fix: Moves ContextMenu out of core, streamlines code, fixes bugs (#1873)

## Summary
- Removes allocation of a `List<ContextMenuEntry>` every time a context menu is created.
- Moves packet/context menu creation logic out of the core
- Fixes tame entry

## BREAKING CHANGE
> [!Important]
> **Developer Note**
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
> ```
> and similar functions changed to
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
> ```
This commit is contained in:
Kamron Batman 2024-07-20 21:33:23 -07:00 • committed by GitHub
parent bb24b330e1
commit f58117a877
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
88 changed files with 1206 additions and 1483 deletions

View file

@ -329,39 +329,29 @@ public static class NinjaWeapon
public class LoadEntry : ContextMenuEntry
{
private readonly INinjaWeapon weapon;
public LoadEntry(INinjaWeapon wep, int entry)
: base(entry, 0) =>
weapon = wep;
public override void OnClick()
public LoadEntry(int entry) : base(entry, 0)
{
if (WeaponIsValid(weapon, Owner.From))
}
public override void OnClick(Mobile from, IEntity target)
{
if (target is INinjaWeapon weapon && WeaponIsValid(weapon, from))
{
Owner.From.BeginTarget(10, false, TargetFlags.Harmful, OnTarget, weapon);
from.BeginTarget(10, false, TargetFlags.Harmful, OnTarget, weapon);
}
}
}
public class UnloadEntry : ContextMenuEntry
{
private readonly INinjaWeapon weapon;
public UnloadEntry(int entry, bool enabled) : base(entry, 0) => Enabled = enabled;
public UnloadEntry(INinjaWeapon wep, int entry)
: base(entry, 0)
public override void OnClick(Mobile from, IEntity target)
{
weapon = wep;
Enabled = weapon.UsesRemaining > 0;
}
public override void OnClick()
{
if (WeaponIsValid(weapon, Owner.From))
if (target is INinjaWeapon weapon && WeaponIsValid(weapon, from))
{
Unload(Owner.From, weapon);
Unload(from, weapon);
}
}
}
}
}