ModernUO/Projects/UOContent/Engines/CannedEvil/ChampionSkull.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

53 lines
2 KiB
C#
Executable file

/*************************************************************************
* ModernUO *
* Copyright 2019-2022 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: ChampionSkull.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 ModernUO.Serialization;
using Server.Engines.CannedEvil;
namespace Server.Items;
[SerializationGenerator(2, false)]
public partial class ChampionSkull : Item
{
[InvalidateProperties]
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private ChampionSkullType _type;
public override int LabelNumber => 1049479 + (int)_type;
[Constructible]
public ChampionSkull(ChampionSkullType type) : base(0x1AE1)
{
_type = type;
LootType = LootType.Cursed;
// TODO: All hue values
Hue = type switch
{
ChampionSkullType.Power => 0x159,
ChampionSkullType.Venom => 0x172,
ChampionSkullType.Greed => 0x1EE,
ChampionSkullType.Death => 0x025,
ChampionSkullType.Pain => 0x035,
_ => Hue
};
}
private void Deserialize(IGenericReader reader, int version)
{
_type = (ChampionSkullType)reader.ReadInt();
}
}