## 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.
189 lines
5 KiB
C#
189 lines
5 KiB
C#
using ModernUO.Serialization;
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namespace Server.Items;
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[Flippable]
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[SerializationGenerator(0, false)]
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public partial class ParagonChest : LockableContainer
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{
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private static readonly int[] _itemIDs =
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{
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0x9AB, 0xE40, 0xE41, 0xE7C
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};
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private static readonly int[] _hues =
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{
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0x0, 0x455, 0x47E, 0x89F, 0x8A5, 0x8AB,
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0x966, 0x96D, 0x972, 0x973, 0x979
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};
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[InternString]
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[SerializableField(0, "private", "private")]
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private string _name;
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[Constructible]
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public ParagonChest(string name, int level) : base(_itemIDs.RandomElement())
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{
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_name = name;
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Hue = _hues.RandomElement();
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Fill(level);
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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, 1063449, _name);
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}
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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(1063449, _name);
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}
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private static void GetRandomAOSStats(out int attributeCount, out int min, out int max)
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{
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var rnd = Utility.Random(15);
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if (rnd < 1)
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{
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attributeCount = Utility.RandomMinMax(2, 6);
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min = 20;
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max = 70;
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}
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else if (rnd < 3)
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{
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attributeCount = Utility.RandomMinMax(2, 4);
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min = 20;
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max = 50;
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}
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else if (rnd < 6)
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{
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attributeCount = Utility.RandomMinMax(2, 3);
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min = 20;
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max = 40;
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}
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else if (rnd < 10)
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{
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attributeCount = Utility.RandomMinMax(1, 2);
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min = 10;
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max = 30;
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}
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else
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{
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attributeCount = 1;
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min = 10;
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max = 20;
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}
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}
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public void Flip()
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{
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ItemID = ItemID switch
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{
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0x9AB => 0xE7C,
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0xE7C => 0x9AB,
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0xE40 => 0xE41,
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0xE41 => 0xE40,
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_ => ItemID
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};
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}
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private void Fill(int level)
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{
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TrapType = TrapType.ExplosionTrap;
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TrapPower = level * 25;
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TrapLevel = level;
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Locked = true;
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RequiredSkill = level switch
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{
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1 => 36,
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2 => 76,
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3 => 84,
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4 => 92,
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5 => 100,
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_ => RequiredSkill
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};
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LockLevel = RequiredSkill - 10;
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MaxLockLevel = RequiredSkill + 40;
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DropItem(new Gold(level * 200));
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for (var i = 0; i < level; ++i)
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{
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DropItem(Loot.RandomScroll(0, 63, SpellbookType.Regular));
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}
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for (var i = 0; i < level * 2; ++i)
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{
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var item = Core.AOS ? Loot.RandomArmorOrShieldOrWeaponOrJewelry() : Loot.RandomArmorOrShieldOrWeapon();
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if (item is BaseWeapon weapon)
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{
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if (Core.AOS)
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{
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GetRandomAOSStats(out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max);
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}
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else
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{
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weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(6);
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weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(6);
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weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(6);
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}
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DropItem(weapon);
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}
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else if (item is BaseArmor armor)
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{
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if (Core.AOS)
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{
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GetRandomAOSStats(out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max);
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}
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else
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{
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armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(6);
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armor.Durability = (ArmorDurabilityLevel)Utility.Random(6);
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}
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DropItem(armor);
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}
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else if (item is BaseHat hat)
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{
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if (Core.AOS)
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{
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GetRandomAOSStats(out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(hat, attributeCount, min, max);
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}
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DropItem(hat);
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}
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else if (item is BaseJewel jewel)
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{
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GetRandomAOSStats(out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(jewel, attributeCount, min, max);
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DropItem(jewel);
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}
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}
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for (var i = 0; i < level; i++)
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{
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var item = Loot.RandomPossibleReagent();
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item.Amount = Utility.RandomMinMax(40, 60);
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DropItem(item);
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}
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for (var i = 0; i < level; i++)
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{
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var item = Loot.RandomGem();
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DropItem(item);
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}
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DropItem(new TreasureMap(level + 1, Utility.RandomBool() ? Map.Felucca : Map.Trammel));
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}
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}
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