## 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.
226 lines
5.9 KiB
C#
226 lines
5.9 KiB
C#
using Server.Engines.CannedEvil;
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using Server.Regions;
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using Server.Targeting;
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namespace Server.Multis
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{
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public abstract class BaseDockedBoat : Item
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{
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private string m_ShipName;
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public BaseDockedBoat(int id, Point3D offset, BaseBoat boat) : base(0x14F4)
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{
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Weight = 1.0;
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LootType = LootType.Blessed;
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MultiID = id;
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Offset = offset;
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m_ShipName = boat.ShipName;
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}
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public BaseDockedBoat(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int MultiID { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D Offset { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public string ShipName
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{
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get => m_ShipName;
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set
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{
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m_ShipName = value;
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InvalidateProperties();
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}
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}
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public abstract BaseBoat Boat { get; }
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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(1); // version
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writer.Write(MultiID);
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writer.Write(Offset);
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writer.Write(m_ShipName);
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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 = reader.ReadInt();
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switch (version)
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{
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case 1:
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case 0:
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{
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MultiID = reader.ReadInt();
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Offset = reader.ReadPoint3D();
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m_ShipName = reader.ReadString();
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if (version == 0)
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{
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reader.ReadUInt();
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}
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break;
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}
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}
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if (LootType == LootType.Newbied)
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{
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LootType = LootType.Blessed;
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}
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if (Weight == 0.0)
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{
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Weight = 1.0;
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}
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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}
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else
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{
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from.SendLocalizedMessage(502482); // Where do you wish to place the ship?
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from.Target = new InternalTarget(this);
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}
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}
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public override void AddNameProperty(IPropertyList list)
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{
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if (m_ShipName != null)
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{
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list.Add(m_ShipName);
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}
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else
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{
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base.AddNameProperty(list);
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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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if (m_ShipName != null)
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{
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LabelTo(from, m_ShipName);
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}
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else
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{
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base.OnSingleClick(from);
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}
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}
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public void OnPlacement(Mobile from, Point3D p)
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{
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if (Deleted)
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{
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return;
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}
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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}
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else
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{
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var map = from.Map;
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if (map == null)
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{
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return;
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}
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var boat = Boat;
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if (boat == null)
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{
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return;
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}
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p = new Point3D(p.X - Offset.X, p.Y - Offset.Y, p.Z - Offset.Z);
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if (BaseBoat.IsValidLocation(p, map) && boat.CanFit(p, map, boat.ItemID) && map != Map.Ilshenar &&
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map != Map.Malas)
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{
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Delete();
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boat.Owner = from;
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boat.Anchored = true;
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boat.ShipName = m_ShipName;
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var keyValue = boat.CreateKeys(from);
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if (boat.PPlank != null)
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{
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boat.PPlank.KeyValue = keyValue;
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}
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if (boat.SPlank != null)
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{
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boat.SPlank.KeyValue = keyValue;
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}
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boat.MoveToWorld(p, map);
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}
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else
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{
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boat.Delete();
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from.SendLocalizedMessage(1043284); // A ship can not be created here.
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}
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}
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}
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private class InternalTarget : MultiTarget
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{
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private readonly BaseDockedBoat m_Model;
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public InternalTarget(BaseDockedBoat model) : base(model.MultiID, model.Offset) => m_Model = model;
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protected override void OnTarget(Mobile from, object o)
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{
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if (o is not IPoint3D ip)
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{
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return;
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}
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Point3D p = ip switch
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{
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Item item => item.GetWorldTop(),
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Mobile m => m.Location,
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_ => new Point3D(ip)
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};
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var region = Region.Find(p, from.Map);
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if (region.IsPartOf<DungeonRegion>())
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{
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from.SendLocalizedMessage(502488); // You can not place a ship inside a dungeon.
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}
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else if (region.IsPartOf<HouseRegion>() || region.IsPartOf<ChampionSpawnRegion>())
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{
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from.SendLocalizedMessage(1042549); // A boat may not be placed in this area.
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}
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else
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{
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m_Model.OnPlacement(from, p);
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}
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}
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}
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}
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}
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