## 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">
195 lines
5.6 KiB
C#
195 lines
5.6 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using Server.Gumps;
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using Server.Mobiles;
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using Server.Regions;
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using Server.Targeting;
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namespace Server.Engines.Virtues;
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public static class HonorVirtue
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{
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public static readonly TimeSpan UseDelay = TimeSpan.FromMinutes(5.0);
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public static void Initialize()
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{
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VirtueGump.Register(107, OnVirtueUsed);
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}
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private static void OnVirtueUsed(Mobile from)
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{
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if (from.Alive)
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{
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from.SendLocalizedMessage(1063160); // Target what you wish to honor.
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from.Target = new InternalTarget();
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}
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}
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private static int GetHonorDuration(PlayerMobile from) =>
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VirtueSystem.GetLevel(from, VirtueName.Honor) switch
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{
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VirtueLevel.Seeker => 30,
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VirtueLevel.Follower => 90,
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VirtueLevel.Knight => 300,
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_ => 0
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};
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool CanUse(VirtueContext context) => Core.Now - context.LastHonorUse >= UseDelay;
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private static void EmbraceHonor(PlayerMobile pm)
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{
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var virtues = pm.GetVirtues();
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if (virtues?.HonorActive == true)
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{
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pm.SendLocalizedMessage(1063230); // You must wait awhile before you can embrace honor again.
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return;
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}
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if (GetHonorDuration(pm) == 0)
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{
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pm.SendLocalizedMessage(1063234); // You do not have enough honor to do that
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return;
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}
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if (virtues != null)
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{
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var waitTime = Core.Now - virtues.LastHonorUse;
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if (waitTime < UseDelay)
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{
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var remainingTime = UseDelay - waitTime;
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var remainingMinutes = (int)Math.Ceiling(remainingTime.TotalMinutes);
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// You must wait ~1_HONOR_WAIT~ minutes before embracing honor again
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pm.SendLocalizedMessage(1063240, remainingMinutes.ToString());
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return;
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}
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}
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pm.SendGump(new HonorSelf(pm));
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}
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public static void ActivateEmbrace(PlayerMobile pm)
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{
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var duration = GetHonorDuration(pm);
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var virtues = pm.GetOrCreateVirtues();
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int usedPoints = virtues.Honor switch
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{
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< 4399 => 400,
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< 10599 => 600,
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_ => 1000
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};
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VirtueSystem.Atrophy(pm, VirtueName.Honor, usedPoints);
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virtues.HonorActive = true;
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pm.SendLocalizedMessage(1063235); // You embrace your honor
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Timer.DelayCall(
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TimeSpan.FromSeconds(duration),
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(m) =>
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{
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// We get the virtues again, in case it was deleted/dereferenced
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var v = m.GetOrCreateVirtues();
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v.HonorActive = false;
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v.LastHonorUse = Core.Now;
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m.SendLocalizedMessage(1063236); // You no longer embrace your honor
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},
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pm
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);
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}
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private static void Honor(PlayerMobile source, Mobile target)
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{
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if (target is not IHonorTarget honorTarget)
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{
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return;
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}
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var reg = source.Region.GetRegion<GuardedRegion>();
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var map = source.Map;
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if (honorTarget.ReceivedHonorContext != null)
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{
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if (honorTarget.ReceivedHonorContext.Source == source)
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{
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return;
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}
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if (honorTarget.ReceivedHonorContext.CheckDistance())
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{
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source.SendLocalizedMessage(1063233); // Somebody else is honoring this opponent
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return;
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}
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}
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if (target.Hits < target.HitsMax)
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{
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source.SendLocalizedMessage(1063166); // You cannot honor this monster because it is too damaged.
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return;
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}
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if (target.Body.IsHuman && (target is not BaseCreature cret || !cret.AlwaysAttackable && !cret.AlwaysMurderer))
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{
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if (reg?.IsDisabled() != true)
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{
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// Allow honor on blue if not in a guarded region
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}
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else if ((map?.Rules & MapRules.HarmfulRestrictions) == 0)
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{
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// Allow honor on blue if in Fel
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}
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else
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{
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source.SendLocalizedMessage(1001018); // You cannot perform negative acts
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return; // cannot honor in trammel town on blue
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}
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}
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if (Core.ML && target is PlayerMobile)
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{
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source.SendLocalizedMessage(1075614); // You cannot honor other players.
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return;
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}
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source.SentHonorContext?.Cancel();
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_ = new HonorContext(source, target);
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source.Direction = source.GetDirectionTo(target);
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if (!source.Mounted)
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{
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source.Animate(32, 5, 1, true, true, 0);
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}
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}
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private class InternalTarget : Target
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{
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public InternalTarget() : base(12, false, TargetFlags.None) => CheckLOS = true;
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (from is not PlayerMobile pm)
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{
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return;
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}
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if (targeted == pm)
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{
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EmbraceHonor(pm);
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}
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else if (targeted is Mobile mobile)
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{
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Honor(pm, mobile);
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}
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}
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protected override void OnTargetOutOfRange(Mobile from, object targeted)
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{
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from.SendLocalizedMessage(1063232); // You are too far away to honor your opponent
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}
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}
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}
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