ModernUO/Projects/UOContent/Items/Resources/Blacksmithing/Ingots.cs
Kamron Batman ecbee17690
fix: Optimizes OPL using string interpolation (#1041)
## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```

## Notes
1. All API uses that require a formatter like this:
    ```cs
    list.Add(500002, "{0}\t{1}", arg1, arg2);
    ```
    Should be changed to use string interpolation, for example:
    ```cs
    list.Add(500002, $"{arg1}\t{arg2}");
    ```
2. The following paradigm should no longer be used:
    ```cs
    list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
    ```
    The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
    ```cs
    list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
    ```

### Benchmarks
```cs
|                         Method |     Mean |   Error |  StdDev |  Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
|                BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 |      88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns |      - |         - |
```

### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
2022-06-02 10:09:53 -07:00

192 lines
5.2 KiB
C#

using ModernUO.Serialization;
namespace Server.Items
{
[SerializationGenerator(2, false)]
public abstract partial class BaseIngot : Item, ICommodity
{
[InvalidateProperties]
[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster)]")]
[SerializableField(0)]
private CraftResource _resource;
public BaseIngot(CraftResource resource, int amount = 1) : base(0x1BF2)
{
Stackable = true;
Amount = amount;
Hue = CraftResources.GetHue(resource);
_resource = resource;
}
public override double DefaultWeight => 0.1;
public override int LabelNumber
{
get
{
if (_resource >= CraftResource.DullCopper && _resource <= CraftResource.Valorite)
{
return 1042684 + (_resource - CraftResource.DullCopper);
}
return 1042692;
}
}
int ICommodity.DescriptionNumber => LabelNumber;
bool ICommodity.IsDeedable => true;
private void Deserialize(IGenericReader reader, int version)
{
switch (version)
{
case 1:
{
_resource = (CraftResource)reader.ReadInt();
break;
}
case 0:
{
var info = reader.ReadInt() switch
{
0 => OreInfo.Iron,
1 => OreInfo.DullCopper,
2 => OreInfo.ShadowIron,
3 => OreInfo.Copper,
4 => OreInfo.Bronze,
5 => OreInfo.Gold,
6 => OreInfo.Agapite,
7 => OreInfo.Verite,
8 => OreInfo.Valorite,
_ => null
};
_resource = CraftResources.GetFromOreInfo(info);
break;
}
}
}
public override void AddNameProperty(IPropertyList list)
{
if (Amount > 1)
{
list.Add(1050039, $"{Amount}\t#{1027154}"); // ~1_NUMBER~ ~2_ITEMNAME~
}
else
{
list.Add(1027154); // ingots
}
}
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (!CraftResources.IsStandard(_resource))
{
var num = CraftResources.GetLocalizationNumber(_resource);
if (num > 0)
{
list.Add(num);
}
else
{
list.Add(CraftResources.GetName(_resource));
}
}
}
}
[SerializationGenerator(0, false)]
[Flippable(0x1BF2, 0x1BEF)]
public partial class IronIngot : BaseIngot
{
[Constructible]
public IronIngot(int amount = 1) : base(CraftResource.Iron, amount)
{
}
}
[SerializationGenerator(0, false)]
[Flippable(0x1BF2, 0x1BEF)]
public partial class DullCopperIngot : BaseIngot
{
[Constructible]
public DullCopperIngot(int amount = 1) : base(CraftResource.DullCopper, amount)
{
}
}
[SerializationGenerator(0, false)]
[Flippable(0x1BF2, 0x1BEF)]
public partial class ShadowIronIngot : BaseIngot
{
[Constructible]
public ShadowIronIngot(int amount = 1) : base(CraftResource.ShadowIron, amount)
{
}
}
[SerializationGenerator(0, false)]
[Flippable(0x1BF2, 0x1BEF)]
public partial class CopperIngot : BaseIngot
{
[Constructible]
public CopperIngot(int amount = 1) : base(CraftResource.Copper, amount)
{
}
}
[SerializationGenerator(0, false)]
[Flippable(0x1BF2, 0x1BEF)]
public partial class BronzeIngot : BaseIngot
{
[Constructible]
public BronzeIngot(int amount = 1) : base(CraftResource.Bronze, amount)
{
}
}
[SerializationGenerator(0, false)]
[Flippable(0x1BF2, 0x1BEF)]
public partial class GoldIngot : BaseIngot
{
[Constructible]
public GoldIngot(int amount = 1) : base(CraftResource.Gold, amount)
{
}
}
[SerializationGenerator(0, false)]
[Flippable(0x1BF2, 0x1BEF)]
public partial class AgapiteIngot : BaseIngot
{
[Constructible]
public AgapiteIngot(int amount = 1) : base(CraftResource.Agapite, amount)
{
}
}
[SerializationGenerator(0, false)]
[Flippable(0x1BF2, 0x1BEF)]
public partial class VeriteIngot : BaseIngot
{
[Constructible]
public VeriteIngot(int amount = 1) : base(CraftResource.Verite, amount)
{
}
}
[SerializationGenerator(0, false)]
[Flippable(0x1BF2, 0x1BEF)]
public partial class ValoriteIngot : BaseIngot
{
[Constructible]
public ValoriteIngot(int amount = 1) : base(CraftResource.Valorite, amount)
{
}
}
}