## 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.
206 lines
6.1 KiB
C#
206 lines
6.1 KiB
C#
using Server.Mobiles;
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namespace Server.Items
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{
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public class StatCapScroll : SpecialScroll
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{
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[Constructible]
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public StatCapScroll(int value = 105) : base(SkillName.Alchemy, value) => Hue = 0x481;
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public StatCapScroll(Serial serial) : base(serial)
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{
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}
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/* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
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* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
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* You can view your maximum skill values in your skills window.
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* You can view your maximum statistic value in your statistics window.
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*/
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public override int Message =>
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1049469;
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public override int Title
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{
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get
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{
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var level = ((int)Value - 230) / 5;
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/* Wonderous Scroll (+5 Maximum Stats): OR
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* Exalted Scroll (+10 Maximum Stats): OR
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* Mythical Scroll (+15 Maximum Stats): OR
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* Legendary Scroll (+20 Maximum Stats): OR
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* Ultimate Scroll (+25 Maximum Stats):
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*/
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if (level >= 0 && level <= 4 && Value % 5 == 0)
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{
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return 1049458 + level;
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}
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return 0;
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}
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}
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public override string DefaultTitle =>
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$"<basefont color=#FFFFFF>Power Scroll ({((int)Value - 225 >= 0 ? "+" : "")}{(int)Value - 225} Maximum Stats):</basefont>";
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public override void AddNameProperty(IPropertyList list)
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{
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var level = ((int)Value - 230) / 5;
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if (level >= 0 && level <= 4 && (int)Value % 5 == 0)
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/* a wonderous scroll of ~1_type~ (+5 Maximum Stats) OR
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* an exalted scroll of ~1_type~ (+10 Maximum Stats) OR
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* a mythical scroll of ~1_type~ (+15 Maximum Stats) OR
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* a legendary scroll of ~1_type~ (+20 Maximum Stats) OR
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* an ultimate scroll of ~1_type~ (+25 Maximum Stats)
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*/
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{
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list.Add(1049463 + level, "#1049476");
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}
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else
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{
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var diff = Value - 225;
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list.Add($"a scroll of power ({(diff >= 0 ? "+" : "")}{diff} Maximum Stats)");
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}
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}
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public override void OnSingleClick(Mobile from)
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{
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var level = ((int)Value - 230) / 5;
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if (level >= 0 && level <= 4 && (int)Value % 5 == 0)
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{
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LabelTo(from, 1049463 + level, "#1049476");
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}
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else
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{
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var diff = Value - 225;
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LabelTo(from, $"a scroll of power ({(diff >= 0 ? "+" : "")}{diff} Maximum Stats)");
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}
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}
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public override bool CanUse(Mobile from)
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{
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if (!base.CanUse(from))
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{
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return false;
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}
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var newValue = (int)Value;
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if (from is PlayerMobile mobile && mobile.HasStatReward)
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{
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newValue += 5;
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}
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if (from.StatCap >= newValue)
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{
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from.SendLocalizedMessage(1049510); // Your stats are too high for this power scroll.
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return false;
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}
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return true;
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}
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public override void Use(Mobile from)
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{
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if (!CanUse(from))
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{
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return;
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}
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from.SendLocalizedMessage(1049512); // You feel a surge of magic as the scroll enhances your powers!
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if (from is PlayerMobile mobile && mobile.HasStatReward)
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{
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mobile.StatCap = (int)Value + 5;
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}
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else
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{
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from.StatCap = (int)Value;
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}
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Effects.SendLocationParticles(
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EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration),
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0,
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0,
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0,
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0,
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0,
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5060,
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0
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);
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Effects.PlaySound(from.Location, from.Map, 0x243);
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Effects.SendMovingParticles(
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new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 6, from.Z + 15), from.Map),
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from,
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0x36D4,
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7,
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0,
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false,
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true,
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0x497,
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0,
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9502,
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1,
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0,
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(EffectLayer)255,
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0x100
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);
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Effects.SendMovingParticles(
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new Entity(Serial.Zero, new Point3D(from.X - 4, from.Y - 6, from.Z + 15), from.Map),
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from,
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0x36D4,
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7,
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0,
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false,
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true,
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0x497,
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0,
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9502,
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1,
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0,
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(EffectLayer)255,
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0x100
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);
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Effects.SendMovingParticles(
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new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 4, from.Z + 15), from.Map),
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from,
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0x36D4,
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7,
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0,
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false,
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true,
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0x497,
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0,
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9502,
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1,
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0,
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(EffectLayer)255,
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0x100
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);
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Effects.SendTargetParticles(from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100);
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Delete();
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = InheritsItem ? 0 : reader.ReadInt(); // Required for SpecialScroll insertion
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LootType = LootType.Cursed;
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Insured = false;
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}
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}
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}
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