ModernUO/Projects/UOContent/Items/Special/Special Scrolls/PowerScroll.cs
Kamron Batman ecbee17690
fix: Optimizes OPL using string interpolation (#1041)
## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```

## Notes
1. All API uses that require a formatter like this:
    ```cs
    list.Add(500002, "{0}\t{1}", arg1, arg2);
    ```
    Should be changed to use string interpolation, for example:
    ```cs
    list.Add(500002, $"{arg1}\t{arg2}");
    ```
2. The following paradigm should no longer be used:
    ```cs
    list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
    ```
    The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
    ```cs
    list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
    ```

### Benchmarks
```cs
|                         Method |     Mean |   Error |  StdDev |  Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
|                BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 |      88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns |      - |         - |
```

### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
2022-06-02 10:09:53 -07:00

326 lines
9.1 KiB
C#

using System.Collections.Generic;
namespace Server.Items
{
public class PowerScroll : SpecialScroll
{
private static readonly SkillName[] m_Skills =
{
SkillName.Blacksmith,
SkillName.Tailoring,
SkillName.Swords,
SkillName.Fencing,
SkillName.Macing,
SkillName.Archery,
SkillName.Wrestling,
SkillName.Parry,
SkillName.Tactics,
SkillName.Anatomy,
SkillName.Healing,
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist,
SkillName.AnimalTaming,
SkillName.AnimalLore,
SkillName.Veterinary,
SkillName.Musicianship,
SkillName.Provocation,
SkillName.Discordance,
SkillName.Peacemaking
};
private static readonly SkillName[] m_AOSSkills =
{
SkillName.Chivalry,
SkillName.Focus,
SkillName.Necromancy,
SkillName.Stealing,
SkillName.Stealth,
SkillName.SpiritSpeak
};
private static readonly SkillName[] m_SESkills =
{
SkillName.Ninjitsu,
SkillName.Bushido
};
private static readonly SkillName[] m_MLSkills =
{
SkillName.Spellweaving
};
/*
private static SkillName[] m_SASkills = new SkillName[]
{
SkillName.Throwing,
SkillName.Mysticism,
SkillName.Imbuing
};
private static SkillName[] m_HSSkills = new SkillName[]
{
SkillName.Fishing
};
*/
private static readonly List<SkillName> _Skills = new();
[Constructible]
public PowerScroll(SkillName skill = SkillName.Alchemy, double value = 0.0) : base(skill, value)
{
Hue = 0x481;
if (Value == 105.0 || skill is SkillName.Blacksmith or SkillName.Tailoring)
{
LootType = LootType.Regular;
}
}
public PowerScroll(Serial serial) : base(serial)
{
}
/* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
* You can view your maximum skill values in your skills window.
* You can view your maximum statistic value in your statistics window.
*/
public override int Message =>
1049469;
public override int Title
{
get
{
var level = (Value - 105.0) / 5.0;
/* Wonderous Scroll (105 Skill): OR
* Exalted Scroll (110 Skill): OR
* Mythical Scroll (115 Skill): OR
* Legendary Scroll (120 Skill):
*/
if (level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0)
{
return 1049635 + (int)level;
}
return 0;
}
}
public override string DefaultTitle => $"<basefont color=#FFFFFF>Power Scroll ({Value} Skill):</basefont>";
public static List<SkillName> Skills
{
get
{
if (_Skills.Count == 0)
{
_Skills.AddRange(m_Skills);
if (Core.AOS)
{
_Skills.AddRange(m_AOSSkills);
if (Core.SE)
{
_Skills.AddRange(m_SESkills);
if (Core.ML)
{
_Skills.AddRange(m_MLSkills);
}
}
}
}
return _Skills;
}
}
public static PowerScroll CreateRandom(int min, int max)
{
min /= 5;
max /= 5;
return new PowerScroll(Skills.RandomElement(), 100 + Utility.RandomMinMax(min, max) * 5);
}
public static PowerScroll CreateRandomNoCraft(int min, int max)
{
min /= 5;
max /= 5;
SkillName skillName;
do
{
skillName = Skills.RandomElement();
} while (skillName is SkillName.Blacksmith or SkillName.Tailoring);
return new PowerScroll(skillName, 100 + Utility.RandomMinMax(min, max) * 5);
}
public override void AddNameProperty(IPropertyList list)
{
var level = (Value - 105.0) / 5.0;
if (level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0)
/* a wonderous scroll of ~1_type~ (105 Skill) OR
* an exalted scroll of ~1_type~ (110 Skill) OR
* a mythical scroll of ~1_type~ (115 Skill) OR
* a legendary scroll of ~1_type~ (120 Skill)
*/
{
list.Add(1049639 + (int)level, GetNameLocalized());
}
else
{
list.Add($"a power scroll of {GetName()} ({Value} Skill)");
}
}
public override void OnSingleClick(Mobile from)
{
var level = (Value - 105.0) / 5.0;
if (level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0)
{
LabelTo(from, 1049639 + (int)level, GetNameLocalized());
}
else
{
LabelTo(from, $"a power scroll of {GetName()} ({Value} Skill)");
}
}
public override bool CanUse(Mobile from)
{
if (!base.CanUse(from))
{
return false;
}
var skill = from.Skills[Skill];
if (skill == null)
{
return false;
}
if (skill.Cap >= Value)
{
from.SendLocalizedMessage(
1049511,
GetNameLocalized()
); // Your ~1_type~ is too high for this power scroll.
return false;
}
return true;
}
public override void Use(Mobile from)
{
if (!CanUse(from))
{
return;
}
from.SendLocalizedMessage(
1049513,
GetNameLocalized()
); // You feel a surge of magic as the scroll enhances your ~1_type~!
from.Skills[Skill].Cap = Value;
Effects.SendLocationParticles(
EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration),
0,
0,
0,
0,
0,
5060,
0
);
Effects.PlaySound(from.Location, from.Map, 0x243);
Effects.SendMovingParticles(
new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 6, from.Z + 15), from.Map),
from,
0x36D4,
7,
0,
false,
true,
0x497,
0,
9502,
1,
0,
(EffectLayer)255,
0x100
);
Effects.SendMovingParticles(
new Entity(Serial.Zero, new Point3D(from.X - 4, from.Y - 6, from.Z + 15), from.Map),
from,
0x36D4,
7,
0,
false,
true,
0x497,
0,
9502,
1,
0,
(EffectLayer)255,
0x100
);
Effects.SendMovingParticles(
new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 4, from.Z + 15), from.Map),
from,
0x36D4,
7,
0,
false,
true,
0x497,
0,
9502,
1,
0,
(EffectLayer)255,
0x100
);
Effects.SendTargetParticles(from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100);
Delete();
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = InheritsItem ? 0 : reader.ReadInt(); // Required for SpecialScroll insertion
if (Value == 105.0 || Skill is SkillName.Blacksmith or SkillName.Tailoring)
{
LootType = LootType.Regular;
}
else
{
LootType = LootType.Cursed;
Insured = false;
}
}
}
}