## What `Dictionary<K,V>.Remove` and `HashSet<T>.Remove` do not bump the collection's version, so removing an entry during a `foreach` does not invalidate the enumerator. A number of loops were still paying for a `PooledRefQueue`/`PooledRefList` to collect keys and drain them in a second pass. This drops those guards. ## Why it's safe Verified against .NET 10.0.10 rather than taken on trust, since the documented guarantee covers only `Dictionary<TKey,TValue>.Remove` while several of these call sites are `HashSet<T>` or enumerate `.Keys`/`.Values`: | Case | Result | |---|---| | `Dictionary` foreach + `Remove` | safe, all entries visited | | `Dictionary.Keys` / `.Values` foreach + `Remove` | safe, all entries visited | | `HashSet` foreach + `Remove` | safe, all entries visited | | `Dictionary` foreach + `Remove` **then `Add`** | throws `InvalidOperationException` | Reflection on `_version` confirms the mechanism: neither `Dictionary.Remove` nor `HashSet.Remove` touches it. Because `Remove` never bumps the version, the `Keys` and `Values` enumerators are just as safe as the dictionary's own, even though only `Dictionary.Remove` documents the behaviour. No entries were skipped in any case. The `HashSet` half is confirmed by [stephentoub on dotnet/dotnet-api-docs#8177](https://github.com/dotnet/dotnet-api-docs/issues/8177#issuecomment-1167251052): *"Both HashSet and Dictionary have been improved to support removal during enumeration. The docs may just benefit from updating."* The gap is in the documentation, not the runtime. `Remove` followed by `Add` in the same enumeration still throws. That is the line this PR does not cross. ## Guards removed `VisibilityList`, `ChampionTitleSystem`, `Channel`, `BombingRun`, `Ruleset`, `PuzzleChest`, `RaceChangeGump`, `StepCache`, `PlayerMurderSystem`, `VirtueSystem`, `ProjectedItem`, `StaminaSystem`, `AIGroupMovement`, `PromotedGuard`, `AutoDenylist`, `LoginAllowlist`, `AntiMacroSystem`, `DetectHidden`. Both collection kinds are covered: `Dictionary` (including loops over `.Keys` and `.Values`) and `HashSet` (`ProjectedItem._active`, `PlayerMurderSystem._contextTerms`, `StaminaSystem._resetHash`). In `StaminaSystem.ResetTimer` the `Count == queue.Count → Clear()` branch goes away with the queue — it only existed to avoid paying for N individual removes. Where the collection supports it, `Contains` + `Remove` and `TryGetValue` + `Remove` also collapse into a single lookup (`if (list.Remove(x))`, `if (m_Pending.Remove(ns, out var state))`). `Utility.Tidy<K,V>` keeps its two branches: when `K` is serializable the value is not inspected, otherwise the value is. Only the serializable side may be cast, so `Dictionary<Mobile, int>` and `Dictionary<Mobile, string>` stay valid. ## Deliberately unchanged **`BaseCreature.LoyaltyTimer.OnTick`** keeps its deferred-delete queue. Removing from `World.Mobiles` while enumerating it is safe, but `Mobile.Delete()` is not a `Remove` — it runs `OnDelete`/`OnAfterDelete`, the `OnParentDeleted` cascade over the creature's pack, `DropHolding()`, and region and guild callbacks. Anything in that surface that constructs a `Mobile` is an `Add` into the dictionary being enumerated, which does invalidate it. `BaseHire.PayTimer.OnTick` has the same shape and is likewise untouched. **Spatial-query buffers** — `GuardedRegion.CallGuards`, `Thunderstorm`, `Exorcism`, `LeverPuzzleController`, `BaseCreature.TeleportPets` — are a different hazard. They buffer the result of a range query because the drain moves or harms mobiles, which mutates sectors mid-enumeration. **Re-entrant drains.** The `_users` sets in `Firebomb` and the explosion, conflagration and confusion-blast potions look like this pattern but are not: the loop collects, `Clear()`s, and only then runs `Target.Cancel` on each, which can re-enter. `AnimalTrainer` enumerates `pm.Stabled` and drains through `RemoveStabled`, which nulls the `Stabled` field once it empties — safe for an in-flight enumerator, which holds the set reference rather than the field, but subtle enough not to be worth inlining on a cold path. ## Verification `dotnet build` clean with 0 warnings; 810 Server and 684 UOContent tests pass.
392 lines
12 KiB
C#
392 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using ModernUO.CodeGeneratedEvents;
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using Server.Collections;
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using Server.Logging;
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using Server.Mobiles;
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namespace Server.Engines.Virtues;
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public enum VirtueLevel
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{
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None,
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Seeker,
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Follower,
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Knight
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}
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[Flags]
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public enum VirtueName
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{
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Humility,
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Sacrifice,
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Compassion,
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Spirituality,
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Valor,
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Honor,
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Justice,
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Honesty
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}
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public class VirtueSystem : GenericPersistence
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(VirtueSystem));
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private static readonly Dictionary<PlayerMobile, VirtueContext> _playerVirtues = new();
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private static VirtueSystem _virtueSystemPersistence;
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public static void Configure()
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{
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_virtueSystemPersistence = new VirtueSystem();
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}
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public VirtueSystem() : base("Virtues", 10)
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{
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}
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private static void FixVirtue(Mobile m, int[] virtueValues)
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{
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if (m is not PlayerMobile pm)
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{
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return;
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}
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var virtues = pm.Virtues;
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for (var i = 0; i < virtueValues.Length; i++)
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{
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var val = virtueValues[i];
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if (val > 0)
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{
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virtues.SetValue(i, val);
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}
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}
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}
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public static void Initialize()
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{
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var migrations = Mobile.VirtueMigrations;
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if (migrations?.Count > 0)
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{
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foreach (var (m, values) in migrations)
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{
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FixVirtue(m, values);
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}
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}
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}
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[OnEvent(nameof(PlayerMobile.PlayerDeletedEvent))]
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public static void OnPlayerDeleted(PlayerMobile pm) => _playerVirtues.Remove(pm);
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public override void Serialize(IGenericWriter writer)
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{
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writer.WriteEncodedInt(0); // version
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writer.WriteEncodedInt(_playerVirtues.Count);
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foreach (var (pm, virtues) in _playerVirtues)
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{
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writer.Write(pm);
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virtues.Serialize(writer);
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}
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}
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public override void Deserialize(IGenericReader reader)
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{
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reader.ReadEncodedInt(); // version
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var contextCount = reader.ReadEncodedInt();
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for (var i = 0; i < contextCount; i++)
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{
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var player = reader.ReadEntity<PlayerMobile>();
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var virtues = new VirtueContext();
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virtues.Deserialize(reader);
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if (player != null && virtues.IsUsed())
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{
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_playerVirtues.Add(player, virtues);
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}
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}
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}
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public static VirtueContext GetVirtues(PlayerMobile from) =>
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from != null && _playerVirtues.TryGetValue(from, out var context) ? context : null;
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public static VirtueContext GetOrCreateVirtues(PlayerMobile from)
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{
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if (from == null)
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{
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return null;
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}
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ref var context = ref CollectionsMarshal.GetValueRefOrAddDefault(_playerVirtues, from, out var exists);
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if (!exists)
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{
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context = new VirtueContext();
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}
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return context;
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}
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public static bool IsHighestPath(PlayerMobile from, VirtueName virtue) =>
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GetVirtues(from)?.GetValue((int)virtue) >= GetMaxAmount(virtue);
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public static VirtueLevel GetLevel(Mobile from, VirtueName virtue)
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{
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var v = GetVirtues(from as PlayerMobile)?.GetValue((int)virtue) ?? 0;
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int vl;
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if (v < 4000)
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{
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vl = 0;
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}
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else if (v >= GetMaxAmount(virtue))
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{
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vl = 3;
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}
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else
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{
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vl = (v + 9999) / 10000;
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}
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return (VirtueLevel)vl;
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}
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public static string GetName(VirtueName virtue) =>
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virtue switch
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{
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VirtueName.Humility => "Humility",
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VirtueName.Sacrifice => "Sacrifice",
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VirtueName.Compassion => "Compassion",
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VirtueName.Spirituality => "Spirituality",
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VirtueName.Valor => "Valor",
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VirtueName.Honor => "Honor",
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VirtueName.Justice => "Justice",
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VirtueName.Honesty => "Honesty",
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_ => ""
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};
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public static string GetLowerCaseName(VirtueName virtue) =>
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virtue switch
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{
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VirtueName.Humility => "humility",
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VirtueName.Sacrifice => "sacrifice",
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VirtueName.Compassion => "compassion",
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VirtueName.Spirituality => "spirituality",
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VirtueName.Valor => "valor",
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VirtueName.Honor => "honor",
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VirtueName.Justice => "justice",
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VirtueName.Honesty => "honesty",
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_ => ""
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};
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public static int GetMaxAmount(VirtueName virtue) =>
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virtue switch
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{
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VirtueName.Honor => 20000,
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VirtueName.Sacrifice => 22000,
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_ => 21000
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};
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public static int GetGainedLocalizedMessage(VirtueName virtue) =>
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virtue switch
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{
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VirtueName.Sacrifice => 1054160, // You have gained in sacrifice.
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VirtueName.Compassion => 1053002, // You have gained in compassion.
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VirtueName.Spirituality => 1155832, // You have gained in Spirituality.
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VirtueName.Valor => 1054030, // You have gained in Valor!
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VirtueName.Honor => 1063225, // You have gained in Honor.
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VirtueName.Justice => 1049363, // You have gained in Justice.
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VirtueName.Humility => 1052070, // You have gained in Humility.
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_ => 0
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};
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public static int GetGainedAPathLocalizedMessage(VirtueName virtue) =>
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virtue switch
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{
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VirtueName.Sacrifice => 1052008, // You have gained a path in Sacrifice!
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VirtueName.Spirituality => 1155833, // "You have gained a path in Spirituality!" (Why are there quotes?)
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VirtueName.Valor => 1054032, // You have gained a path in Valor!
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VirtueName.Honor => 1063226, // You have gained a path in Honor!
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VirtueName.Justice => 1049367, // You have gained a path in Justice!
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VirtueName.Humility => 1155811, // You have gained a path in Humility!
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_ => 0
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};
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public static int GetHightestPathLocalizedMessage(VirtueName virtue) =>
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virtue switch
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{
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VirtueName.Compassion => 1053003, // You have achieved the highest path of compassion and can no longer gain any further.
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VirtueName.Spirituality => 1155831, // You cannot gain more Spirituality.
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VirtueName.Valor => 1054031, // You have achieved the highest path in Valor and can no longer gain any further.
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VirtueName.Honor => 1063228, // You cannot gain more Honor.
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VirtueName.Justice => 1049534, // You cannot gain more Justice.
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VirtueName.Humility => 1155808, // You cannot gain more Humility.
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VirtueName.Honesty => 1153771, // You have achieved the highest path in Honesty and can no longer gain any further.
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_ => 1052050, // You have achieved the highest path in this virtue.
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};
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public static bool Award(PlayerMobile from, VirtueName virtue, int amount, ref bool gainedPath)
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{
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var virtues = from.Virtues;
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var current = virtues.GetValue((int)virtue);
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var maxAmount = GetMaxAmount(virtue);
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if (current >= maxAmount)
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{
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return false;
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}
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if (current + amount >= maxAmount)
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{
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amount = maxAmount - current;
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}
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var oldLevel = GetLevel(from, virtue);
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virtues.SetValue((int)virtue, current + amount);
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gainedPath = GetLevel(from, virtue) != oldLevel;
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return true;
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}
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public static bool Atrophy(PlayerMobile from, VirtueName virtue, int amount = 1)
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{
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var virtues = GetVirtues(from);
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if (virtues == null)
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{
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return false;
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}
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var current = virtues.GetValue((int)virtue);
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if (current - amount >= 0)
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{
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virtues.SetValue((int)virtue, current - amount);
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}
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else
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{
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virtues.SetValue((int)virtue, 0);
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}
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return current > 0;
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}
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public static bool IsSeeker(PlayerMobile from, VirtueName virtue) => GetLevel(from, virtue) >= VirtueLevel.Seeker;
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public static bool IsFollower(PlayerMobile from, VirtueName virtue) => GetLevel(from, virtue) >= VirtueLevel.Follower;
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public static bool IsKnight(PlayerMobile from, VirtueName virtue) => GetLevel(from, virtue) >= VirtueLevel.Knight;
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public static void AwardVirtue(PlayerMobile pm, VirtueName virtue, int amount)
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{
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var virtues = GetOrCreateVirtues(pm);
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if (virtue == VirtueName.Compassion)
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{
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if (virtues.CompassionGains > 0 && Core.Now > virtues.NextCompassionDay)
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{
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virtues.NextCompassionDay = DateTime.MinValue;
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virtues.CompassionGains = 0;
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}
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if (virtues.CompassionGains >= 5)
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{
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pm.SendLocalizedMessage(1053004); // You must wait about a day before you can gain in compassion again.
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return;
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}
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}
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var gainedPath = false;
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var virtueName = GetName(virtue);
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if (Award(pm, virtue, amount, ref gainedPath))
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{
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if (gainedPath)
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{
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var gainedPathMessage = GetGainedAPathLocalizedMessage(virtue);
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if (gainedPathMessage != 0)
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{
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pm.SendLocalizedMessage(gainedPathMessage);
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}
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else
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{
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pm.SendMessage($"You have gained a path in {virtueName}!");
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}
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}
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else
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{
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var gainMessage = GetGainedLocalizedMessage(virtue);
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if (gainMessage != 0)
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{
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pm.SendLocalizedMessage(gainMessage);
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}
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else
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{
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pm.SendMessage($"You have gained in {virtueName}.");
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}
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}
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if (virtue == VirtueName.Compassion)
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{
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virtues.NextCompassionDay = Core.Now + TimeSpan.FromDays(1.0);
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if (++virtues.CompassionGains >= 5)
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{
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// You must wait about a day before you can gain in compassion again.
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pm.SendLocalizedMessage(1053004);
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}
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}
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}
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else
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{
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pm.SendLocalizedMessage(GetHightestPathLocalizedMessage(virtue));
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}
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}
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public static void CheckAtrophies(PlayerMobile pm)
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{
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SacrificeVirtue.CheckAtrophy(pm);
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JusticeVirtue.CheckAtrophy(pm);
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CompassionVirtue.CheckAtrophy(pm);
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ValorVirtue.CheckAtrophy(pm);
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}
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private class VirtueTimer : Timer
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{
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public VirtueTimer() : base(TimeSpan.FromMinutes(5.0), TimeSpan.FromMinutes(5.0))
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{
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}
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public static void Initialize()
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{
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new VirtueTimer().Start();
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}
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protected override void OnTick()
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{
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if (_playerVirtues.Count == 0)
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{
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return;
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}
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// This is not particularly efficient. If it gets too slow, then use a different architecture.
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foreach (var (player, virtues) in _playerVirtues)
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{
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CheckAtrophies(player);
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if (!virtues.IsUsed())
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{
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_playerVirtues.Remove(player);
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}
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}
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}
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~VirtueTimer()
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{
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VirtueSystem.logger.Error($"{nameof(VirtueTimer)} is no longer running!");
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}
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}
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}
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