ModernUO/Projects/Server/Mobiles/Mobile.Migrations.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

42 lines
1.2 KiB
C#

using System.Collections.Generic;
namespace Server;
public partial class Mobile
{
// Migrating Stabled property to PlayerMobile
public static Dictionary<Mobile, HashSet<Mobile>> StableMigrations { get; private set; }
public static void AddToStabledMigration(Mobile m, HashSet<Mobile> stabled)
{
if (stabled?.Count > 0)
{
StableMigrations ??= new Dictionary<Mobile, HashSet<Mobile>>();
StableMigrations[m] = stabled;
}
}
// Migrating murders to the murder system
public static Dictionary<Mobile, int> MurderMigrations { get; private set; }
public static void AddToMurderMigration(Mobile m, int shortTermMurders)
{
if (shortTermMurders > 0)
{
MurderMigrations ??= new Dictionary<Mobile, int>();
MurderMigrations[m] = shortTermMurders;
}
}
// Migrating VirtueInfo to VirtueSystem
public static Dictionary<Mobile, int[]> VirtueMigrations { get; private set; }
public static void AddToVirtueMigration(Mobile m, int[] values)
{
if (values != null)
{
VirtueMigrations ??= new Dictionary<Mobile, int[]>();
VirtueMigrations[m] = values;
}
}
}