ModernUO/Projects/UOContent/Engines/Spawners/RegionSpawner.cs
Kamron Batman b74b47159f
fix: Fixes localization corner cases with OPL (#1050)
## Changes
- [X] Adds OPL convenience methods
    - `opl.Add(cliloc, value)` and `opl.Add(value)` - value as an integer or string works just like `opl.Add(cliloc, $"{value}")`
    - `opl.AddLocalized(cliloc, clilocValue)` - works the same as `opl.Add(cliloc, $"#{clilocValue}");`
- [X] Simplifies basic `list.Add()` situations
- [X] Changes cliloc as an argument so it works with custom IPropertyList implementations (HTML)
- [X] Fixes plants so they support the old localization and new (changed in 7.0.12.0+)
- [X] Exposes more methods to override for Item to make creating custom OPL possible.

## Important Notes
* Using a ternary as an argument, like this `opl.Add(number, showType ? $"{type}\t{value}" : $"{value}");` _will not use the correct string interpolation_. This means if you use a custom PropertyList (for HTML or some other purpose), the property list won't be localized properly.
* All localization values must be interpolated, even if they are literal strings, or integers. Example: `opl.Add(number, $"{"Charges"}\t{m_Charges}");` is correct. Using the following: `$"Charges\t{m_Charges}"` will not work for custom PropertyList implementations!
2022-06-12 21:17:42 -07:00

198 lines
6.1 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2021 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: RegionSpawner.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Text.Json;
using Server.Json;
using Server.Regions;
namespace Server.Engines.Spawners
{
public class RegionSpawner : Spawner
{
private BaseRegion m_SpawnRegion;
[Constructible(AccessLevel.Developer)]
public RegionSpawner()
{
}
[Constructible(AccessLevel.Developer)]
public RegionSpawner(string spawnedName) : base(spawnedName)
{
}
[Constructible(AccessLevel.Developer)]
public RegionSpawner(
int amount, int minDelay, int maxDelay, int team, int homeRange,
params string[] spawnedNames
) : this(
amount,
TimeSpan.FromMinutes(minDelay),
TimeSpan.FromMinutes(maxDelay),
team,
homeRange,
spawnedNames
)
{
}
[Constructible(AccessLevel.Developer)]
public RegionSpawner(
int amount, TimeSpan minDelay, TimeSpan maxDelay, int team, int homeRange,
params string[] spawnedNames
) : base(amount, minDelay, maxDelay, team, homeRange, spawnedNames)
{
}
public RegionSpawner(DynamicJson json, JsonSerializerOptions options) : base(json, options)
{
json.GetProperty("map", options, out Map map);
json.GetProperty("region", options, out string spawnRegion);
m_SpawnRegion = Region.Find(spawnRegion, map) as BaseRegion;
m_SpawnRegion?.InitRectangles();
}
public RegionSpawner(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.Developer)]
public BaseRegion SpawnRegion
{
get => m_SpawnRegion;
set
{
m_SpawnRegion = value;
m_SpawnRegion?.InitRectangles();
InvalidateProperties();
}
}
public override void ToJson(DynamicJson json, JsonSerializerOptions options)
{
json.SetProperty("region", options, SpawnRegion.Name);
}
public override void GetSpawnerProperties(IPropertyList list)
{
base.GetSpawnerProperties(list);
if (Running && m_SpawnRegion != null)
{
list.Add(1076228, $"{"region:"}\t{m_SpawnRegion.Name}"); // ~1_DUMMY~ ~2_DUMMY~
}
}
public override Point3D GetSpawnPosition(ISpawnable spawned, Map map)
{
if (m_SpawnRegion == null || map == null || map == Map.Internal || map != m_SpawnRegion.Map ||
m_SpawnRegion.TotalWeight <= 0)
{
return Location;
}
bool waterMob, waterOnlyMob;
if (spawned is Mobile mob)
{
waterMob = mob.CanSwim;
waterOnlyMob = mob.CanSwim && mob.CantWalk;
}
else
{
waterMob = false;
waterOnlyMob = false;
}
// Try 10 times to find a valid location.
for (var i = 0; i < 10; i++)
{
var rand = Utility.Random(m_SpawnRegion.TotalWeight);
var x = int.MinValue;
var y = int.MinValue;
for (var j = 0; j < m_SpawnRegion.RectangleWeights.Length; j++)
{
var curWeight = m_SpawnRegion.RectangleWeights[j];
if (rand < curWeight)
{
var rect = m_SpawnRegion.Rectangles[j];
x = rect.Start.X + rand % rect.Width;
y = rect.Start.Y + rand / rect.Width;
break;
}
rand -= curWeight;
}
var mapZ = map.GetAverageZ(x, y);
if (waterMob)
{
if (IsValidWater(map, x, y, Z))
{
return new Point3D(x, y, Z);
}
if (IsValidWater(map, x, y, mapZ))
{
return new Point3D(x, y, mapZ);
}
}
if (!waterOnlyMob)
{
if (map.CanSpawnMobile(x, y, Z))
{
return new Point3D(x, y, Z);
}
if (map.CanSpawnMobile(x, y, mapZ))
{
return new Point3D(x, y, mapZ);
}
}
}
return HomeLocation;
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadEncodedInt();
m_SpawnRegion = Region.Find(reader.ReadString(), Map) as BaseRegion;
m_SpawnRegion?.InitRectangles();
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
writer.Write(m_SpawnRegion?.Name);
}
}
}