## Summary Phase 3 PR B of the message-interpolation cleanup. Handles the multi-line restructure sites flagged in `dev-docs/string-handling-message-interp-audit.md` (Phase 2). Phase 3.1 (PR #2436) handled trivial sweeps; this PR handles sites that needed an `if/else` hoist or switch restructure to eliminate `string.Format` while preserving exact message text. Each site previously allocated an intermediate `string.Format(...)` result before passing to the message handler, despite Phase 1 making the handler accept interpolated string handlers natively. ## Sites fixed - **`Projects/Server/Mobiles/Mobile.cs:7911`** - Title/guild header was using `string.Format` with a conditional template (`"[{1}]{2}"` vs `"[{0}, {1}]{2}"`). Split into `if (title.Length <= 0)` / `else` with direct `$"..."` interpolation. - **`Projects/UOContent/Engines/ConPVP/DuelContext.cs:1337`** - View-ladder rank text used `string.Format(text, from == pm ? "You" : "They")`. Split into `if (from == pm)` / `else` with direct `$"..."` interpolation in each branch. - **`Projects/UOContent/Engines/ConPVP/DuelContext.cs:1463`** - Showladder text reused a single format string for both `LocalOverheadMessage` ("You ... are ...") and `NonlocalOverheadMessage` ("`{pm.Name}` ... is ..."). Each call now uses an inline `$"..."` directly; no shared template. - **`Projects/UOContent/Engines/ConPVP/Gumps/ConfirmSignupGump.cs:518`** - The signup confirmation message used a `switch` expression assigning a literal format string to `fmt`, then `string.Format(fmt, from.Female ? "Lady" : "Lord", timeUntil)`. Converted to a `switch` statement where each case calls `_registrar.PrivateOverheadMessage(...)` directly with an inline `$"..."`. Lady/Lord branching is hoisted to a `title` local. ## Exempted - **`Projects/UOContent/Engines/ConPVP/Participant.cs:138`** - The `nonLocalOverhead` format string is a parameter passed in by callers of `Participant.Broadcast`. Investigation found 5 call sites in `DuelContext.cs` (lines 782, 802, 1187, 1196, and three at 1535/1564/1608) that pass distinct literal format strings. Refactoring would require changing all 5 callers and the method signature - out of scope for this PR. Marked with a `// Phase 3 audit:` comment per the audit's exemption convention.
113 lines
3.6 KiB
C#
113 lines
3.6 KiB
C#
using ModernUO.Serialization;
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using Server.Items;
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namespace Server.Mobiles
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{
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[SerializationGenerator(0, false)]
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public partial class JukaLord : BaseCreature
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{
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[Constructible]
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public JukaLord() : base(AIType.AI_Archer, FightMode.Closest, 10, 3)
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{
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Body = 766;
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SetStr(401, 500);
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SetDex(81, 100);
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SetInt(151, 200);
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SetHits(241, 300);
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SetDamage(10, 12);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 40, 50);
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SetResistance(ResistanceType.Fire, 45, 50);
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SetResistance(ResistanceType.Cold, 40, 50);
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SetResistance(ResistanceType.Poison, 20, 25);
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SetResistance(ResistanceType.Energy, 40, 50);
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SetSkill(SkillName.Anatomy, 90.1, 100.0);
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SetSkill(SkillName.Archery, 95.1, 100.0);
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SetSkill(SkillName.Healing, 80.1, 100.0);
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SetSkill(SkillName.MagicResist, 120.1, 130.0);
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SetSkill(SkillName.Swords, 90.1, 100.0);
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SetSkill(SkillName.Tactics, 95.1, 100.0);
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SetSkill(SkillName.Wrestling, 90.1, 100.0);
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Fame = 15000;
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Karma = -15000;
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VirtualArmor = 28;
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var pack = new Backpack();
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pack.DropItem(new Arrow(Utility.RandomMinMax(25, 35)));
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pack.DropItem(new Arrow(Utility.RandomMinMax(25, 35)));
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pack.DropItem(new Bandage(Utility.RandomMinMax(5, 15)));
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pack.DropItem(new Bandage(Utility.RandomMinMax(5, 15)));
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pack.DropItem(Loot.RandomGem());
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pack.DropItem(new ArcaneGem());
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PackItem(pack);
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AddItem(new JukaBow());
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// TODO: Bandage self
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}
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public override string CorpseName => "a jukan corpse";
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public override string DefaultName => "a juka lord";
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public override bool AlwaysMurderer => true;
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public override bool BardImmune => !Core.AOS;
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public override bool CanRummageCorpses => true;
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public override int Meat => 1;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Rich);
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AddLoot(LootPack.Average);
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}
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public override void OnDamage(int amount, Mobile from, bool willKill)
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{
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if (!willKill && amount > 5 && from?.Player == true && Utility.Random(100) < 5)
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{
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switch (Utility.Random(4))
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{
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case 0:
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{
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Say(true, $"{from.Name}!! You will have to do better than that!");
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break;
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}
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case 1:
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{
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Say(true, $"{from.Name}!! Prepare to meet your doom!");
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break;
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}
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case 2:
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{
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Say(true, $"{from.Name}!! My armies will crush you!");
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break;
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}
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default:
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{
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Say(true, $"{from.Name}!! You will pay for that!");
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break;
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}
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}
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}
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base.OnDamage(amount, from, willKill);
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}
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public override int GetIdleSound() => 0x262;
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public override int GetAngerSound() => 0x263;
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public override int GetHurtSound() => 0x1D0;
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public override int GetDeathSound() => 0x28D;
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}
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}
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