1,6 @@
using System;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,7 +1,6 @@
using System;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Items;
using Server.Mobiles;

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@ -1,4 +1,3 @@
using System.Linq;
using Server.Gumps;
using Server.Multis;
using Server.Network;

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@ -339,42 +339,21 @@ namespace Server.Items
ar += 10 + 5 * (int)_protection;
}
switch (_resource)
ar += _resource switch
{
case CraftResource.DullCopper:
ar += 2;
break;
case CraftResource.ShadowIron:
ar += 4;
break;
case CraftResource.Copper:
ar += 6;
break;
case CraftResource.Bronze:
ar += 8;
break;
case CraftResource.Gold:
ar += 10;
break;
case CraftResource.Agapite:
ar += 12;
break;
case CraftResource.Verite:
ar += 14;
break;
case CraftResource.Valorite:
ar += 16;
break;
case CraftResource.SpinedLeather:
ar += 10;
break;
case CraftResource.HornedLeather:
ar += 13;
break;
case CraftResource.BarbedLeather:
ar += 16;
break;
}
CraftResource.DullCopper => 2,
CraftResource.ShadowIron => 4,
CraftResource.Copper => 6,
CraftResource.Bronze => 8,
CraftResource.Gold => 10,
CraftResource.Agapite => 12,
CraftResource.Verite => 14,
CraftResource.Valorite => 16,
CraftResource.SpinedLeather => 10,
CraftResource.HornedLeather => 13,
CraftResource.BarbedLeather => 16,
_ => 0
};
ar += -8 + 8 * (int)_quality;
return ScaleArmorByDurability(ar);
@ -557,27 +536,22 @@ namespace Server.Items
BaseEnergyResistance + GetProtOffset() + GetResourceAttrs().ArmorEnergyResist + _energyBonus;
[CommandProperty(AccessLevel.GameMaster)]
public ArmorBodyType BodyPosition
{
get
public ArmorBodyType BodyPosition =>
Layer switch
{
return Layer switch
{
Layer.Neck => ArmorBodyType.Gorget,
Layer.TwoHanded => ArmorBodyType.Shield,
Layer.Gloves => ArmorBodyType.Gloves,
Layer.Helm => ArmorBodyType.Helmet,
Layer.Arms => ArmorBodyType.Arms,
Layer.InnerLegs => ArmorBodyType.Legs,
Layer.OuterLegs => ArmorBodyType.Legs,
Layer.Pants => ArmorBodyType.Legs,
Layer.InnerTorso => ArmorBodyType.Chest,
Layer.OuterTorso => ArmorBodyType.Chest,
Layer.Shirt => ArmorBodyType.Chest,
_ => ArmorBodyType.Gorget
};
}
}
Layer.Neck => ArmorBodyType.Gorget,
Layer.TwoHanded => ArmorBodyType.Shield,
Layer.Gloves => ArmorBodyType.Gloves,
Layer.Helm => ArmorBodyType.Helmet,
Layer.Arms => ArmorBodyType.Arms,
Layer.InnerLegs => ArmorBodyType.Legs,
Layer.OuterLegs => ArmorBodyType.Legs,
Layer.Pants => ArmorBodyType.Legs,
Layer.InnerTorso => ArmorBodyType.Chest,
Layer.OuterTorso => ArmorBodyType.Chest,
Layer.Shirt => ArmorBodyType.Chest,
_ => ArmorBodyType.Gorget
};
public static double[] ArmorScalars { get; set; } = { 0.07, 0.07, 0.14, 0.15, 0.22, 0.35 };
@ -865,20 +839,12 @@ namespace Server.Items
public int ComputeStatReq(StatType type)
{
int v;
if (type == StatType.Str)
int v = type switch
{
v = StrRequirement;
}
else if (type == StatType.Dex)
{
v = DexRequirement;
}
else
{
v = IntRequirement;
}
StatType.Str => StrRequirement,
StatType.Dex => DexRequirement,
_ => IntRequirement
};
return AOS.Scale(v, 100 - GetLowerStatReq());
}
@ -920,17 +886,8 @@ namespace Server.Items
InvalidateProperties();
}
public CraftAttributeInfo GetResourceAttrs()
{
var info = CraftResources.GetInfo(_resource);
if (info == null)
{
return CraftAttributeInfo.Blank;
}
return info.AttributeInfo;
}
public CraftAttributeInfo GetResourceAttrs() =>
CraftResources.GetInfo(_resource)?.AttributeInfo ?? CraftAttributeInfo.Blank;
public int GetProtOffset()
{
@ -946,31 +903,17 @@ namespace Server.Items
public int GetDurabilityBonus()
{
var bonus = 0;
var bonus = _quality == ArmorQuality.Exceptional ? 20 : 0;
if (_quality == ArmorQuality.Exceptional)
bonus += _durability switch
{
bonus += 20;
}
switch (_durability)
{
case ArmorDurabilityLevel.Durable:
bonus += 20;
break;
case ArmorDurabilityLevel.Substantial:
bonus += 50;
break;
case ArmorDurabilityLevel.Massive:
bonus += 70;
break;
case ArmorDurabilityLevel.Fortified:
bonus += 100;
break;
case ArmorDurabilityLevel.Indestructible:
bonus += 120;
break;
}
ArmorDurabilityLevel.Durable => 20,
ArmorDurabilityLevel.Substantial => 50,
ArmorDurabilityLevel.Massive => 70,
ArmorDurabilityLevel.Fortified => 100,
ArmorDurabilityLevel.Indestructible => 120,
_ => 0
};
if (Core.AOS)
{

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@ -1,5 +1,4 @@
using System;
using System.Linq;
namespace Server.Items
{

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@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Server.ContextMenus;
using Server.Engines.Harvest;
using Server.Mobiles;

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@ -1,5 +1,3 @@
using System.Linq;
namespace Server.Items
{
public class MorphItem : Item

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@ -1,4 +1,3 @@
using System.Linq;
using Server.Items;
using Server.Spells.Sixth;
using Server.Targeting;

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@ -1,5 +1,4 @@
using System;
using System.Linq;
using Server.Spells;
namespace Server.Items

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@ -2,7 +2,6 @@ using System;
using System.Collections.Generic;
using Server.Engines.ConPVP;
using Server.Mobiles;
using Server.Network;
using Server.Spells;
using Server.Spells.Bushido;
using Server.Spells.Necromancy;

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@ -799,31 +799,17 @@ namespace Server.Items
public int GetDurabilityBonus()
{
var bonus = 0;
var bonus = m_Quality == WeaponQuality.Exceptional ? 20 : 0;
if (m_Quality == WeaponQuality.Exceptional)
bonus += m_DurabilityLevel switch
{
bonus += 20;
}
switch (m_DurabilityLevel)
{
case WeaponDurabilityLevel.Durable:
bonus += 20;
break;
case WeaponDurabilityLevel.Substantial:
bonus += 50;
break;
case WeaponDurabilityLevel.Massive:
bonus += 70;
break;
case WeaponDurabilityLevel.Fortified:
bonus += 100;
break;
case WeaponDurabilityLevel.Indestructible:
bonus += 120;
break;
}
WeaponDurabilityLevel.Durable => 20,
WeaponDurabilityLevel.Substantial => 50,
WeaponDurabilityLevel.Massive => 70,
WeaponDurabilityLevel.Fortified => 100,
WeaponDurabilityLevel.Indestructible => 120,
_ => 0
};
if (Core.AOS)
{
@ -1519,32 +1505,15 @@ namespace Server.Items
{
var positionChance = Utility.RandomDouble();
Item armorItem;
if (positionChance < 0.07)
Item armorItem = positionChance switch
{
armorItem = defender.NeckArmor;
}
else if (positionChance < 0.14)
{
armorItem = defender.HandArmor;
}
else if (positionChance < 0.28)
{
armorItem = defender.ArmsArmor;
}
else if (positionChance < 0.43)
{
armorItem = defender.HeadArmor;
}
else if (positionChance < 0.65)
{
armorItem = defender.LegsArmor;
}
else
{
armorItem = defender.ChestArmor;
}
< 0.07 => defender.NeckArmor,
< 0.14 => defender.HandArmor,
< 0.28 => defender.ArmsArmor,
< 0.43 => defender.HeadArmor,
< 0.65 => defender.LegsArmor,
_ => defender.ChestArmor
};
if (armorItem is IWearableDurability armor)
{
@ -1569,32 +1538,15 @@ namespace Server.Items
var chance = Utility.RandomDouble();
Item armorItem;
if (chance < 0.07)
Item armorItem = chance switch
{
armorItem = defender.NeckArmor;
}
else if (chance < 0.14)
{
armorItem = defender.HandArmor;
}
else if (chance < 0.28)
{
armorItem = defender.ArmsArmor;
}
else if (chance < 0.43)
{
armorItem = defender.HeadArmor;
}
else if (chance < 0.65)
{
armorItem = defender.LegsArmor;
}
else
{
armorItem = defender.ChestArmor;
}
< 0.07 => defender.NeckArmor,
< 0.14 => defender.HandArmor,
< 0.28 => defender.ArmsArmor,
< 0.43 => defender.HeadArmor,
< 0.65 => defender.LegsArmor,
_ => defender.ChestArmor
};
if (armorItem is IWearableDurability armor)
{
@ -1605,28 +1557,14 @@ namespace Server.Items
if (virtualArmor > 0)
{
double scalar;
if (chance < 0.14)
double scalar = chance switch
{
scalar = 0.07;
}
else if (chance < 0.28)
{
scalar = 0.14;
}
else if (chance < 0.43)
{
scalar = 0.15;
}
else if (chance < 0.65)
{
scalar = 0.22;
}
else
{
scalar = 0.35;
}
< 0.14 => 0.07,
< 0.28 => 0.14,
< 0.43 => 0.15,
< 0.65 => 0.22,
_ => 0.35
};
var from = (int)(virtualArmor * scalar) / 2;
var to = (int)(virtualArmor * scalar);
@ -1678,12 +1616,10 @@ namespace Server.Items
{
if (m?.Summoned == true && m.SummonMaster == defender)
{
attacker.SendLocalizedMessage(
1063141
); // Your attack has been diverted to a nearby mirror image of your target!
defender.SendLocalizedMessage(
1063140
); // You manage to divert the attack onto one of your nearby mirror images.
// Your attack has been diverted to a nearby mirror image of your target!
attacker.SendLocalizedMessage(1063141);
// You manage to divert the attack onto one of your nearby mirror images.
defender.SendLocalizedMessage(1063140);
/*
* TODO: What happens if the Clone parries a blow?
@ -1836,18 +1772,17 @@ namespace Server.Items
}
AddBlood(attacker, defender, damage);
int phys, fire, cold, pois, nrgy, chaos, direct;
GetDamageTypes(
attacker,
out phys,
out fire,
out cold,
out pois,
out nrgy,
out chaos,
out direct
);
attacker,
out var phys,
out var fire,
out var cold,
out var pois,
out var nrgy,
out var chaos,
out var direct
);
if (Core.ML && this is BaseRanged && attacker.FindItemOnLayer(Layer.Cloak) is BaseQuiver quiver)
{
@ -2447,28 +2382,15 @@ namespace Server.Items
return 0;
}
var bonus = 0;
switch (m_AccuracyLevel)
return m_AccuracyLevel switch
{
case WeaponAccuracyLevel.Accurate:
bonus += 02;
break;
case WeaponAccuracyLevel.Surpassingly:
bonus += 04;
break;
case WeaponAccuracyLevel.Eminently:
bonus += 06;
break;
case WeaponAccuracyLevel.Exceedingly:
bonus += 08;
break;
case WeaponAccuracyLevel.Supremely:
bonus += 10;
break;
}
return bonus;
WeaponAccuracyLevel.Accurate => 2,
WeaponAccuracyLevel.Surpassingly => 4,
WeaponAccuracyLevel.Eminently => 6,
WeaponAccuracyLevel.Exceedingly => 8,
WeaponAccuracyLevel.Supremely => 10,
_ => 0
};
}
public virtual int GetDamageBonus()

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@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Server.Items;
namespace Server.Mobiles

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@ -1,5 +1,3 @@
using System.Linq;
namespace Server.Mobiles
{
public class InterredGrizzle : BaseCreature

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@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Server.Engines.CannedEvil;
using Server.Items;
using Server.Network;

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@ -8,7 +8,6 @@ using Server.Misc;
using Server.Mobiles;
using Server.Network;
using Server.Regions;
using Server.Text;
namespace Server.Mobiles
{

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@ -1,5 +1,4 @@
using System;
using System.Linq;
using Server.Gumps;
using Server.Items;
using Server.Mobiles;

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@ -1,5 +1,4 @@
using System;
using System.Linq;
using Server.Multis;
using Server.Network;
using Server.Targeting;

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@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Server.Items;
using Server.Targeting;
@ -43,7 +42,18 @@ namespace Server.SkillHandlers
public static bool IsEmpty(BaseBook book)
{
return book.Pages.SelectMany(page => page.Lines).All(line => line.Trim().Length == 0);
foreach (var page in book.Pages)
{
foreach (var line in page.Lines)
{
if (!string.IsNullOrEmpty(line))
{
return false;
}
}
}
return true;
}
public static void Copy(BaseBook bookSrc, BaseBook bookDst)

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@ -2,7 +2,6 @@ using System;
using System.Collections.Generic;
using Server.Engines.ConPVP;
using Server.Items;
using Server.Network;
using Server.Spells.Bushido;
using Server.Spells.Necromancy;
using Server.Spells.Ninjitsu;

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@ -1,5 +1,4 @@
using System;
using System.Collections.Generic;
using Server.Collections;
using Server.Items;
using Server.Misc;