## 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.
180 lines
4.7 KiB
C#
180 lines
4.7 KiB
C#
using System.Collections.Generic;
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using Server.Items;
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using Server.Misc;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Engines.Quests.Haven
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{
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public class MilitiaFighter : BaseCreature
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{
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[Constructible]
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public MilitiaFighter() : base(AIType.AI_Melee)
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{
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InitStats(40, 30, 5);
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Title = "the Militia Fighter";
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SpeechHue = Utility.RandomDyedHue();
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Hue = Race.Human.RandomSkinHue();
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Female = false;
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Body = 0x190;
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Name = NameList.RandomName("male");
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Utility.AssignRandomHair(this);
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Utility.AssignRandomFacialHair(this, HairHue);
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AddItem(new ThighBoots(0x1BB));
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AddItem(new LeatherChest());
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AddItem(new LeatherArms());
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AddItem(new LeatherLegs());
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AddItem(new LeatherCap());
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AddItem(new LeatherGloves());
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AddItem(new LeatherGorget());
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var weapon = Utility.Random(6) switch
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{
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0 => (Item)new Broadsword(),
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1 => new Cutlass(),
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2 => new Katana(),
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3 => new Longsword(),
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4 => new Scimitar(),
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_ => new VikingSword()
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};
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weapon.Movable = false;
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AddItem(weapon);
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Item shield = new BronzeShield();
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shield.Movable = false;
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AddItem(shield);
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SetSkill(SkillName.Swords, 20.0);
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}
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public MilitiaFighter(Serial serial) : base(serial)
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{
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}
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public override bool ClickTitle => false;
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public override bool IsEnemy(Mobile m)
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{
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if (m.Player || m is BaseVendor)
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{
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return false;
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}
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if (m is BaseCreature bc)
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{
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var master = bc.GetMaster();
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if (master != null)
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{
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return IsEnemy(master);
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}
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}
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return m.Karma < 0;
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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public class MilitiaFighterCorpse : Corpse
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{
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public MilitiaFighterCorpse(Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> equipItems) : base(
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owner,
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hair,
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facialhair,
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equipItems
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)
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{
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}
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public MilitiaFighterCorpse(Serial serial) : base(serial)
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{
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}
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public override void AddNameProperty(IPropertyList list)
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{
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if (ItemID == 0x2006) // Corpse form
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{
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list.Add("a human corpse");
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list.Add(1049318, Name); // the remains of ~1_NAME~ the militia fighter
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}
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else
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{
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list.Add(1049319); // the remains of a militia fighter
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}
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}
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public override void OnSingleClick(Mobile from)
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{
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var hue = Notoriety.GetHue(NotorietyHandlers.CorpseNotoriety(from, this));
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if (ItemID == 0x2006) // Corpse form
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{
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from.NetState.SendMessageLocalized(
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Serial,
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ItemID,
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MessageType.Label,
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hue,
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3,
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1049318,
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"",
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Name
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); // the remains of ~1_NAME~ the militia fighter
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}
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else
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{
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from.NetState.SendMessageLocalized(
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Serial,
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ItemID,
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MessageType.Label,
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hue,
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3,
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1049319
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); // the remains of a militia fighter
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}
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}
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public override void Open(Mobile from, bool checkSelfLoot)
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{
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if (from.InRange(GetWorldLocation(), 2))
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{
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from.SendLocalizedMessage(
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1049661,
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"",
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0x22
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); // Thinking about his sacrifice, you can't bring yourself to loot the body of this militia fighter.
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}
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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}
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