ModernUO/Projects/Server/Guild.cs
Kamron Batman 51ecee6caa
fix: Overhauls champion titles & codegen champion system (#1430)
## MAJOR CHANGE

Added a champion title system to facilitate the existing champion titles. This should make it easier to extend or create other related game content. Champion titles will be saved in a folder called _ChampionTitles_.

### Motivation

The motivation to refactor was two-folder, but mostly related to performance in two ways.
First, every player had a ChampionTitleInfo object with an array of ChamptionTitleInfo. We want to eliminate the need for this information unless a player actually uses it. This should save a considerable amount of memory.

Second, to facilitate the atrophy mechanic, the champion titles would run atrophy post-world save, adding to the time that the server is frozen. Eliminating this post-world save side effect unlocks our ability to further optimize the world save process since there are no direct side effects.


### Bugs fixed

- [X] Fixed titles getting cut off on the paperdoll
- [X] Fixed champion title not displaying overhead (OPL)

### Screenshots
<img width="216" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/8916f895-8d68-4fb0-892e-108a0c43be90">
2023-07-27 21:44:06 -07:00

122 lines
3.4 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2022 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: Guild.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Collections.Generic;
namespace Server.Guilds;
public enum GuildType
{
Regular,
Chaos,
Order
}
public abstract class BaseGuild : ISerializable
{
protected BaseGuild()
{
Serial = World.NewGuild;
World.AddGuild(this);
}
protected BaseGuild(Serial serial) => Serial = serial;
public abstract string Abbreviation { get; set; }
public abstract string Name { get; set; }
public abstract GuildType Type { get; set; }
public abstract bool Disbanded { get; }
public abstract void Delete();
public bool Deleted => Disbanded;
[CommandProperty(AccessLevel.Counselor)]
public Serial Serial { get; }
[CommandProperty(AccessLevel.GameMaster, readOnly: true)]
public DateTime Created { get; set; } = Core.Now;
[CommandProperty(AccessLevel.GameMaster)]
DateTime ISerializable.LastSerialized { get; set; } = Core.Now;
long ISerializable.SavePosition { get; set; } = -1;
BufferWriter ISerializable.SaveBuffer { get; set; }
public int TypeRef { get; private set; }
public abstract void Serialize(IGenericWriter writer);
public abstract void Deserialize(IGenericReader reader);
public abstract void OnDelete(Mobile mob);
public static BaseGuild FindByName(string name)
{
foreach (var g in World.Guilds.Values)
{
if (g.Name.InsensitiveEquals(name))
{
return g;
}
}
return null;
}
public static BaseGuild FindByAbbrev(string abbr)
{
foreach (var g in World.Guilds.Values)
{
if (g.Abbreviation.InsensitiveEquals(abbr))
{
return g;
}
}
return null;
}
public static HashSet<BaseGuild> Search(string find)
{
var words = find.ToLower().Split(' ');
var results = new HashSet<BaseGuild>();
foreach (var g in World.Guilds.Values)
{
var name = g.Name;
bool all = true;
foreach (var t in words)
{
if (name.InsensitiveIndexOf(t) == -1)
{
all = false;
break;
}
}
if (all)
{
results.Add(g);
}
}
return results;
}
public override string ToString() => $"{Serial} \"{Name} [{Abbreviation}]\"";
}