ModernUO/Projects/UOContent/Items/Skill Items/Tools/BaseRunicTool.cs
Kamron Batman b042edcf0b
refactor: fold hand-written serializable property setters into field hooks (#2587)
## Summary

Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.

```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
    get => _charges;
    set
    {
        _charges = Math.Clamp(value, 0, MaxCharges);
        InvalidateProperties();
        this.MarkDirty();
    }
}

// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;

private bool AllowChargesChange(ref int value)
{
    value = Math.Clamp(value, 0, MaxCharges);
    return true;
}
```

## How sites were selected

A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:

- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).

Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).

## Verification

- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**

## Behavioral notes (all strict improvements, called out for review)

- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
2026-08-22 18:20:39 -07:00

1190 lines
38 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using ModernUO.Serialization;
namespace Server.Items;
[SerializationGenerator(1, false)]
public abstract partial class BaseRunicTool : BaseTool
{
private const int MaxProperties = 32;
private static bool m_IsRunicTool;
private static int m_LuckChance;
private static readonly SkillName[] m_PossibleBonusSkills =
{
SkillName.Swords,
SkillName.Fencing,
SkillName.Macing,
SkillName.Archery,
SkillName.Wrestling,
SkillName.Parry,
SkillName.Tactics,
SkillName.Anatomy,
SkillName.Healing,
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist,
SkillName.AnimalTaming,
SkillName.AnimalLore,
SkillName.Veterinary,
SkillName.Musicianship,
SkillName.Provocation,
SkillName.Discordance,
SkillName.Peacemaking,
SkillName.Chivalry,
SkillName.Focus,
SkillName.Necromancy,
SkillName.Stealing,
SkillName.Stealth,
SkillName.SpiritSpeak,
SkillName.Bushido,
SkillName.Ninjitsu
};
private static readonly SkillName[] m_PossibleSpellbookSkills =
{
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist
};
private static readonly BitArray m_Props = new(MaxProperties);
private static readonly int[] m_Possible = new int[MaxProperties];
public BaseRunicTool(CraftResource resource, int itemID) : base(itemID) => _resource = resource;
public BaseRunicTool(CraftResource resource, int uses, int itemID) : base(uses, itemID) => _resource = resource;
[SerializableField(0, fieldChanged: nameof(OnResourceChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private CraftResource _resource;
private void OnResourceChanged(CraftResource oldValue, CraftResource newValue)
{
Hue = CraftResources.GetHue(_resource);
}
private void Deserialize(IGenericReader reader, int version)
{
_resource = (CraftResource)reader.ReadInt();
}
private static int Scale(int min, int max, int low, int high)
{
int percent;
if (m_IsRunicTool)
{
percent = Utility.RandomMinMax(min, max);
}
else
{
// Behold, the worst system ever!
var v = Utility.RandomMinMax(0, 10000);
v = (int)Math.Sqrt(v);
v = 100 - v;
if (LootPack.CheckLuck(m_LuckChance))
{
v += 10;
}
if (v < min)
{
v = min;
}
else if (v > max)
{
v = max;
}
percent = v;
}
percent *= 10000 + 10000 / ((high - low).Abs() + 1);
return low + (high - low) * percent / 1000001;
}
private static void ApplyAttribute(
AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high,
int scale = 1
)
{
if (attr == AosAttribute.CastSpeed)
{
attrs[attr] += Scale(min, max, low / scale, high / scale) * scale;
}
else
{
attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
}
if (attr == AosAttribute.SpellChanneling)
{
attrs[AosAttribute.CastSpeed] -= 1;
}
}
private static void ApplyAttribute(
AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low,
int high
)
{
attrs[attr] = Scale(min, max, low, high);
}
private static void ApplyAttribute(
AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low,
int high, int scale
)
{
attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
}
private static void ApplyAttribute(
AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low,
int high
)
{
attrs[attr] = Scale(min, max, low, high);
}
private static void ApplyAttribute(
AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low,
int high, int scale
)
{
attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
}
private static void ApplyAttribute(
AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low,
int high
)
{
attrs[attr] = Scale(min, max, low, high);
}
private static void ApplyAttribute(
AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low,
int high, int scale
)
{
attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
}
private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
{
var isSpellBook = attrs.Owner is Spellbook;
var possibleSkills =
new List<SkillName>(isSpellBook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills);
var count = Core.SE || isSpellBook ? possibleSkills.Count : possibleSkills.Count - 2;
SkillName sk;
bool found;
do
{
found = false;
sk = possibleSkills[Utility.Random(count--)];
possibleSkills.Remove(sk);
for (var i = 0; !found && i < 5; ++i)
{
found = attrs.GetValues(i, out var check, out _) && check == sk;
}
} while (found && count > 0);
attrs.SetValues(index, sk, Scale(min, max, low, high));
}
private static void ApplyResistance(BaseArmor ar, int min, int max, ResistanceType res, int low, int high)
{
switch (res)
{
case ResistanceType.Physical:
{
ar.PhysicalBonus += Scale(min, max, low, high);
break;
}
case ResistanceType.Fire:
{
ar.FireBonus += Scale(min, max, low, high);
break;
}
case ResistanceType.Cold:
{
ar.ColdBonus += Scale(min, max, low, high);
break;
}
case ResistanceType.Poison:
{
ar.PoisonBonus += Scale(min, max, low, high);
break;
}
case ResistanceType.Energy:
{
ar.EnergyBonus += Scale(min, max, low, high);
break;
}
}
}
public static int GetUniqueRandom(int count)
{
var avail = 0;
for (var i = 0; i < count; ++i)
{
if (!m_Props[i])
{
m_Possible[avail++] = i;
}
}
if (avail == 0)
{
return -1;
}
var v = m_Possible[Utility.Random(avail)];
m_Props.Set(v, true);
return v;
}
public void ApplyAttributesTo(BaseWeapon weapon)
{
var resInfo = CraftResources.GetInfo(_resource);
var attrs = resInfo?.AttributeInfo;
if (attrs == null)
{
return;
}
var attributeCount = Utility.RandomMinMax(attrs.RunicMinAttributes, attrs.RunicMaxAttributes);
var min = attrs.RunicMinIntensity;
var max = attrs.RunicMaxIntensity;
ApplyAttributesTo(weapon, true, 0, attributeCount, min, max);
}
public static void ApplyAttributesTo(BaseWeapon weapon, int attributeCount, int min, int max)
{
ApplyAttributesTo(weapon, false, 0, attributeCount, min, max);
}
public static void ApplyAttributesTo(
BaseWeapon weapon, bool isRunicTool, int luckChance, int attributeCount,
int min, int max
)
{
m_IsRunicTool = isRunicTool;
m_LuckChance = luckChance;
var primary = weapon.Attributes;
var secondary = weapon.WeaponAttributes;
m_Props.SetAll(false);
if (weapon is BaseRanged)
{
m_Props.Set(2, true); // ranged weapons cannot be ubws or mageweapon
}
for (var i = 0; i < attributeCount; ++i)
{
var random = GetUniqueRandom(25);
if (random == -1)
{
break;
}
switch (random)
{
case 0:
{
switch (Utility.Random(5))
{
case 0:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPhysicalArea, 2, 50, 2);
break;
}
case 1:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2);
break;
}
case 2:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2);
break;
}
case 3:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2);
break;
}
case 4:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2);
break;
}
}
break;
}
case 1:
{
switch (Utility.Random(4))
{
case 0:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2);
break;
}
case 1:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2);
break;
}
case 2:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2);
break;
}
case 3:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2);
break;
}
}
break;
}
case 2:
{
switch (Utility.Random(2))
{
case 0:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1);
break;
}
case 1:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10);
break;
}
}
break;
}
case 3:
{
ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 50);
break;
}
case 4:
{
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
break;
}
case 5:
{
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
}
case 6:
{
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
break;
}
case 7:
{
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
}
case 8:
{
ApplyAttribute(primary, min, max, AosAttribute.WeaponSpeed, 5, 30, 5);
break;
}
case 9:
{
ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
break;
}
case 10:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitDispel, 2, 50, 2);
break;
}
case 11:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechHits, 2, 50, 2);
break;
}
case 12:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerAttack, 2, 50, 2);
break;
}
case 13:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2);
break;
}
case 14:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, 50, 2);
break;
}
case 15:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2);
break;
}
case 16:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10);
break;
}
case 17:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15);
break;
}
case 18:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15);
break;
}
case 19:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15);
break;
}
case 20:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15);
break;
}
case 21:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15);
break;
}
case 22:
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10);
break;
}
case 23:
{
weapon.Slayer = GetRandomSlayer();
break;
}
case 24:
{
GetElementalDamages(weapon);
break;
}
}
}
}
public static void GetElementalDamages(BaseWeapon weapon)
{
GetElementalDamages(weapon, true);
}
public static void GetElementalDamages(BaseWeapon weapon, bool randomizeOrder)
{
weapon.GetDamageTypes(null, out var phys, out _, out _, out _, out _, out _, out _);
var totalDamage = phys;
AosElementAttribute[] attrs =
{
AosElementAttribute.Cold,
AosElementAttribute.Energy,
AosElementAttribute.Fire,
AosElementAttribute.Poison
};
if (randomizeOrder)
{
for (var i = 0; i < attrs.Length; i++)
{
var temp = attrs[i];
var rand = Utility.Random(attrs.Length);
attrs[i] = attrs[rand];
attrs[rand] = temp;
}
}
/*
totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Cold, totalDamage );
totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Energy, totalDamage );
totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Fire, totalDamage );
totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Poison, totalDamage );
weapon.AosElementDamages[AosElementAttribute.Physical] = 100 - totalDamage;
* */
for (var i = 0; i < attrs.Length; i++)
{
totalDamage = AssignElementalDamage(weapon, attrs[i], totalDamage);
}
// Order is Cold, Energy, Fire, Poison -> Physical left
// Cannot be looped, AoselementAttribute is 'out of order'
weapon.Hue = weapon.GetElementalDamageHue();
}
private static int AssignElementalDamage(BaseWeapon weapon, AosElementAttribute attr, int totalDamage)
{
if (totalDamage <= 0)
{
return 0;
}
var random = Utility.Random(totalDamage / 10 + 1) * 10;
weapon.AosElementDamages[attr] = random;
return totalDamage - random;
}
public static SlayerName GetRandomSlayer()
{
// TODO: Check random algorithm on OSI
var groups = SlayerGroup.Groups;
if (groups.Length == 0)
{
return SlayerName.None;
}
// 10% chance of a super - skip fey
if (Utility.RandomDouble() < 0.10)
{
return groups[Utility.Random(groups.Length - 1)].Super.Name;
}
// Minor slayer - skip fey and undead
return groups[Utility.Random(groups.Length - 2)].Entries.RandomElement().Name;
}
public void ApplyAttributesTo(BaseArmor armor)
{
var resInfo = CraftResources.GetInfo(_resource);
var attrs = resInfo?.AttributeInfo;
if (attrs == null)
{
return;
}
var attributeCount = Utility.RandomMinMax(attrs.RunicMinAttributes, attrs.RunicMaxAttributes);
var min = attrs.RunicMinIntensity;
var max = attrs.RunicMaxIntensity;
ApplyAttributesTo(armor, true, 0, attributeCount, min, max);
}
public static void ApplyAttributesTo(BaseArmor armor, int attributeCount, int min, int max)
{
ApplyAttributesTo(armor, false, 0, attributeCount, min, max);
}
public static void ApplyAttributesTo(
BaseArmor armor, bool isRunicTool, int luckChance, int attributeCount, int min,
int max
)
{
m_IsRunicTool = isRunicTool;
m_LuckChance = luckChance;
var primary = armor.Attributes;
var secondary = armor.ArmorAttributes;
m_Props.SetAll(false);
var isShield = armor is BaseShield;
var baseCount = isShield ? 7 : 20;
var baseOffset = isShield ? 0 : 4;
if (!isShield && armor.MeditationAllowance == ArmorMeditationAllowance.All)
{
m_Props.Set(3, true); // remove mage armor from possible properties
}
if (armor.Resource >= CraftResource.RegularLeather && armor.Resource <= CraftResource.BarbedLeather)
{
m_Props.Set(0, true); // remove lower requirements from possible properties for leather armor
m_Props.Set(2, true); // remove durability bonus from possible properties
}
if (armor.RequiredRaces == Race.AllowElvesOnly)
{
// elves inherently have night sight and elf only armor doesn't get night sight as a mod
m_Props.Set(7, true);
}
for (var i = 0; i < attributeCount; ++i)
{
var random = GetUniqueRandom(baseCount);
if (random == -1)
{
break;
}
random += baseOffset;
switch (random)
{
/* Begin Shields */
case 0:
{
ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
break;
}
case 1:
{
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
break;
}
case 2:
{
if (Core.ML)
{
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
}
else
{
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
}
break;
}
case 3:
{
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
}
/* Begin Armor */
case 4:
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10);
break;
}
case 5:
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5);
break;
}
case 6:
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10);
break;
}
/* End Shields */
case 7:
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.MageArmor, 1, 1);
break;
}
case 8:
{
ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2);
break;
}
case 9:
{
ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3);
break;
}
case 10:
{
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
break;
}
case 11:
{
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
break;
}
case 12:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5);
break;
}
case 13:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8);
break;
}
case 14:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
break;
}
case 15:
{
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
}
case 16:
{
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
}
case 17:
{
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
}
case 18:
{
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
break;
}
case 19:
{
ApplyResistance(armor, min, max, ResistanceType.Physical, 1, 15);
break;
}
case 20:
{
ApplyResistance(armor, min, max, ResistanceType.Fire, 1, 15);
break;
}
case 21:
{
ApplyResistance(armor, min, max, ResistanceType.Cold, 1, 15);
break;
}
case 22:
{
ApplyResistance(armor, min, max, ResistanceType.Poison, 1, 15);
break;
}
case 23:
{
ApplyResistance(armor, min, max, ResistanceType.Energy, 1, 15);
break;
}
/* End Armor */
}
}
}
public static void ApplyAttributesTo(BaseHat hat, int attributeCount, int min, int max)
{
ApplyAttributesTo(hat, false, 0, attributeCount, min, max);
}
public static void ApplyAttributesTo(
BaseHat hat, bool isRunicTool, int luckChance, int attributeCount, int min,
int max
)
{
m_IsRunicTool = isRunicTool;
m_LuckChance = luckChance;
var primary = hat.Attributes;
var secondary = hat.ClothingAttributes;
var resists = hat.Resistances;
m_Props.SetAll(false);
for (var i = 0; i < attributeCount; ++i)
{
var random = GetUniqueRandom(19);
if (random == -1)
{
break;
}
switch (random)
{
case 0:
{
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
break;
}
case 1:
{
ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2);
break;
}
case 2:
{
ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3);
break;
}
case 3:
{
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
break;
}
case 4:
{
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
break;
}
case 5:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5);
break;
}
case 6:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8);
break;
}
case 7:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
break;
}
case 8:
{
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
}
case 9:
{
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
}
case 10:
{
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
}
case 11:
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10);
break;
}
case 12:
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5);
break;
}
case 13:
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10);
break;
}
case 14:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15);
break;
}
case 15:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15);
break;
}
case 16:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15);
break;
}
case 17:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15);
break;
}
case 18:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15);
break;
}
}
}
}
public static void ApplyAttributesTo(BaseJewel jewelry, int attributeCount, int min, int max)
{
ApplyAttributesTo(jewelry, false, 0, attributeCount, min, max);
}
public static void ApplyAttributesTo(
BaseJewel jewelry, bool isRunicTool, int luckChance, int attributeCount,
int min, int max
)
{
m_IsRunicTool = isRunicTool;
m_LuckChance = luckChance;
var primary = jewelry.Attributes;
var resists = jewelry.Resistances;
var skills = jewelry.SkillBonuses;
m_Props.SetAll(false);
for (var i = 0; i < attributeCount; ++i)
{
var random = GetUniqueRandom(24);
if (random == -1)
{
break;
}
switch (random)
{
case 0:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15);
break;
}
case 1:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15);
break;
}
case 2:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15);
break;
}
case 3:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15);
break;
}
case 4:
{
ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15);
break;
}
case 5:
{
ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 25);
break;
}
case 6:
{
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
break;
}
case 7:
{
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
break;
}
case 8:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusStr, 1, 8);
break;
}
case 9:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusDex, 1, 8);
break;
}
case 10:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8);
break;
}
case 11:
{
ApplyAttribute(primary, min, max, AosAttribute.EnhancePotions, 5, 25, 5);
break;
}
case 12:
{
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
}
case 13:
{
ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3);
break;
}
case 14:
{
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
}
case 15:
{
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
}
case 16:
{
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
}
case 17:
{
ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12);
break;
}
case 18:
{
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
break;
}
case 19:
{
ApplySkillBonus(skills, min, max, 0, 1, 15);
break;
}
case 20:
{
ApplySkillBonus(skills, min, max, 1, 1, 15);
break;
}
case 21:
{
ApplySkillBonus(skills, min, max, 2, 1, 15);
break;
}
case 22:
{
ApplySkillBonus(skills, min, max, 3, 1, 15);
break;
}
case 23:
{
ApplySkillBonus(skills, min, max, 4, 1, 15);
break;
}
}
}
}
public static void ApplyAttributesTo(Spellbook spellbook, int attributeCount, int min, int max)
{
ApplyAttributesTo(spellbook, false, 0, attributeCount, min, max);
}
public static void ApplyAttributesTo(
Spellbook spellbook, bool isRunicTool, int luckChance, int attributeCount,
int min, int max
)
{
m_IsRunicTool = isRunicTool;
m_LuckChance = luckChance;
var primary = spellbook.Attributes;
var skills = spellbook.SkillBonuses;
m_Props.SetAll(false);
for (var i = 0; i < attributeCount; ++i)
{
var random = GetUniqueRandom(16);
if (random == -1)
{
break;
}
switch (random)
{
case 0:
case 1:
case 2:
case 3:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8);
for (var j = 0; j < 4; ++j)
{
m_Props.Set(j, true);
}
break;
}
case 4:
{
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
break;
}
case 5:
{
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
}
case 6:
{
ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3);
break;
}
case 7:
{
ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12);
break;
}
case 8:
{
ApplySkillBonus(skills, min, max, 0, 1, 15);
break;
}
case 9:
{
ApplySkillBonus(skills, min, max, 1, 1, 15);
break;
}
case 10:
{
ApplySkillBonus(skills, min, max, 2, 1, 15);
break;
}
case 11:
{
ApplySkillBonus(skills, min, max, 3, 1, 15);
break;
}
case 12:
{
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
}
case 13:
{
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
}
case 14:
{
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
break;
}
case 15:
{
spellbook.Slayer = GetRandomSlayer();
break;
}
}
}
}
}