ModernUO/Projects/UOContent/Engines/Virtues/VirtueSystem.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

375 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Server.Collections;
using Server.Mobiles;
namespace Server.Engines.Virtues;
public enum VirtueLevel
{
None,
Seeker,
Follower,
Knight
}
[Flags]
public enum VirtueName
{
Humility,
Sacrifice,
Compassion,
Spirituality,
Valor,
Honor,
Justice,
Honesty
}
public static class VirtueSystem
{
private static readonly Dictionary<PlayerMobile, VirtueContext> _playerVirtues = new();
private static readonly Timer _virtueTimer = new VirtueTimer();
private static void FixVirtue(Mobile m, int[] virtueValues)
{
if (m is not PlayerMobile pm)
{
return;
}
var virtues = pm.Virtues;
for (var i = 0; i < virtueValues.Length; i++)
{
var val = virtueValues[i];
if (val > 0)
{
virtues.SetValue(i, val);
}
}
}
public static void Configure()
{
GenericPersistence.Register("Virtues", Serialize, Deserialize);
}
public static void Initialize()
{
var migrations = Mobile.VirtueMigrations;
if (migrations?.Count > 0)
{
foreach (var (m, values) in migrations)
{
FixVirtue(m, values);
}
}
_virtueTimer.Start();
}
private static void Serialize(IGenericWriter writer)
{
writer.WriteEncodedInt(0); // version
writer.WriteEncodedInt(_playerVirtues.Count);
foreach (var (pm, virtues) in _playerVirtues)
{
writer.Write(pm);
virtues.Serialize(writer);
}
}
private static void Deserialize(IGenericReader reader)
{
reader.ReadEncodedInt(); // version
var contextCount = reader.ReadEncodedInt();
for (var i = 0; i < contextCount; i++)
{
var player = reader.ReadEntity<PlayerMobile>();
var virtues = new VirtueContext();
virtues.Deserialize(reader);
if (virtues.IsUsed())
{
_playerVirtues.Add(player, virtues);
}
}
}
public static VirtueContext GetVirtues(this PlayerMobile from) =>
_playerVirtues.TryGetValue(from, out var context) ? context : null;
public static VirtueContext GetOrCreateVirtues(this PlayerMobile from)
{
ref VirtueContext context = ref CollectionsMarshal.GetValueRefOrAddDefault(_playerVirtues, from, out bool exists);
if (!exists)
{
context = new VirtueContext();
}
return context;
}
public static bool IsHighestPath(PlayerMobile from, VirtueName virtue) =>
from.GetVirtues()?.GetValue((int)virtue) >= GetMaxAmount(virtue);
public static VirtueLevel GetLevel(Mobile from, VirtueName virtue)
{
var v = (from as PlayerMobile)?.GetVirtues()?.GetValue((int)virtue) ?? 0;
int vl;
if (v < 4000)
{
vl = 0;
}
else if (v >= GetMaxAmount(virtue))
{
vl = 3;
}
else
{
vl = (v + 9999) / 10000;
}
return (VirtueLevel)vl;
}
public static string GetName(this VirtueName virtue) =>
virtue switch
{
VirtueName.Humility => "Humility",
VirtueName.Sacrifice => "Sacrifice",
VirtueName.Compassion => "Compassion",
VirtueName.Spirituality => "Spirituality",
VirtueName.Valor => "Valor",
VirtueName.Honor => "Honor",
VirtueName.Justice => "Justice",
VirtueName.Honesty => "Honesty",
_ => ""
};
public static string GetLowerCaseName(this VirtueName virtue) =>
virtue switch
{
VirtueName.Humility => "humility",
VirtueName.Sacrifice => "sacrifice",
VirtueName.Compassion => "compassion",
VirtueName.Spirituality => "spirituality",
VirtueName.Valor => "valor",
VirtueName.Honor => "honor",
VirtueName.Justice => "justice",
VirtueName.Honesty => "honesty",
_ => ""
};
public static int GetMaxAmount(VirtueName virtue) =>
virtue switch
{
VirtueName.Honor => 20000,
VirtueName.Sacrifice => 22000,
_ => 21000
};
public static int GetGainedLocalizedMessage(VirtueName virtue) =>
virtue switch
{
VirtueName.Sacrifice => 1054160, // You have gained in sacrifice.
VirtueName.Compassion => 1053002, // You have gained in compassion.
VirtueName.Spirituality => 1155832, // You have gained in Spirituality.
VirtueName.Valor => 1054030, // You have gained in Valor!
VirtueName.Honor => 1063225, // You have gained in Honor.
VirtueName.Justice => 1049363, // You have gained in Justice.
VirtueName.Humility => 1052070, // You have gained in Humility.
_ => 0
};
public static int GetGainedAPathLocalizedMessage(VirtueName virtue) =>
virtue switch
{
VirtueName.Sacrifice => 1052008, // You have gained a path in Sacrifice!
VirtueName.Spirituality => 1155833, // "You have gained a path in Spirituality!" (Why are there quotes?)
VirtueName.Valor => 1054032, // You have gained a path in Valor!
VirtueName.Honor => 1063226, // You have gained a path in Honor!
VirtueName.Justice => 1049367, // You have gained a path in Justice!
VirtueName.Humility => 1155811, // You have gained a path in Humility!
_ => 0
};
public static int GetHightestPathLocalizedMessage(VirtueName virtue) =>
virtue switch
{
VirtueName.Compassion => 1053003, // You have achieved the highest path of compassion and can no longer gain any further.
VirtueName.Spirituality => 1155831, // You cannot gain more Spirituality.
VirtueName.Valor => 1054031, // You have achieved the highest path in Valor and can no longer gain any further.
VirtueName.Honor => 1063228, // You cannot gain more Honor.
VirtueName.Justice => 1049534, // You cannot gain more Justice.
VirtueName.Humility => 1155808, // You cannot gain more Humility.
VirtueName.Honesty => 1153771, // You have achieved the highest path in Honesty and can no longer gain any further.
_ => 1052050, // You have achieved the highest path in this virtue.
};
public static bool Award(PlayerMobile from, VirtueName virtue, int amount, ref bool gainedPath)
{
var virtues = from.Virtues;
var current = virtues.GetValue((int)virtue);
var maxAmount = GetMaxAmount(virtue);
if (current >= maxAmount)
{
return false;
}
if (current + amount >= maxAmount)
{
amount = maxAmount - current;
}
var oldLevel = GetLevel(from, virtue);
virtues.SetValue((int)virtue, current + amount);
gainedPath = GetLevel(from, virtue) != oldLevel;
return true;
}
public static bool Atrophy(PlayerMobile from, VirtueName virtue, int amount = 1)
{
var virtues = from.GetVirtues();
if (virtues == null)
{
return false;
}
var current = virtues.GetValue((int)virtue);
if (current - amount >= 0)
{
virtues.SetValue((int)virtue, current - amount);
}
else
{
virtues.SetValue((int)virtue, 0);
}
return current > 0;
}
public static bool IsSeeker(PlayerMobile from, VirtueName virtue) => GetLevel(from, virtue) >= VirtueLevel.Seeker;
public static bool IsFollower(PlayerMobile from, VirtueName virtue) => GetLevel(from, virtue) >= VirtueLevel.Follower;
public static bool IsKnight(PlayerMobile from, VirtueName virtue) => GetLevel(from, virtue) >= VirtueLevel.Knight;
public static void AwardVirtue(PlayerMobile pm, VirtueName virtue, int amount)
{
var virtues = pm.GetOrCreateVirtues();
if (virtue == VirtueName.Compassion)
{
if (virtues.CompassionGains > 0 && Core.Now > virtues.NextCompassionDay)
{
virtues.NextCompassionDay = DateTime.MinValue;
virtues.CompassionGains = 0;
}
if (virtues.CompassionGains >= 5)
{
pm.SendLocalizedMessage(1053004); // You must wait about a day before you can gain in compassion again.
return;
}
}
var gainedPath = false;
var virtueName = virtue.GetName();
if (Award(pm, virtue, amount, ref gainedPath))
{
if (gainedPath)
{
var gainedPathMessage = GetGainedAPathLocalizedMessage(virtue);
if (gainedPathMessage != 0)
{
pm.SendLocalizedMessage(gainedPathMessage);
}
else
{
pm.SendMessage($"You have gained a path in {virtueName}!");
}
}
else
{
var gainMessage = GetGainedLocalizedMessage(virtue);
if (gainMessage != 0)
{
pm.SendLocalizedMessage(gainMessage);
}
else
{
pm.SendMessage($"You have gained in {virtueName}.");
}
}
if (virtue == VirtueName.Compassion)
{
virtues.NextCompassionDay = Core.Now + TimeSpan.FromDays(1.0);
if (++virtues.CompassionGains >= 5)
{
// You must wait about a day before you can gain in compassion again.
pm.SendLocalizedMessage(1053004);
}
}
}
else
{
pm.SendLocalizedMessage(GetHightestPathLocalizedMessage(virtue));
}
}
public static void CheckAtrophies(this PlayerMobile pm)
{
SacrificeVirtue.CheckAtrophy(pm);
JusticeVirtue.CheckAtrophy(pm);
CompassionVirtue.CheckAtrophy(pm);
ValorVirtue.CheckAtrophy(pm);
}
private class VirtueTimer : Timer
{
public VirtueTimer() : base(TimeSpan.FromMinutes(5.0), TimeSpan.FromMinutes(5.0))
{
}
protected override void OnTick()
{
if (_playerVirtues.Count == 0)
{
return;
}
using var queue = PooledRefQueue<Mobile>.Create();
// This is not particularly efficient. If it gets too slow, then use a different architecture.
foreach (var (player, virtues) in _playerVirtues)
{
CheckAtrophies(player);
if (!virtues.IsUsed())
{
queue.Enqueue(player);
}
}
while (queue.Count > 0)
{
_playerVirtues.Remove((PlayerMobile)queue.Dequeue());
}
}
}
}