ModernUO/Projects/UOContent/Engines/Factions/Mobiles/Guards/BaseFactionGuard.cs
Kamron Batman a4cabe2fa4
fix: Optimizes FindItemsByType by removing allocations. (#1515)
### Summary
Container enumeration is in dire need of optimization. Thanks to @stefanomerotta for initiating this work with PR #1443. This PR handles a small part of what Stefan started. Also included are some bug fixes.

### Method Signatures

```cs
// Use with foreach without moving/deleting items
FindItemsByTypeEnumerator<T> FindItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use with foreach when moving/deleting items
QueuedItemsEnumerator<T> EnumerateItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiple times or queuing
PooledRefQueue<T> QueueItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiples times or manipulating elements without traversing
PooledRefList<T> ListItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)
```

* `FindItemsByType<T>` has changed from returning `List<T>` to `FindItemsByTypeEnumerator<T>` - This method is not safe to use in situations where an item may get consumed, deleted, or moved.

* `EnumerateItemsByType<T>` was added as a safe way to iterate and manipulate items.
  * **Note**: EnumerateItemsByType will _completely traverse the container_ before iteration starts because it uses `QueueItemsByType` under the hood.

* `QueueItemsByType<T>`  and `ListItemsByType<T>` was added to return a queue or list of items to iterate multiple times and manipulate the items. This isn't the most efficient since it uses a predicate and can result in 2 or 3 total iterations unnecessarily.

### Bug Fixes
- [X] Fishing had an error in the random check that may have caused slight bias.
2023-09-28 19:36:45 -07:00

470 lines
14 KiB
C#

using System;
using Server.Factions.AI;
using Server.Items;
using Server.Mobiles;
namespace Server.Factions
{
public abstract class BaseFactionGuard : BaseCreature
{
private const int ListenRange = 12;
private static readonly Type[] m_StrongPotions =
{
typeof(GreaterHealPotion), typeof(GreaterHealPotion), typeof(GreaterHealPotion),
typeof(GreaterCurePotion), typeof(GreaterCurePotion), typeof(GreaterCurePotion),
typeof(GreaterStrengthPotion), typeof(GreaterStrengthPotion),
typeof(GreaterAgilityPotion), typeof(GreaterAgilityPotion),
typeof(TotalRefreshPotion), typeof(TotalRefreshPotion),
typeof(GreaterExplosionPotion)
};
private static readonly Type[] m_WeakPotions =
{
typeof(HealPotion), typeof(HealPotion), typeof(HealPotion),
typeof(CurePotion), typeof(CurePotion), typeof(CurePotion),
typeof(StrengthPotion), typeof(StrengthPotion),
typeof(AgilityPotion), typeof(AgilityPotion),
typeof(RefreshPotion), typeof(RefreshPotion),
typeof(ExplosionPotion)
};
private Faction m_Faction;
private DateTime m_OrdersEnd;
private Town m_Town;
public BaseFactionGuard(string title) : base(AIType.AI_Melee)
{
Orders = new Orders(this);
Title = title;
RangeHome = 6;
}
public BaseFactionGuard(Serial serial) : base(serial)
{
}
public override bool BardImmune => true;
[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
public Faction Faction
{
get => m_Faction;
set
{
Unregister();
m_Faction = value;
Register();
}
}
public Orders Orders { get; private set; }
[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
public Town Town
{
get => m_Town;
set
{
Unregister();
m_Town = value;
Register();
}
}
public abstract GuardAI GuardAI { get; }
protected override BaseAI ForcedAI => new FactionGuardAI(this);
public override TimeSpan ReacquireDelay => TimeSpan.FromSeconds(2.0);
public override bool ClickTitle => false;
public void Register()
{
if (m_Town != null && m_Faction != null)
{
m_Town.RegisterGuard(this);
}
}
public void Unregister()
{
m_Town?.UnregisterGuard(this);
}
public override bool IsEnemy(Mobile m)
{
var ourFaction = m_Faction;
var theirFaction = Faction.Find(m);
if (theirFaction == null && m is BaseFactionGuard guard)
{
theirFaction = guard.Faction;
}
if (ourFaction != null && theirFaction != null && ourFaction != theirFaction)
{
var reactionType = Orders.GetReaction(theirFaction).Type;
if (reactionType == ReactionType.Attack)
{
return true;
}
var list = m.Aggressed;
for (var i = 0; i < list.Count; ++i)
{
var ai = list[i];
if (ai.Defender is BaseFactionGuard bf && bf.Faction == ourFaction)
{
return true;
}
}
}
return false;
}
public override void OnMovement(Mobile m, Point3D oldLocation)
{
if (m.Player && m.Alive && InRange(m, 10) && !InRange(oldLocation, 10) && InLOS(m) &&
Orders.GetReaction(Faction.Find(m)).Type == ReactionType.Warn)
{
Direction = GetDirectionTo(m);
var warning = Utility.Random(6) switch
{
0 => $"I warn you, {m.Name}, you would do well to leave this area before someone shows you the world of gray.",
1 => $"It would be wise to leave this area, {m.Name}, lest your head become my commanders' trophy.",
2 => $"You are bold, {m.Name}, for one of the meager {Faction.Find(m)?.Definition.FriendlyName ?? "civilians"}. Leave now, lest you be taught the taste of dirt.",
3 => $"Your presence here is an insult, {m.Name}. Be gone now, knave.",
4 => $"Dost thou wish to be hung by your toes, {m.Name}? Nay? Then come no closer.",
_ => $"Hey, {m.Name}. Yeah, you. Get out of here before I beat you with a stick." // 5
};
Say(warning);
}
}
public override bool HandlesOnSpeech(Mobile from) => InRange(from, ListenRange) || base.HandlesOnSpeech(from);
private void ChangeReaction(Faction faction, ReactionType type)
{
if (faction == null)
{
switch (type)
{
case ReactionType.Ignore:
{
Say(1005179);
break; // Civilians will now be ignored.
}
case ReactionType.Warn:
{
Say(1005180);
break; // Civilians will now be warned of their impending deaths.
}
case ReactionType.Attack:
{
return;
}
}
}
else
{
var def = type switch
{
ReactionType.Ignore => faction.Definition.GuardIgnore,
ReactionType.Warn => faction.Definition.GuardWarn,
_ => faction.Definition.GuardAttack // ReactionType.Attack
};
if (def?.Number > 0)
{
Say(def.Number);
}
else if (def?.String != null)
{
Say(def.String);
}
}
Orders.SetReaction(faction, type);
}
private bool WasNamed(string speech)
{
var name = Name;
return name != null && speech.InsensitiveStartsWith(name);
}
public override void OnSpeech(SpeechEventArgs e)
{
base.OnSpeech(e);
var from = e.Mobile;
if (!e.Handled && InRange(from, ListenRange) && from.Alive)
{
if (e.HasKeyword(0xE6) && (e.Speech.InsensitiveEquals("orders") || WasNamed(e.Speech))) // *orders*
{
if (m_Town?.IsSheriff(from) != true)
{
Say(1042189); // I don't work for you!
}
else if (Town.FromRegion(Region) == m_Town)
{
Say(1042180); // Your orders, sire?
m_OrdersEnd = Core.Now + TimeSpan.FromSeconds(10.0);
}
}
else if (Core.Now < m_OrdersEnd)
{
if (m_Town?.IsSheriff(from) != true || Town.FromRegion(Region) != m_Town)
{
return;
}
m_OrdersEnd = Core.Now + TimeSpan.FromSeconds(10.0);
var understood = true;
ReactionType newType = 0;
if (e.Speech.InsensitiveContains("attack"))
{
newType = ReactionType.Attack;
}
else if (e.Speech.InsensitiveContains("warn"))
{
newType = ReactionType.Warn;
}
else if (e.Speech.InsensitiveContains("ignore"))
{
newType = ReactionType.Ignore;
}
else
{
understood = false;
}
if (understood)
{
understood = false;
if (e.Speech.InsensitiveContains("civil"))
{
ChangeReaction(null, newType);
understood = true;
}
var factions = Faction.Factions;
for (var i = 0; i < factions.Count; ++i)
{
var faction = factions[i];
if (faction != m_Faction && e.Speech.InsensitiveContains(faction.Definition.Keyword))
{
ChangeReaction(faction, newType);
understood = true;
}
}
}
else if (e.Speech.InsensitiveContains("patrol"))
{
Home = Location;
RangeHome = 6;
Combatant = null;
Orders.Movement = MovementType.Patrol;
Say(1005146); // This spot looks like it needs protection! I shall guard it with my life.
understood = true;
}
else if (e.Speech.InsensitiveContains("follow"))
{
Home = Location;
RangeHome = 6;
Combatant = null;
Orders.Follow = from;
Orders.Movement = MovementType.Follow;
Say(1005144); // Yes, Sire.
understood = true;
}
if (!understood)
{
Say(1042183); // I'm sorry, I don't understand your orders...
}
}
}
}
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (m_Faction != null && Map == Faction.Facet)
{
list.Add(1060846, $"{m_Faction.Definition.PropName}"); // Guard: ~1_val~
}
}
public override void OnSingleClick(Mobile from)
{
if (m_Faction != null && Map == Faction.Facet)
{
var text = $"(Guard, {m_Faction.Definition.FriendlyName})";
var hue = Faction.Find(from) == m_Faction ? 98 : 38;
PrivateOverheadMessage(MessageType.Label, hue, true, text, from.NetState);
}
base.OnSingleClick(from);
}
public virtual void GenerateRandomHair()
{
Utility.AssignRandomHair(this);
Utility.AssignRandomFacialHair(this, HairHue);
}
public void PackStrongPotions(int min, int max)
{
PackStrongPotions(Utility.RandomMinMax(min, max));
}
public void PackStrongPotions(int count)
{
for (var i = 0; i < count; ++i)
{
PackStrongPotion();
}
}
public void PackStrongPotion()
{
PackItem(Loot.Construct(m_StrongPotions));
}
public void PackWeakPotions(int min, int max)
{
PackWeakPotions(Utility.RandomMinMax(min, max));
}
public void PackWeakPotions(int count)
{
for (var i = 0; i < count; ++i)
{
PackWeakPotion();
}
}
public void PackWeakPotion()
{
PackItem(Loot.Construct(m_WeakPotions));
}
public Item Immovable(Item item)
{
item.Movable = false;
return item;
}
public Item Newbied(Item item)
{
item.LootType = LootType.Newbied;
return item;
}
public Item Rehued(Item item, int hue)
{
item.Hue = hue;
return item;
}
public Item Layered(Item item, Layer layer)
{
item.Layer = layer;
return item;
}
public Item Resourced(BaseWeapon weapon, CraftResource resource)
{
weapon.Resource = resource;
return weapon;
}
public Item Resourced(BaseArmor armor, CraftResource resource)
{
armor.Resource = resource;
return armor;
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
Unregister();
}
public override void OnDeath(Container c)
{
base.OnDeath(c);
c.Delete();
}
public virtual void GenerateBody(bool isFemale, bool randomHair)
{
Hue = Race.Human.RandomSkinHue();
if (isFemale)
{
Female = true;
Body = 401;
Name = NameList.RandomName("female");
}
else
{
Female = false;
Body = 400;
Name = NameList.RandomName("male");
}
if (randomHair)
{
GenerateRandomHair();
}
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
Faction.WriteReference(writer, m_Faction);
Town.WriteReference(writer, m_Town);
Orders.Serialize(writer);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
m_Faction = Faction.ReadReference(reader);
m_Town = Town.ReadReference(reader);
Orders = new Orders(this, reader);
Timer.StartTimer(Register);
}
}
}