ModernUO/Projects/UOContent/Gumps/HonorSelf.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

28 lines
755 B
C#

using Server.Engines.Virtues;
using Server.Mobiles;
using Server.Network;
namespace Server.Gumps
{
public class HonorSelf : Gump
{
private readonly PlayerMobile m_from;
public HonorSelf(PlayerMobile from) : base(150, 50)
{
m_from = from;
AddBackground(0, 0, 245, 145, 9250);
AddButton(157, 101, 247, 248, 1);
AddButton(81, 100, 241, 248, 0);
AddHtml(21, 20, 203, 70, "Are you sure you want to use honor points on yourself?", true);
}
public override void OnResponse(NetState sender, RelayInfo info)
{
if (info.ButtonID == 1)
{
HonorVirtue.ActivateEmbrace(m_from);
}
}
}
}