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">
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37 changed files with 2105 additions and 1839 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Server.Engines.Virtues;
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using Server.Factions;
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using Server.Mobiles;
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using Server.Spells;
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@ -227,7 +228,7 @@ namespace Server.SkillHandlers
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creature.AIObject?.DoMove(creature.Direction);
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if (from is PlayerMobile pm &&
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!(pm.HonorActive ||
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!(pm.GetVirtues()?.HonorActive == true ||
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TransformationSpellHelper.UnderTransformation(pm, typeof(EtherealVoyageSpell))))
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{
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creature.Combatant = pm;
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@ -237,16 +238,11 @@ namespace Server.SkillHandlers
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{
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m_BeingTamed.Add(creature);
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from.LocalOverheadMessage(
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MessageType.Emote,
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0x59,
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1010597
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); // You start to tame the creature.
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from.NonlocalOverheadMessage(
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MessageType.Emote,
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0x59,
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1010598
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); // *begins taming a creature.*
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// You start to tame the creature.
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from.LocalOverheadMessage(MessageType.Emote, 0x59, 1010597);
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// *begins taming a creature.*
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from.NonlocalOverheadMessage(MessageType.Emote, 0x59, 1010598);
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new InternalTimer(from, creature, Utility.Random(3, 2)).Start();
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@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text.Json.Serialization;
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using Server.Collections;
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