ModernUO/Projects/UOContent/Engines/Player Murder System/MurderContext.cs
Kamron Batman 26f784f45d
fix: Overhauls murder system (#1419)
## MAJOR CHANGE (API BREAKING)

Added a player murder system to facilitate reporting murders. This should make it easier to extend to create a bounty system or  other related game content. Player murders will be saved in a folder called _PlayerMurders_.

### Motivation

The motivation was two-fold, performance, and bug fixes.

First, murders are one of two systems that do a pre-world-save check on _every mobile in the game_ to decay kills and set their expiring murders. This is taxing since it freezes the world and makes world saves take longer. Every mobile has ShortTermMurders even though it is a player concept. And next, 90%+ of players are not murderers but had an ever increasing MurderElapse time that was being tracked against GameTime. These properties were also serialized unnecessarily for all mobs.

Second, when I tried to optimize/refactor the code, it was obvious that the system has bugs.

### Major API Changes
- [X] Created a player murder system and moved `ShortTermMurders`, `ShortTermElapse`, and `LongTermElapse` to the system.
- [X] Added convenience property `PlayerMobile.ShortTermMurders`.
- [X] Added convenience properties `PlayerMobile.ShortTermMurderExpiration` and `PlayerMobile.LongTermMurderExpiration`
- [X] Moved ReportMurdererGump.cs
- [X] Adds an `EventSink.PlayerDeleted` event.

### Notes
The system currently does not support NPCs. To support expiring murders on NPCs I highly recommend a different architecture for large servers (500k+ mobs including players). Specifically switching from looping through all MurderContext to a time-order link list.
2023-07-15 22:42:49 -07:00

107 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Mobiles;
namespace Server.Engines.PlayerMurderSystem;
[SerializationGenerator(0)]
public partial class MurderContext
{
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _shortTermElapse = TimeSpan.MaxValue;
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _longTermElapse = TimeSpan.MaxValue;
[SerializableProperty(2)]
[CommandProperty(AccessLevel.GameMaster)]
public int ShortTermMurders
{
get => _shortTermMurders;
set => _shortTermMurders = Math.Max(value, 0);
}
[DirtyTrackingEntity]
public PlayerMobile _player;
public PlayerMobile Player => _player;
// Wall clock time for next short or long term expiration
internal DateTime _nextElapse;
public MurderContext(PlayerMobile player) => _player = player;
public void ResetKillTime(bool isShort = true, bool isLong = true)
{
var gameTime = _player.GameTime;
if (isShort)
{
ShortTermElapse = gameTime + PlayerMurderSystem.ShortTermMurderDuration;
}
if (isLong)
{
LongTermElapse = gameTime + PlayerMurderSystem.LongTermMurderDuration;
}
}
public void DecayKills()
{
var gameTime = _player.GameTime;
if (ShortTermElapse < gameTime)
{
ShortTermElapse += PlayerMurderSystem.ShortTermMurderDuration;
if (ShortTermMurders > 0)
{
--ShortTermMurders;
}
}
if (LongTermElapse < gameTime)
{
LongTermElapse += PlayerMurderSystem.LongTermMurderDuration;
if (_player.Kills > 0)
{
--_player.Kills;
}
}
}
public bool CheckStart()
{
_nextElapse = DateTime.MaxValue;
var now = Core.Now;
var gameTime = _player.GameTime;
if (ShortTermMurders > 0)
{
_nextElapse = now + (ShortTermElapse - gameTime);
}
if (_player.Kills > 0)
{
var timeUntilLong = now + (LongTermElapse - gameTime);
if (_nextElapse > timeUntilLong)
{
_nextElapse = timeUntilLong;
}
}
return _nextElapse != DateTime.MaxValue;
}
public class EqualityComparer : IEqualityComparer<MurderContext>
{
public static EqualityComparer Default { get; } = new ();
public bool Equals(MurderContext x, MurderContext y) => x?._player == y?._player;
public int GetHashCode(MurderContext context) => context._player?.GetHashCode() ?? 0;
}
}