## 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.
126 lines
3.3 KiB
C#
126 lines
3.3 KiB
C#
namespace Server.Items
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{
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public class GamblingStone : Item
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{
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private int m_GamblePot = 2500;
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[Constructible]
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public GamblingStone()
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: base(0xED4)
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{
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Movable = false;
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Hue = 0x56;
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}
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public GamblingStone(Serial serial)
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: base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int GamblePot
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{
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get => m_GamblePot;
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set
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{
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m_GamblePot = value;
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InvalidateProperties();
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}
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}
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public override string DefaultName => "a gambling stone";
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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list.Add($"Jackpot: {m_GamblePot}gp");
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}
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public override void OnSingleClick(Mobile from)
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{
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base.OnSingleClick(from);
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LabelTo(from, $"Jackpot: {m_GamblePot}gp");
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}
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public override void OnDoubleClick(Mobile from)
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{
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var pack = from.Backpack;
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if (pack?.ConsumeTotal(typeof(Gold), 250) == true)
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{
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m_GamblePot += 150;
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InvalidateProperties();
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var roll = Utility.Random(1200);
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if (roll == 0) // Jackpot
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{
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var maxCheck = 1000000;
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from.SendMessage(0x35, "You win the {0}gp jackpot!", m_GamblePot);
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while (m_GamblePot > maxCheck)
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{
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from.AddToBackpack(new BankCheck(maxCheck));
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m_GamblePot -= maxCheck;
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}
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from.AddToBackpack(new BankCheck(m_GamblePot));
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m_GamblePot = 2500;
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}
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else if (roll <= 20) // Chance for a regbag
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{
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from.SendMessage(0x35, "You win a bag of reagents!");
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from.AddToBackpack(new BagOfReagents());
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}
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else if (roll <= 40) // Chance for gold
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{
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from.SendMessage(0x35, "You win 1500gp!");
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from.AddToBackpack(new BankCheck(1500));
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}
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else if (roll <= 100) // Another chance for gold
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{
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from.SendMessage(0x35, "You win 1000gp!");
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from.AddToBackpack(new BankCheck(1000));
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}
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else // Loser!
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{
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from.SendMessage(0x22, "You lose!");
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}
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}
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else
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{
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from.SendMessage(0x22, "You need at least 250gp in your backpack to use this.");
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}
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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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writer.Write(m_GamblePot);
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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 0:
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{
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m_GamblePot = reader.ReadInt();
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break;
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}
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}
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}
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}
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}
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