## 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.
127 lines
4.2 KiB
C#
127 lines
4.2 KiB
C#
using ModernUO.Serialization;
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namespace Server.Items
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{
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[SerializationGenerator(0, false)]
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public partial class ElvenGlasses : BaseArmor
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{
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[Constructible]
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public ElvenGlasses() : base(0x2FB8)
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{
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Weight = 2;
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_weaponAttributes = new AosWeaponAttributes(this);
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}
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public override int LabelNumber => 1032216; // elven glasses
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public override int BasePhysicalResistance => 2;
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public override int BaseFireResistance => 4;
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public override int BaseColdResistance => 4;
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public override int BasePoisonResistance => 3;
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public override int BaseEnergyResistance => 2;
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public override int InitMinHits => 36;
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public override int InitMaxHits => 48;
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public override int AosStrReq => 45;
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public override int OldStrReq => 40;
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public override int ArmorBase => 30;
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public override ArmorMaterialType MaterialType => ArmorMaterialType.Leather;
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public override CraftResource DefaultResource => CraftResource.RegularLeather;
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public override ArmorMeditationAllowance DefMedAllowance => ArmorMeditationAllowance.All;
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[SerializableField(0, setter: "private")]
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[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster, canModify: true)]")]
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public AosWeaponAttributes _weaponAttributes;
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[SerializableFieldSaveFlag(0)]
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private bool ShouldSerializeWeaponAttributes() => !_weaponAttributes.IsEmpty;
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[SerializableFieldDefault(0)]
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private AosWeaponAttributes WeaponAttributesDefaultValue() => new(this);
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public override void AppendChildNameProperties(IPropertyList list)
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{
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base.AppendChildNameProperties(list);
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int prop;
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if ((prop = _weaponAttributes.HitColdArea) != 0)
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{
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list.Add(1060416, $"{prop}"); // hit cold area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitDispel) != 0)
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{
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list.Add(1060417, $"{prop}"); // hit dispel ~1_val~%
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}
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if ((prop = _weaponAttributes.HitEnergyArea) != 0)
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{
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list.Add(1060418, $"{prop}"); // hit energy area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitFireArea) != 0)
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{
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list.Add(1060419, $"{prop}"); // hit fire area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitFireball) != 0)
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{
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list.Add(1060420, $"{prop}"); // hit fireball ~1_val~%
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}
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if ((prop = _weaponAttributes.HitHarm) != 0)
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{
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list.Add(1060421, $"{prop}"); // hit harm ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLeechHits) != 0)
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{
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list.Add(1060422, $"{prop}"); // hit life leech ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLightning) != 0)
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{
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list.Add(1060423, $"{prop}"); // hit lightning ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLowerAttack) != 0)
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{
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list.Add(1060424, $"{prop}"); // hit lower attack ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLowerDefend) != 0)
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{
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list.Add(1060425, $"{prop}"); // hit lower defense ~1_val~%
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}
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if ((prop = _weaponAttributes.HitMagicArrow) != 0)
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{
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list.Add(1060426, $"{prop}"); // hit magic arrow ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLeechMana) != 0)
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{
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list.Add(1060427, $"{prop}"); // hit mana leech ~1_val~%
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}
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if ((prop = _weaponAttributes.HitPhysicalArea) != 0)
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{
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list.Add(1060428, $"{prop}"); // hit physical area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitPoisonArea) != 0)
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{
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list.Add(1060429, $"{prop}"); // hit poison area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLeechStam) != 0)
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{
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list.Add(1060430, $"{prop}"); // hit stamina leech ~1_val~%
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}
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}
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}
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}
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