ModernUO/Projects/UOContent/Engines/Harvest/Core/HarvestDefinition.cs
Kamron Batman f77dd91811
fix: Overhauls virtue system (#1376)
## 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">
2023-07-19 21:43:47 -07:00

215 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Random;
namespace Server.Engines.Harvest
{
public class HarvestDefinition
{
private HarvestVein[] m_Veins;
public int BankWidth { get; set; }
public int BankHeight { get; set; }
public int MinTotal { get; set; }
public int MaxTotal { get; set; }
public int[] LandTiles { get; set; }
public int[] StaticTiles { get; set; }
public bool RangedTiles { get; set; }
public TimeSpan MinRespawn { get; set; }
public TimeSpan MaxRespawn { get; set; }
public int MaxRange { get; set; }
public int ConsumedPerHarvest { get; set; }
public int ConsumedPerFeluccaHarvest { get; set; }
public bool PlaceAtFeetIfFull { get; set; }
public SkillName Skill { get; set; }
public int[] EffectActions { get; set; }
public int[] EffectCounts { get; set; }
public int[] EffectSounds { get; set; }
public TimeSpan EffectSoundDelay { get; set; }
public TimeSpan EffectDelay { get; set; }
public TextDefinition NoResourcesMessage { get; set; }
public TextDefinition OutOfRangeMessage { get; set; }
public TextDefinition TimedOutOfRangeMessage { get; set; }
public TextDefinition DoubleHarvestMessage { get; set; }
public TextDefinition FailMessage { get; set; }
public TextDefinition PackFullMessage { get; set; }
public TextDefinition ToolBrokeMessage { get; set; }
public HarvestResource[] Resources { get; set; }
public HarvestVein[] Veins
{
get => m_Veins;
set
{
m_Veins = value;
var totalWeight = 0u;
for (var i = 0; i < m_Veins.Length; i++)
{
totalWeight += m_Veins[i].VeinChance;
}
VeinWeights = totalWeight;
}
}
public BonusHarvestResource[] BonusResources { get; set; }
public bool RaceBonus { get; set; }
public bool RandomizeVeins { get; set; }
public uint VeinWeights { get; private set; }
public Dictionary<Map, Dictionary<Point2D, HarvestBank>> Banks { get; } = new();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SendMessageTo(Mobile from, TextDefinition message)
{
if (message?.Number > 0)
{
from.SendLocalizedMessage(message.Number);
}
else if (!string.IsNullOrWhiteSpace(message))
{
from.SendMessage(message);
}
}
public HarvestBank GetBank(Map map, int x, int y)
{
if (map == null || map == Map.Internal)
{
return null;
}
x /= BankWidth;
y /= BankHeight;
if (!Banks.TryGetValue(map, out var banks))
{
Banks[map] = banks = new Dictionary<Point2D, HarvestBank>();
}
var key = new Point2D(x, y);
if (!banks.TryGetValue(key, out var bank))
{
banks[key] = bank = new HarvestBank(this, GetVeinAt(map, x, y));
}
return bank;
}
public HarvestVein GetVeinAt(Map map, int x, int y)
{
if (Veins.Length == 1)
{
return Veins[0];
}
if (RandomizeVeins)
{
return GetVeinFrom(Utility.Random(1000u));
}
// TODO: Introduce pulling primes from a config and writing them if they don't exist to the config
var random = new Xoshiro256PlusPlus((ulong)(x * 17 + y * 11 + map.MapID * 3));
return GetVeinFrom(random.Next(VeinWeights));
}
public HarvestVein GetVeinFrom(uint randomValue)
{
if (Veins.Length == 1)
{
return Veins[0];
}
for (var i = 0; i < Veins.Length; ++i)
{
if (randomValue <= Veins[i].VeinChance)
{
return Veins[i];
}
randomValue -= Veins[i].VeinChance;
}
return null;
}
public BonusHarvestResource GetBonusResource()
{
if (BonusResources == null)
{
return null;
}
var randomValue = Utility.RandomDouble() * 100;
for (var i = 0; i < BonusResources.Length; ++i)
{
if (randomValue <= BonusResources[i].Chance)
{
return BonusResources[i];
}
randomValue -= BonusResources[i].Chance;
}
return null;
}
public bool Validate(int tileID, bool isLand)
{
var tiles = isLand ? LandTiles : StaticTiles;
if (RangedTiles)
{
for (var i = 0; i < tiles.Length; i += 2)
{
if (tileID >= tiles[i] && tileID <= tiles[i + 1])
{
return true;
}
}
return false;
}
for (var i = 0; i < tiles.Length; ++i)
{
if (tiles[i] == tileID)
{
return true;
}
}
return false;
}
}
}