ModernUO/Projects/UOContent/Engines/CannedEvil/ChampionSkullBrazier.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

168 lines
5 KiB
C#
Executable file

/*************************************************************************
* ModernUO *
* Copyright 2019-2022 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: ChampionSkullBrazier.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.Items;
using Server.Targeting;
using Server.Mobiles;
namespace Server.Engines.CannedEvil;
[SerializationGenerator(1, false)]
public partial class ChampionSkullBrazier : AddonComponent
{
[InvalidateProperties]
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private ChampionSkullType _type;
[InvalidateProperties]
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private ChampionSkullPlatform _platform;
[SerializableProperty(2)]
[CommandProperty(AccessLevel.GameMaster)]
public Item Skull
{
get => _skull;
set
{
_skull = value;
this.MarkDirty();
_platform?.Validate();
}
}
public override int LabelNumber => 1049489 + (int)_type;
public ChampionSkullBrazier(ChampionSkullPlatform platform, ChampionSkullType type) : base(0x19BB)
{
Hue = 0x455;
Light = LightType.Circle300;
_platform = platform;
_type = type;
}
public override void OnDoubleClick(Mobile from)
{
_platform?.Validate();
BeginSacrifice(from);
}
public void BeginSacrifice(Mobile from)
{
if (Deleted)
{
return;
}
if (_skull is { Deleted: true })
{
Skull = null;
}
if (from.Map != Map || !from.InRange(GetWorldLocation(), 3))
{
from.SendLocalizedMessage(500446); // That is too far away.
}
else if (!Harrower.CanSpawn)
{
from.SendMessage("The harrower has already been spawned.");
}
else if (_skull == null)
{
from.SendLocalizedMessage(1049485); // What would you like to sacrifice?
from.Target = new SacrificeTarget(this);
}
else
{
SendLocalizedMessageTo(from, 1049487); // I already have my champions awakening skull!
}
}
public void EndSacrifice(Mobile from, ChampionSkull skull)
{
if (Deleted)
{
return;
}
if (_skull is { Deleted: true })
{
Skull = null;
}
if (from.Map != Map || !from.InRange(GetWorldLocation(), 3))
{
from.SendLocalizedMessage(500446); // That is too far away.
}
else if (!Harrower.CanSpawn)
{
from.SendMessage("The harrower has already been spawned.");
}
else if (skull == null)
{
SendLocalizedMessageTo(from, 1049488); // That is not my champions awakening skull!
}
else if (_skull != null)
{
SendLocalizedMessageTo(from, 1049487); // I already have my champions awakening skull!
}
else if (!skull.IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1049486); // You can only sacrifice items that are in your backpack!
}
else if (skull.Type == Type)
{
skull.Movable = false;
skull.MoveToWorld(GetWorldTop(), Map);
Skull = skull;
}
else
{
SendLocalizedMessageTo(from, 1049488); // That is not my champions awakening skull!
}
}
private class SacrificeTarget : Target
{
private readonly ChampionSkullBrazier _brazier;
public SacrificeTarget(ChampionSkullBrazier brazier) : base(12, false, TargetFlags.None) =>
_brazier = brazier;
protected override void OnTarget(Mobile from, object targeted) =>
_brazier.EndSacrifice(from, targeted as ChampionSkull);
}
private void Deserialize(IGenericReader reader, int version)
{
_type = (ChampionSkullType)reader.ReadInt();
_platform = reader.ReadEntity<ChampionSkullPlatform>();
_skull = reader.ReadEntity<Item>();
}
[AfterDeserialization(false)]
private void AfterDeserialization()
{
if (_platform == null)
{
Delete();
}
}
}