fix: Various code cleanup (#756)
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f4378acd05
commit
dbd4d6f13f
40 changed files with 117 additions and 280 deletions
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@ -339,42 +339,21 @@ namespace Server.Items
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ar += 10 + 5 * (int)_protection;
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}
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switch (_resource)
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ar += _resource switch
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{
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case CraftResource.DullCopper:
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ar += 2;
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break;
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case CraftResource.ShadowIron:
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ar += 4;
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break;
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case CraftResource.Copper:
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ar += 6;
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break;
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case CraftResource.Bronze:
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ar += 8;
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break;
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case CraftResource.Gold:
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ar += 10;
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break;
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case CraftResource.Agapite:
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ar += 12;
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break;
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case CraftResource.Verite:
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ar += 14;
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break;
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case CraftResource.Valorite:
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ar += 16;
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break;
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case CraftResource.SpinedLeather:
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ar += 10;
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break;
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case CraftResource.HornedLeather:
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ar += 13;
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break;
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case CraftResource.BarbedLeather:
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ar += 16;
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break;
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}
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CraftResource.DullCopper => 2,
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CraftResource.ShadowIron => 4,
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CraftResource.Copper => 6,
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CraftResource.Bronze => 8,
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CraftResource.Gold => 10,
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CraftResource.Agapite => 12,
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CraftResource.Verite => 14,
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CraftResource.Valorite => 16,
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CraftResource.SpinedLeather => 10,
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CraftResource.HornedLeather => 13,
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CraftResource.BarbedLeather => 16,
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_ => 0
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};
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ar += -8 + 8 * (int)_quality;
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return ScaleArmorByDurability(ar);
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@ -557,27 +536,22 @@ namespace Server.Items
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BaseEnergyResistance + GetProtOffset() + GetResourceAttrs().ArmorEnergyResist + _energyBonus;
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[CommandProperty(AccessLevel.GameMaster)]
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public ArmorBodyType BodyPosition
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{
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get
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public ArmorBodyType BodyPosition =>
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Layer switch
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{
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return Layer switch
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{
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Layer.Neck => ArmorBodyType.Gorget,
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Layer.TwoHanded => ArmorBodyType.Shield,
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Layer.Gloves => ArmorBodyType.Gloves,
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Layer.Helm => ArmorBodyType.Helmet,
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Layer.Arms => ArmorBodyType.Arms,
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Layer.InnerLegs => ArmorBodyType.Legs,
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Layer.OuterLegs => ArmorBodyType.Legs,
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Layer.Pants => ArmorBodyType.Legs,
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Layer.InnerTorso => ArmorBodyType.Chest,
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Layer.OuterTorso => ArmorBodyType.Chest,
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Layer.Shirt => ArmorBodyType.Chest,
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_ => ArmorBodyType.Gorget
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};
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}
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}
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Layer.Neck => ArmorBodyType.Gorget,
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Layer.TwoHanded => ArmorBodyType.Shield,
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Layer.Gloves => ArmorBodyType.Gloves,
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Layer.Helm => ArmorBodyType.Helmet,
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Layer.Arms => ArmorBodyType.Arms,
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Layer.InnerLegs => ArmorBodyType.Legs,
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Layer.OuterLegs => ArmorBodyType.Legs,
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Layer.Pants => ArmorBodyType.Legs,
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Layer.InnerTorso => ArmorBodyType.Chest,
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Layer.OuterTorso => ArmorBodyType.Chest,
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Layer.Shirt => ArmorBodyType.Chest,
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_ => ArmorBodyType.Gorget
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};
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public static double[] ArmorScalars { get; set; } = { 0.07, 0.07, 0.14, 0.15, 0.22, 0.35 };
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@ -865,20 +839,12 @@ namespace Server.Items
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public int ComputeStatReq(StatType type)
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{
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int v;
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if (type == StatType.Str)
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int v = type switch
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{
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v = StrRequirement;
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}
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else if (type == StatType.Dex)
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{
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v = DexRequirement;
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}
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else
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{
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v = IntRequirement;
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}
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StatType.Str => StrRequirement,
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StatType.Dex => DexRequirement,
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_ => IntRequirement
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};
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return AOS.Scale(v, 100 - GetLowerStatReq());
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}
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@ -920,17 +886,8 @@ namespace Server.Items
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InvalidateProperties();
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}
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public CraftAttributeInfo GetResourceAttrs()
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{
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var info = CraftResources.GetInfo(_resource);
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if (info == null)
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{
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return CraftAttributeInfo.Blank;
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}
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return info.AttributeInfo;
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}
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public CraftAttributeInfo GetResourceAttrs() =>
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CraftResources.GetInfo(_resource)?.AttributeInfo ?? CraftAttributeInfo.Blank;
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public int GetProtOffset()
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{
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@ -946,31 +903,17 @@ namespace Server.Items
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public int GetDurabilityBonus()
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{
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var bonus = 0;
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var bonus = _quality == ArmorQuality.Exceptional ? 20 : 0;
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if (_quality == ArmorQuality.Exceptional)
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bonus += _durability switch
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{
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bonus += 20;
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}
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switch (_durability)
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{
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case ArmorDurabilityLevel.Durable:
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bonus += 20;
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break;
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case ArmorDurabilityLevel.Substantial:
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bonus += 50;
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break;
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case ArmorDurabilityLevel.Massive:
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bonus += 70;
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break;
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case ArmorDurabilityLevel.Fortified:
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bonus += 100;
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break;
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case ArmorDurabilityLevel.Indestructible:
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bonus += 120;
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break;
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}
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ArmorDurabilityLevel.Durable => 20,
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ArmorDurabilityLevel.Substantial => 50,
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ArmorDurabilityLevel.Massive => 70,
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ArmorDurabilityLevel.Fortified => 100,
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ArmorDurabilityLevel.Indestructible => 120,
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_ => 0
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};
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if (Core.AOS)
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{
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