ModernUO/Projects/UOContent/Engines/Virtues/Valor.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

138 lines
4.4 KiB
C#

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