ModernUO/Projects/UOContent/Special Systems/Items/Stones/GamblingStone.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

126 lines
3.3 KiB
C#

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