## 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">
138 lines
4.4 KiB
C#
138 lines
4.4 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using Server.Engines.CannedEvil;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Engines.Virtues;
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public static class ValorVirtue
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{
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private const int LossAmount = 250;
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private static readonly TimeSpan LossDelay = TimeSpan.FromDays(7.0);
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public static void Initialize()
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{
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VirtueGump.Register(112, OnVirtueUsed);
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}
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public static void OnVirtueUsed(Mobile from)
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{
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if (from.Alive)
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{
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from.SendLocalizedMessage(1054034); // Target the Champion Idol of the Champion you wish to challenge!.
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from.Target = new InternalTarget();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool CanAtrophy(VirtueContext context) => context.LastValorLoss + LossDelay < Core.Now;
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public static void CheckAtrophy(PlayerMobile pm)
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{
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var virtues = pm.GetVirtues();
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if (virtues?.Valor > 0 && CanAtrophy(virtues))
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{
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if (VirtueSystem.Atrophy(pm, VirtueName.Valor, LossAmount))
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{
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pm.SendLocalizedMessage(1054040); // You have lost some Valor.
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}
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virtues.LastValorLoss = Core.Now;
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}
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}
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public static void Valor(PlayerMobile from, object targ)
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{
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if (targ is not IdolOfTheChampion idol || idol.Deleted || idol.Spawn?.Deleted != false)
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{
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from.SendLocalizedMessage(1054035); // You must target a Champion Idol to challenge the Champion's spawn!
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}
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else if (from.Hidden)
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{
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from.SendLocalizedMessage(1052015); // You cannot do that while hidden.
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}
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else if (idol.Spawn.HasBeenAdvanced)
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{
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from.SendLocalizedMessage(1054038); // The Champion of this region has already been challenged!
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}
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else if (idol.Spawn.Active)
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{
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if (idol.Spawn.Champion != null) // TODO: Message?
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{
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return;
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}
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int needed, consumed;
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switch (idol.Spawn.GetSubLevel())
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{
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case 0:
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{
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needed = consumed = 2500;
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break;
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}
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case 1:
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{
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needed = consumed = 5000;
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break;
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}
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case 2:
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{
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needed = 10000;
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consumed = 7500;
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break;
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}
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default:
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{
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needed = 20000;
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consumed = 10000;
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break;
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}
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}
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if (from.GetVirtues()?.GetValue((int)VirtueName.Valor) >= needed)
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{
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VirtueSystem.Atrophy(from, VirtueName.Valor, consumed);
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// Your challenge is heard by the Champion of this region! Beware its wrath!
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from.SendLocalizedMessage(1054037);
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idol.Spawn.HasBeenAdvanced = true;
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idol.Spawn.AdvanceLevel();
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}
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else
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{
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// The Champion of this region ignores your challenge. You must further prove your valor.
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from.SendLocalizedMessage(1054039);
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}
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}
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else if (VirtueSystem.GetLevel(from, VirtueName.Valor) == VirtueLevel.Knight)
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{
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VirtueSystem.Atrophy(from, VirtueName.Valor, 11000);
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// Your challenge is heard by the Champion of this region! Beware its wrath!
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from.SendLocalizedMessage(1054037);
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idol.Spawn.Start();
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idol.Spawn.ActivatedByValor = true;
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// Uncomment to not allow advancing level after starting with valor.
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// idol.Spawn.HasBeenAdvanced = true;
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}
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else
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{
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// You must be a Knight of Valor to summon the champion's spawn in this manner!
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from.SendLocalizedMessage(1054036);
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}
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}
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private class InternalTarget : Target
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{
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public InternalTarget() : base(14, false, TargetFlags.None)
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{
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}
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (from is PlayerMobile pm)
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{
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Valor(pm, targeted);
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}
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}
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}
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}
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