ModernUO/Projects/UOContent/Engines/CannedEvil/ChampionTitle.cs
Kamron Batman 51ecee6caa
fix: Overhauls champion titles & codegen champion system (#1430)
## 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">
2023-07-27 21:44:06 -07:00

30 lines
543 B
C#

using System;
using ModernUO.Serialization;
namespace Server.Engines.CannedEvil;
[SerializationGenerator(0)]
public partial class ChampionTitle
{
[EncodedInt]
[SerializableField(0)]
private int _value;
// TODO: Change to delta time
[SerializableField(1)]
private DateTime _lastDecay;
public bool Atrophy(int value)
{
var before = Value;
Value -= Math.Min(value, before);
if (before != Value)
{
LastDecay = Core.Now;
}
return Value > 0;
}
}