ModernUO/Projects/UOContent/Items/Skill Items/Ninjitsu/Fukiya.cs
Kamron Batman f58117a877
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)
> ```
2024-07-20 21:33:23 -07:00

92 lines
2.6 KiB
C#

using System;
using ModernUO.Serialization;
using Server.Collections;
using Server.ContextMenus;
using Server.Mobiles;
namespace Server.Items;
[Flippable(0x27AA, 0x27F5)]
[SerializationGenerator(0, false)]
public partial class Fukiya : Item, INinjaWeapon
{
[InvalidateProperties]
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _usesRemaining;
[InvalidateProperties]
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private Poison _poison;
[InvalidateProperties]
[SerializableField(2)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _poisonCharges;
[Constructible]
public Fukiya() : base(0x27AA)
{
Weight = 4.0;
Layer = Layer.OneHanded;
}
public virtual int WrongAmmoMessage => 1063329; // You can only load fukiya darts
public virtual int NoFreeHandMessage => 1063327; // You must have a free hand to use a fukiya.
public virtual int EmptyWeaponMessage => 1063325; // You have no fukiya darts!
public virtual int RecentlyUsedMessage => 1063326; // You are already using that fukiya.
public virtual int FullWeaponMessage => 1063330; // You can only load fukiya darts
public virtual int WeaponMinRange => 0;
public virtual int WeaponMaxRange => 6;
public virtual int WeaponDamage => Utility.RandomMinMax(4, 6);
public Type AmmoType => typeof(FukiyaDarts);
bool IUsesRemaining.ShowUsesRemaining
{
get => true;
set { }
}
public void AttackAnimation(Mobile from, Mobile to)
{
if (from.Body.IsHuman && !from.Mounted)
{
from.Animate(33, 2, 1, true, true, 0);
}
from.PlaySound(0x223);
from.MovingEffect(to, 0x2804, 5, 0, false, false);
}
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
list.Add(1060584, _usesRemaining); // uses remaining: ~1_val~
if (_poison != null && _poisonCharges > 0)
{
list.Add(1062412 + _poison.Level, _poisonCharges);
}
}
public override void OnDoubleClick(Mobile from)
{
NinjaWeapon.AttemptShoot((PlayerMobile)from, this);
}
public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, ref list);
if (IsChildOf(from))
{
list.Add(new NinjaWeapon.LoadEntry(6224));
list.Add(new NinjaWeapon.UnloadEntry(6225, UsesRemaining > 0));
}
}
}