namespace Server { [PropertyObject] public class VirtueInfo { private int[] m_Values; public int[] Values { get { return m_Values; } } public int GetValue(int index) { if (m_Values == null) { return 0; } else { return m_Values[index]; } } public void SetValue(int index, int value) { if (m_Values == null) { m_Values = new int[8]; } m_Values[index] = value; } public override string ToString() { return "..."; } [CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)] public int Humility { get { return GetValue(0); } set { SetValue(0, value); } } [CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)] public int Sacrifice { get { return GetValue(1); } set { SetValue(1, value); } } [CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)] public int Compassion { get { return GetValue(2); } set { SetValue(2, value); } } [CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)] public int Spirituality { get { return GetValue(3); } set { SetValue(3, value); } } [CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)] public int Valor { get { return GetValue(4); } set { SetValue(4, value); } } [CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)] public int Honor { get { return GetValue(5); } set { SetValue(5, value); } } [CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)] public int Justice { get { return GetValue(6); } set { SetValue(6, value); } } [CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)] public int Honesty { get { return GetValue(7); } set { SetValue(7, value); } } public VirtueInfo() { } public VirtueInfo(GenericReader reader) { int version = reader.ReadByte(); switch (version) { case 1: //Changed the values throughout the virtue system case 0: { int mask = reader.ReadByte(); if (mask != 0) { m_Values = new int[8]; for (int i = 0; i < 8; ++i) { if ((mask & (1 << i)) != 0) { m_Values[i] = reader.ReadInt(); } } } break; } } if (version == 0) { Compassion *= 200; Sacrifice *= 250; //Even though 40 (the max) only gives 10k, It's because it was formerly too easy //No direct conversion factor for Justice, this is just an approximation Justice *= 500; //All the other virtues haven't been defined at 'version 0' point in time in the scripts. } } public static void Serialize(GenericWriter writer, VirtueInfo info) { writer.Write((byte)1); // version if (info.m_Values == null) { writer.Write((byte)0); } else { int mask = 0; for (int i = 0; i < 8; ++i) { if (info.m_Values[i] != 0) { mask |= 1 << i; } } writer.Write((byte)mask); for (int i = 0; i < 8; ++i) { if (info.m_Values[i] != 0) { writer.Write(info.m_Values[i]); } } } } } }