ModernUO/Projects/UOContent/Engines/Virtues/VirtueContext.cs
Kamron Batman f77dd91811
fix: Overhauls virtue system (#1376)
## MAJOR CHANGE (API BREAKING)

Moved the virtues to it's own system _VirtueSystem_. This should make it easier to extend or remove the virtue system. Virtues will be saved to a new folder called _Virtues_.

### Motivation

The motivation was also two-fold, performance/stability, and to fix bugs.

First, virtues is the second system (first is murders), that has a pre-world-save check on _every mobile in the game_ to atrophy virtue stats. This is taxing since it freexes the world and makes world saves take longer. Every mobile had Gain/Loss dates for each virtue, whether they needed them or not. Most players don't even use the virtue system, so this will increase performance considerably.

Second, when I tried to optimize/refactor the code, I found several bugs that needed to be fixed.

### Major API Changes

- [X] The properties on players related to virtues are gone. Use `pm.GetVirtues()?.<PropertyName>` instead.
- [X] Virtues were removed from non-player Mobiles.
- [X] `pm.JusticeProtectors` was removed. Use `JusticeVirtue.GetProtector()` or `JusticeVirtue.GetProtected()` instead.

### Screenshots

<img width="221" alt="Props-1" src="https://github.com/modernuo/ModernUO/assets/3953314/5c09cb83-b8d5-44a2-b899-a7ed7cd736ac">
<img width="220" alt="props-2" src="https://github.com/modernuo/ModernUO/assets/3953314/aeade4d3-8df0-47bd-955a-a864d0946cf7">
2023-07-19 21:43:47 -07:00

195 lines
5.9 KiB
C#

using System;
using ModernUO.Serialization;
using Server.Mobiles;
namespace Server.Engines.Virtues;
[PropertyObject]
[SerializationGenerator(0)]
public partial class VirtueContext
{
[DeltaDateTime]
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastSacrificeGain;
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeLastSacrificeGain() => !SacrificeVirtue.CanGain(this);
[DeltaDateTime]
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastSacrificeLoss;
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeLastSacrificeLoss() => !SacrificeVirtue.CanAtrophy(this);
[SerializableField(2)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _availableResurrects;
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializeAvailableResurrects() => _availableResurrects > 0;
[DeltaDateTime]
[SerializableField(3)]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastJusticeLoss;
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializeLastJusticeLoss() => !JusticeVirtue.CanAtrophy(this);
[DeltaDateTime]
[SerializableField(4)]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastCompassionLoss;
[SerializableFieldSaveFlag(4)]
private bool ShouldSerializeLastCompassionLoss() => !CompassionVirtue.CanAtrophy(this);
[DeltaDateTime]
[SerializableField(5)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private DateTime _nextCompassionDay;
[SerializableFieldSaveFlag(5)]
private bool ShouldSerializeNextCompassionDay() => _nextCompassionDay > Core.Now;
[SerializableField(6)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _compassionGains;
[SerializableFieldSaveFlag(6)]
private bool ShouldSerializeCompassionGains() => _compassionGains > 0;
[DeltaDateTime]
[SerializableField(7)]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastValorLoss;
[SerializableFieldSaveFlag(7)]
private bool ShouldSerializeValorLoss() => !ValorVirtue.CanAtrophy(this);
[DeltaDateTime]
[SerializableField(8)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private DateTime _lastHonorUse;
[SerializableFieldSaveFlag(8)]
private bool ShouldSerializeLastHonorUse() => !HonorVirtue.CanUse(this);
[SerializableField(9)]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private bool _honorActive;
[SerializableFieldSaveFlag(9)]
private bool ShouldSerializeHonorActive() => _honorActive;
[SerializableField(10)]
private PlayerMobile _justiceProtection;
[SerializableFieldSaveFlag(10)]
private bool ShouldSerializeJusticeProtection() => _justiceProtection != null && _justiceStatus != JusticeProtectorStatus.None;
[SerializableField(11)]
private JusticeProtectorStatus _justiceStatus;
[SerializableFieldSaveFlag(11)]
private bool ShouldSerializeJusticeStatus() => _justiceProtection != null && _justiceStatus != JusticeProtectorStatus.None;
[SerializableField(12, setter: "private")]
private int[] _values;
[SerializableFieldSaveFlag(12)]
private bool ShouldSerializeValues()
{
if (_values == null)
{
return false;
}
for (var i = 0; i < _values.Length; i++)
{
if (_values[i] > 0)
{
return true;
}
}
return false;
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public int Humility
{
get => GetValue(0);
set => SetValue(0, value);
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public int Sacrifice
{
get => GetValue(1);
set => SetValue(1, value);
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public int Compassion
{
get => GetValue(2);
set => SetValue(2, value);
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public int Spirituality
{
get => GetValue(3);
set => SetValue(3, value);
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public int Valor
{
get => GetValue(4);
set => SetValue(4, value);
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public int Honor
{
get => GetValue(5);
set => SetValue(5, value);
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public int Justice
{
get => GetValue(6);
set => SetValue(6, value);
}
[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
public int Honesty
{
get => GetValue(7);
set => SetValue(7, value);
}
public int GetValue(int index) => _values?[index] ?? 0;
public void SetValue(int index, int value)
{
_values ??= new int[8];
_values[index] = value;
}
public override string ToString() => "...";
// Used to invalidate and delete the VirtueContext, usually during world load
public bool IsUsed() => ShouldSerializeLastSacrificeGain() || ShouldSerializeLastSacrificeLoss() ||
ShouldSerializeAvailableResurrects() || ShouldSerializeLastJusticeLoss() ||
ShouldSerializeJusticeStatus() || ShouldSerializeNextCompassionDay() ||
ShouldSerializeCompassionGains() || ShouldSerializeValorLoss() ||
ShouldSerializeLastHonorUse() || ShouldSerializeHonorActive() ||
ShouldSerializeValues() || ShouldSerializeLastCompassionLoss();
}