fix: Overhauls virtue system (#1376)

## MAJOR CHANGE (API BREAKING)

Moved the virtues to it's own system _VirtueSystem_. This should make it easier to extend or remove the virtue system. Virtues will be saved to a new folder called _Virtues_.

### Motivation

The motivation was also two-fold, performance/stability, and to fix bugs.

First, virtues is the second system (first is murders), that has a pre-world-save check on _every mobile in the game_ to atrophy virtue stats. This is taxing since it freexes the world and makes world saves take longer. Every mobile had Gain/Loss dates for each virtue, whether they needed them or not. Most players don't even use the virtue system, so this will increase performance considerably.

Second, when I tried to optimize/refactor the code, I found several bugs that needed to be fixed.

### Major API Changes

- [X] The properties on players related to virtues are gone. Use `pm.GetVirtues()?.<PropertyName>` instead.
- [X] Virtues were removed from non-player Mobiles.
- [X] `pm.JusticeProtectors` was removed. Use `JusticeVirtue.GetProtector()` or `JusticeVirtue.GetProtected()` instead.

### Screenshots

<img width="221" alt="Props-1" src="https://github.com/modernuo/ModernUO/assets/3953314/5c09cb83-b8d5-44a2-b899-a7ed7cd736ac">
<img width="220" alt="props-2" src="https://github.com/modernuo/ModernUO/assets/3953314/aeade4d3-8df0-47bd-955a-a864d0946cf7">
This commit is contained in:
Kamron Batman 2023-07-19 21:43:47 -07:00 • committed by GitHub
parent 063d878276
commit f77dd91811
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37 changed files with 2105 additions and 1839 deletions

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@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using Server.Collections;
using Server.Engines.Craft;
using Server.Engines.Virtues;
using Server.Ethics;
using Server.Factions;
using Server.Mobiles;
@ -1723,7 +1724,7 @@ namespace Server.Items
if (attacker is PlayerMobile pmAttacker && !(Core.ML && defender is PlayerMobile))
{
if (pmAttacker.HonorActive && pmAttacker.InRange(defender, 1))
if (pmAttacker.GetVirtues()?.HonorActive == true && pmAttacker.InRange(defender, 1))
{
percentageBonus += 25;
}