ModernUO/Projects/UOContent/Items/Weapons/Maces/FireworksWand.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

102 lines
2.8 KiB
C#

using System;
using ModernUO.Serialization;
namespace Server.Items
{
[SerializationGenerator(0, false)]
public partial class FireworksWand : MagicWand
{
[SerializableField(0)]
[InvalidateProperties]
[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster)]")]
private int _charges;
[Constructible]
public FireworksWand(int charges = 100)
{
Charges = charges;
LootType = LootType.Blessed;
}
public override int LabelNumber => 1041424; // a fireworks wand
public override void AddNameProperties(IPropertyList list)
{
base.AddNameProperties(list);
list.Add(1060741, $"{_charges}"); // charges: ~1_val~
}
public override void OnDoubleClick(Mobile from)
{
BeginLaunch(from, true);
}
public void BeginLaunch(Mobile from, bool useCharges)
{
var map = from.Map;
if (map == null || map == Map.Internal)
{
return;
}
if (useCharges)
{
if (Charges > 0)
{
--Charges;
}
else
{
from.SendLocalizedMessage(502412); // There are no charges left on that item.
return;
}
}
from.SendLocalizedMessage(502615); // You launch a firework!
var ourLoc = GetWorldLocation();
var startLoc = new Point3D(ourLoc.X, ourLoc.Y, ourLoc.Z + 10);
var endLoc = new Point3D(
startLoc.X + Utility.RandomMinMax(-2, 2),
startLoc.Y + Utility.RandomMinMax(-2, 2),
startLoc.Z + 32
);
Effects.SendMovingEffect(
new Entity(Serial.Zero, startLoc, map),
new Entity(Serial.Zero, endLoc, map),
0x36E4,
5,
0
);
Timer.StartTimer(TimeSpan.FromSeconds(1.0), () => FinishLaunch(endLoc, map));
}
private static void FinishLaunch(Point3D endLoc, Map map)
{
var hue = Utility.Random(40) switch
{
< 8 => 0x66D,
< 10 => 0x482,
< 12 => 0x47E,
< 16 => 0x480,
< 20 => 0x47F,
_ => 0
};
if (Utility.RandomBool())
{
hue = Utility.RandomList(0x47E, 0x47F, 0x480, 0x482, 0x66D);
}
var renderMode = Utility.RandomList(0, 2, 3, 4, 5, 7);
Effects.PlaySound(endLoc, map, Utility.Random(0x11B, 4));
Effects.SendLocationEffect(endLoc, map, 0x373A + 0x10 * Utility.Random(4), 16, 10, hue, renderMode);
}
}
}