ModernUO/Projects/UOContent/Engines/Virtues/Compassion.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

38 lines
1.1 KiB
C#

using System;
using System.Runtime.CompilerServices;
using Server.Mobiles;
namespace Server.Engines.Virtues;
public static class CompassionVirtue
{
private const int LossAmount = 500;
private static readonly TimeSpan LossDelay = TimeSpan.FromDays(7.0);
public static void Initialize()
{
VirtueGump.Register(105, OnVirtueUsed);
}
public static void OnVirtueUsed(Mobile from)
{
from.SendLocalizedMessage(1053001); // This virtue is not activated through the virtue menu.
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool CanAtrophy(VirtueContext context) => context.LastCompassionLoss + LossDelay < Core.Now;
public static void CheckAtrophy(PlayerMobile pm)
{
var virtues = pm.GetVirtues();
if (virtues?.Compassion > 0 && CanAtrophy(virtues))
{
if (VirtueSystem.Atrophy(pm, VirtueName.Compassion, LossAmount))
{
pm.SendLocalizedMessage(1114420); // You have lost some Compassion.
}
virtues.LastCompassionLoss = Core.Now;
}
}
}