ModernUO/Projects/UOContent/Items/Skill Items/Ninjitsu/Fukiya.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

150 lines
4 KiB
C#

using System;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Mobiles;
namespace Server.Items
{
[Flippable(0x27AA, 0x27F5)]
public class Fukiya : Item, INinjaWeapon
{
private Poison m_Poison;
private int m_PoisonCharges;
private int m_UsesRemaining;
[Constructible]
public Fukiya() : base(0x27AA)
{
Weight = 4.0;
Layer = Layer.OneHanded;
}
public Fukiya(Serial serial) : base(serial)
{
}
public virtual int WrongAmmoMessage => 1063329; // You can only load fukiya darts
public virtual int NoFreeHandMessage => 1063327; // You must have a free hand to use a fukiya.
public virtual int EmptyWeaponMessage => 1063325; // You have no fukiya darts!
public virtual int RecentlyUsedMessage => 1063326; // You are already using that fukiya.
public virtual int FullWeaponMessage => 1063330; // You can only load fukiya darts
public virtual int WeaponMinRange => 0;
public virtual int WeaponMaxRange => 6;
public virtual int WeaponDamage => Utility.RandomMinMax(4, 6);
public Type AmmoType => typeof(FukiyaDarts);
[CommandProperty(AccessLevel.GameMaster)]
public int UsesRemaining
{
get => m_UsesRemaining;
set
{
m_UsesRemaining = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Poison Poison
{
get => m_Poison;
set
{
m_Poison = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int PoisonCharges
{
get => m_PoisonCharges;
set
{
m_PoisonCharges = value;
InvalidateProperties();
}
}
bool IUsesRemaining.ShowUsesRemaining
{
get => true;
set { }
}
public void AttackAnimation(Mobile from, Mobile to)
{
if (from.Body.IsHuman && !from.Mounted)
{
from.Animate(33, 2, 1, true, true, 0);
}
from.PlaySound(0x223);
from.MovingEffect(to, 0x2804, 5, 0, false, false);
}
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
list.Add(1060584, $"{m_UsesRemaining}"); // uses remaining: ~1_val~
if (m_Poison != null && m_PoisonCharges > 0)
{
list.Add(1062412 + m_Poison.Level, m_PoisonCharges.ToString());
}
}
public override void OnDoubleClick(Mobile from)
{
NinjaWeapon.AttemptShoot((PlayerMobile)from, this);
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (IsChildOf(from))
{
list.Add(new NinjaWeapon.LoadEntry(this, 6224));
list.Add(new NinjaWeapon.UnloadEntry(this, 6225));
}
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0);
writer.Write(m_UsesRemaining);
writer.Write(m_Poison);
writer.Write(m_PoisonCharges);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
switch (version)
{
case 0:
{
m_UsesRemaining = reader.ReadInt();
m_Poison = reader.ReadPoison();
m_PoisonCharges = reader.ReadInt();
break;
}
}
}
}
}