## 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">
42 lines
1.2 KiB
C#
42 lines
1.2 KiB
C#
using System.Collections.Generic;
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namespace Server;
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public partial class Mobile
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{
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// Migrating Stabled property to PlayerMobile
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public static Dictionary<Mobile, HashSet<Mobile>> StableMigrations { get; private set; }
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public static void AddToStabledMigration(Mobile m, HashSet<Mobile> stabled)
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{
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if (stabled?.Count > 0)
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{
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StableMigrations ??= new Dictionary<Mobile, HashSet<Mobile>>();
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StableMigrations[m] = stabled;
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}
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}
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// Migrating murders to the murder system
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public static Dictionary<Mobile, int> MurderMigrations { get; private set; }
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public static void AddToMurderMigration(Mobile m, int shortTermMurders)
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{
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if (shortTermMurders > 0)
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{
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MurderMigrations ??= new Dictionary<Mobile, int>();
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MurderMigrations[m] = shortTermMurders;
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}
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}
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// Migrating VirtueInfo to VirtueSystem
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public static Dictionary<Mobile, int[]> VirtueMigrations { get; private set; }
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public static void AddToVirtueMigration(Mobile m, int[] values)
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{
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if (values != null)
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{
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VirtueMigrations ??= new Dictionary<Mobile, int[]>();
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VirtueMigrations[m] = values;
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}
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}
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}
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