## 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">
154 lines
4.1 KiB
C#
154 lines
4.1 KiB
C#
using System.Collections.Generic;
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using Server.Gumps;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Engines.Virtues;
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public delegate void OnVirtueUsed(PlayerMobile from);
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public class VirtueGump : Gump
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{
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private static readonly Dictionary<int, OnVirtueUsed> _callbacks = new();
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private static readonly int[] _table =
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{
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0x0481, 0x0963, 0x0965,
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0x060A, 0x060F, 0x002A,
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0x08A4, 0x08A7, 0x0034,
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0x0965, 0x08FD, 0x0480,
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0x00EA, 0x0845, 0x0020,
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0x0011, 0x0269, 0x013D,
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0x08A1, 0x08A3, 0x0042,
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0x0543, 0x0547, 0x0061
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};
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public static void Register(int gumpID, OnVirtueUsed callback)
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{
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_callbacks[gumpID] = callback;
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}
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public static void RequestVirtueGump(PlayerMobile beholder, PlayerMobile beheld)
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{
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if (beholder == beheld && beholder.Kills >= 5)
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{
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beholder.SendLocalizedMessage(1049609); // Murderers cannot invoke this virtue.
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}
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else if (beholder.Map == beheld.Map && beholder.InRange(beheld, 12))
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{
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beholder.CloseGump<VirtueGump>();
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beholder.SendGump(new VirtueGump(beholder, beheld));
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}
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}
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public static void RequestVirtueItem(PlayerMobile beholder, Mobile beheld, int gumpID)
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{
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if (beholder != beheld)
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{
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return;
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}
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beholder.CloseGump<VirtueGump>();
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if (beholder.Kills >= 5)
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{
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beholder.SendLocalizedMessage(1049609); // Murderers cannot invoke this virtue.
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return;
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}
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if (_callbacks.TryGetValue(gumpID, out var callback))
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{
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callback(beholder);
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}
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else
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{
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beholder.SendLocalizedMessage(1052066); // That virtue is not active yet.
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}
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}
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public static void RequestVirtueMacro(PlayerMobile beholder, int virtue)
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{
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var virtueID = virtue switch
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{
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0 => 107, // Honor
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1 => 110, // Sacrifice
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2 => 112, // Valor;
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_ => 0
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};
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RequestVirtueItem(beholder, beholder, virtueID);
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}
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private readonly PlayerMobile _beheld;
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private readonly PlayerMobile _beholder;
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public VirtueGump(PlayerMobile beholder, PlayerMobile beheld) : base(0, 0)
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{
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_beholder = beholder;
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_beheld = beheld;
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Serial = beheld.Serial;
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AddPage(0);
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AddImage(30, 40, 104);
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AddPage(1);
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Add(new VirtueGumpItem(61, 71, 108, GetHueFor(0))); // Humility
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Add(new VirtueGumpItem(123, 46, 112, GetHueFor(4))); // Valor
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Add(new VirtueGumpItem(187, 70, 107, GetHueFor(5))); // Honor
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Add(new VirtueGumpItem(35, 135, 110, GetHueFor(1))); // Sacrifice
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Add(new VirtueGumpItem(211, 133, 105, GetHueFor(2))); // Compassion
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Add(new VirtueGumpItem(61, 195, 111, GetHueFor(3))); // Spirituality
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Add(new VirtueGumpItem(186, 195, 109, GetHueFor(6))); // Justice
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Add(new VirtueGumpItem(121, 221, 106, GetHueFor(7))); // Honesty
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if (_beholder == _beheld)
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{
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AddButton(57, 269, 2027, 2027, 1);
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AddButton(186, 269, 2071, 2071, 2);
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}
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}
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private int GetHueFor(int index)
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{
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var value = _beheld.GetVirtues()?.GetValue(index) ?? 0;
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if (value < 4000)
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{
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return 2402;
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}
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if (value >= 30000)
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{
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value = 20000;
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}
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int vl = value switch
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{
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< 10000 => 0,
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>= 20000 when index == 5 => 2,
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>= 22000 when index == 1 => 2,
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>= 21000 when index != 1 => 2,
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_ => 1
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};
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return _table[index * 3 + vl];
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}
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public override void OnResponse(NetState state, RelayInfo info)
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{
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if (info.ButtonID == 1 && _beholder == _beheld)
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{
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_beholder.SendGump(new VirtueStatusGump(_beholder));
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}
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}
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private class VirtueGumpItem : GumpImage
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{
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public VirtueGumpItem(int x, int y, int gumpID, int hue) : base(x, y, gumpID, hue, "VirtueGumpItem")
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{
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}
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}
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}
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