## 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.
187 lines
4.6 KiB
C#
187 lines
4.6 KiB
C#
using Server.Engines.VeteranRewards;
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using Server.Mobiles;
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namespace Server.Items
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{
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public class CharacterStatueMaker : Item, IRewardItem
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{
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private bool m_IsRewardItem;
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private StatueType m_Type;
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public CharacterStatueMaker(StatueType type) : base(0x32F0)
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{
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m_Type = type;
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InvalidateHue();
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LootType = LootType.Blessed;
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Weight = 5.0;
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}
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public CharacterStatueMaker(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1076173; // Character Statue Maker
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[CommandProperty(AccessLevel.GameMaster)]
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public StatueType StatueType
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{
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get => m_Type;
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set
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{
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m_Type = value;
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InvalidateHue();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsRewardItem
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{
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get => m_IsRewardItem;
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set
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{
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m_IsRewardItem = value;
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InvalidateProperties();
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}
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (m_IsRewardItem && !RewardSystem.CheckIsUsableBy(from, this, new object[] { m_Type }))
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{
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return;
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}
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if (IsChildOf(from.Backpack))
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{
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if (!from.IsBodyMod)
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{
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from.SendLocalizedMessage(1076194); // Select a place where you would like to put your statue.
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from.Target = new CharacterStatueTarget(this, m_Type);
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}
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else
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{
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from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
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}
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}
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else
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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}
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}
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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if (m_IsRewardItem)
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{
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list.Add(1076222); // 6th Year Veteran Reward
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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.WriteEncodedInt(0); // version
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writer.Write(m_IsRewardItem);
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writer.Write((int)m_Type);
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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.ReadEncodedInt();
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m_IsRewardItem = reader.ReadBool();
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m_Type = (StatueType)reader.ReadInt();
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}
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public void InvalidateHue()
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{
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Hue = 0xB8F + (int)m_Type * 4;
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}
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}
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public class MarbleStatueMaker : CharacterStatueMaker
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{
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[Constructible]
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public MarbleStatueMaker() : base(StatueType.Marble)
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{
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}
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public MarbleStatueMaker(Serial serial) : base(serial)
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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.WriteEncodedInt(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.ReadEncodedInt();
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}
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}
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public class JadeStatueMaker : CharacterStatueMaker
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{
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[Constructible]
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public JadeStatueMaker() : base(StatueType.Jade)
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{
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}
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public JadeStatueMaker(Serial serial) : base(serial)
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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.WriteEncodedInt(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.ReadEncodedInt();
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}
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}
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public class BronzeStatueMaker : CharacterStatueMaker
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{
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[Constructible]
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public BronzeStatueMaker() : base(StatueType.Bronze)
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{
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}
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public BronzeStatueMaker(Serial serial) : base(serial)
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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.WriteEncodedInt(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.ReadEncodedInt();
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}
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}
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}
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