ModernUO/Projects/UOContent/Engines/CannedEvil/ChampionSkullPlatform.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

116 lines
4.4 KiB
C#
Executable file

/*************************************************************************
* ModernUO *
* Copyright 2019-2022 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: ChampionSkullPlatform.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.Mobiles;
namespace Server.Engines.CannedEvil;
[SerializationGenerator(0, false)]
public partial class ChampionSkullPlatform : BaseAddon
{
[SerializableField(0)]
private ChampionSkullBrazier _power;
[SerializableField(1)]
private ChampionSkullBrazier _enlightenment;
[SerializableField(2)]
private ChampionSkullBrazier _venom;
[SerializableField(3)]
private ChampionSkullBrazier _pain;
[SerializableField(4)]
private ChampionSkullBrazier _greed;
[SerializableField(5)]
private ChampionSkullBrazier _death;
[Constructible]
public ChampionSkullPlatform()
{
AddComponent(new AddonComponent(0x71A), -1, -1, -1);
AddComponent(new AddonComponent(0x709), 0, -1, -1);
AddComponent(new AddonComponent(0x709), 1, -1, -1);
AddComponent(new AddonComponent(0x709), -1, 0, -1);
AddComponent(new AddonComponent(0x709), 0, 0, -1);
AddComponent(new AddonComponent(0x709), 1, 0, -1);
AddComponent(new AddonComponent(0x709), -1, 1, -1);
AddComponent(new AddonComponent(0x709), 0, 1, -1);
AddComponent(new AddonComponent(0x71B), 1, 1, -1);
AddComponent(new AddonComponent(0x50F), 0, -1, 4);
AddComponent(_power = new ChampionSkullBrazier(this, ChampionSkullType.Power), 0, -1, 5);
AddComponent(new AddonComponent(0x50F), 1, -1, 4);
AddComponent(_enlightenment = new ChampionSkullBrazier(this, ChampionSkullType.Enlightenment), 1, -1, 5);
AddComponent(new AddonComponent(0x50F), -1, 0, 4);
AddComponent(_venom = new ChampionSkullBrazier(this, ChampionSkullType.Venom), -1, 0, 5);
AddComponent(new AddonComponent(0x50F), 1, 0, 4);
AddComponent(_pain = new ChampionSkullBrazier(this, ChampionSkullType.Pain), 1, 0, 5);
AddComponent(new AddonComponent(0x50F), -1, 1, 4);
AddComponent(_greed = new ChampionSkullBrazier(this, ChampionSkullType.Greed), -1, 1, 5);
AddComponent(new AddonComponent(0x50F), 0, 1, 4);
AddComponent(_death = new ChampionSkullBrazier(this, ChampionSkullType.Death), 0, 1, 5);
AddonComponent comp = new LocalizedAddonComponent(0x20D2, 1049495) { Hue = 0x482 };
AddComponent(comp, 0, 0, 5);
comp = new LocalizedAddonComponent(0x0BCF, 1049496) { Hue = 0x482 };
AddComponent(comp, 0, 2, -7);
comp = new LocalizedAddonComponent(0x0BD0, 1049497) { Hue = 0x482 };
AddComponent(comp, 2, 0, -7);
}
public void Validate()
{
if (Validate(_power) && Validate(_enlightenment) && Validate(_venom) && Validate(_pain) &&
Validate(_greed) && Validate(_death))
{
Mobile harrower = Harrower.Spawn(new Point3D(X, Y, Z + 6), Map);
if (harrower == null)
{
return;
}
Clear(_power);
Clear(_enlightenment);
Clear(_venom);
Clear(_pain);
Clear(_greed);
Clear(_death);
}
}
public static void Clear(ChampionSkullBrazier brazier)
{
if (brazier != null)
{
Effects.SendBoltEffect(brazier);
brazier.Skull?.Delete();
}
}
public static bool Validate(ChampionSkullBrazier brazier) => brazier is { Skull: { Deleted: false } };
}