## MAJOR CHANGE Added a champion title system to facilitate the existing champion titles. This should make it easier to extend or create other related game content. Champion titles will be saved in a folder called _ChampionTitles_. ### Motivation The motivation to refactor was two-folder, but mostly related to performance in two ways. First, every player had a ChampionTitleInfo object with an array of ChamptionTitleInfo. We want to eliminate the need for this information unless a player actually uses it. This should save a considerable amount of memory. Second, to facilitate the atrophy mechanic, the champion titles would run atrophy post-world save, adding to the time that the server is frozen. Eliminating this post-world save side effect unlocks our ability to further optimize the world save process since there are no direct side effects. ### Bugs fixed - [X] Fixed titles getting cut off on the paperdoll - [X] Fixed champion title not displaying overhead (OPL) ### Screenshots <img width="216" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/8916f895-8d68-4fb0-892e-108a0c43be90">
30 lines
543 B
C#
30 lines
543 B
C#
using System;
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using ModernUO.Serialization;
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namespace Server.Engines.CannedEvil;
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[SerializationGenerator(0)]
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public partial class ChampionTitle
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{
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[EncodedInt]
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[SerializableField(0)]
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private int _value;
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// TODO: Change to delta time
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[SerializableField(1)]
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private DateTime _lastDecay;
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public bool Atrophy(int value)
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{
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var before = Value;
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Value -= Math.Min(value, before);
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if (before != Value)
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{
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LastDecay = Core.Now;
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}
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return Value > 0;
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}
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}
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