feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476)

## Summary

Adds authentic **T2A-era (pre-UO:Third-Dawn) packet-based crafting menus**, enabled via the **`t2aCraftMenus` server setting** (read once at startup; default **`!Core.UOTD`**, so a pre-UO:TD shard gets them automatically). When enabled, double-clicking a crafting tool opens the classic `0x7C`/`0x7D` item-list menu — skill- and material-filtered — instead of the modern gump, covering all 8 tool/skill crafts (blacksmithy, tailoring, tinkering, carpentry, alchemy, bowcraft/fletching, inscription, cartography). It is **not** a runtime/admin-flippable feature flag.

This is the **definitive, reconciled** branch and **supersedes**:
- **#2181** (Delphi — `T2A_CraftingMenus`): the original effort.
- **#2381** (Jack/UOLL — `t2a_crafting_menus`): the research-grounded superset (Delphi's base + 12 corrections), rebased onto current `main`.

Original authorship is preserved across the cherry-picked history: foundation commit **@Delphi79**, mechanic fixes **@jackuoll (Jack Ward)**, reconciliation/fixes/docs mine.

## How it was built

1. Cherry-picked Jack's 13 commits onto current `main` (superset of Delphi's; only 2 trivial FeatureFlags conflicts).
2. Applied targeted fixes (below) with tests.
3. Full convention audit, build, and test pass.

Grounded in independent historical research plus Jack's deep dive. Maintainer reference: `dev-docs/t2a-crafting.md`.

## Mechanics (highlights)

- Double-click tool → target resource → skill/material-filtered menu → craft. Resource pre-selection per skill; make-last by targeting the tool.
- **Stacked-gem jewelry:** target a gem stack → the **full stack** is consumed and the piece is named by count ("a 1000 diamond ring"); count persists (`BaseJewel` serialization **v4 → v5**, new `_gemCount`).
- **Tool-less inscription & cartography** (skill-list invoked; no pen/sextant); inscription consumes reagents+scroll on success and failure, mana only on success.
- **Tailoring matching-hue consumption:** targeting hued cloth/leather consumes only that hue. Crafted items take color from their **`CraftResource`** (not the dyed hue), so dyed leather/cloth don't tint the product; in T2A only colored ingots/ore color items (metal armor/shields).
- **Half-resources on failed non-scroll crafts** (pre-UO:TD).
- **Maker's mark** always prompted for exceptional items, via the shared `QueryMakersMarkGump`.
- Server-side menu infra changes are additive (`ItemListEntry.CraftIndex`, `Entries` setter, `HasSent`).

## Notable changes on top of the cherry-pick

- **Toggle is a startup server setting, not a feature flag.** Removed `ContentFeatureFlags.T2ACraftMenus` (and its admin-flippable plumbing); the value is read once via `ServerConfiguration.GetSetting("t2aCraftMenus", !Core.UOTD)` into `T2ACraftSystem.Enabled`. Since the default tracks the era and it can't be flipped at runtime, there's no incoherent "menus-on / UO:TD-era" state.
- **Stacked-gem consumption (B3a/B3):** consume the full `PendingGemCount` (was deliberately consuming 1 while naming by the stack), null-safe gem type, plain-piece fallback + message. New `T2AJewelGemCraftTests`.
- **Convention audit:** `new List<Item>()` → `PooledRefList<Item>` on the hue-aware consume path; removed dead code.

## Decisions & deviations

- `make-last` kept as **QoL** (post-T2A gump-era feature).
- `half-on-failure` (non-scroll) kept as a **reconstruction** (not OSI-confirmed).
- **Stacked-gem** behavior set per shard authority (overrides the "single gem" reconstruction).
- **Cooking** out of scope (no T2A crafting menu existed for it).
- **No colored items from dyed materials:** crafted color comes from the `CraftResource` type. Pre-AOS leather has no colored variant, so leather is always uncolored; weapons retain resource color only in AOS+ (unchanged, intended).

## Test plan

- Automated: `dotnet build ModernUO.slnx -c Debug` clean; `dotnet test Projects/UOContent.Tests` → **421 passed** (incl. 3 new jewelry tests).
- Manual (needs a running T2A shard + client):
  - [ ] Each of the 8 skills opens the correct menu; empty-menu guard fires.
  - [ ] Make-last repeats the last craft (jewelry re-prompts gem).
  - [ ] Jewelry consumes the full targeted gem stack and names by count.
  - [ ] Cartography consumes blank maps only with T2A enabled / maps+scrolls when disabled.
  - [ ] Tailoring consumes only the targeted-hue material; crafted items are not tinted by dyed cloth/leather.
  - [ ] Maker's-mark prompt on exceptional.
  - [ ] Failed non-scroll craft consumes half resources.
  - [ ] Inscription: reagents+scroll on success/failure, mana only on success.
  - [ ] T2A disabled: gump crafting unchanged.

## Credits

Co-authored-by: @Delphi79
Co-authored-by: @jackuoll
This commit is contained in:
Kamron Batman 2026-06-07 20:27:22 -07:00 committed by GitHub
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50 changed files with 4483 additions and 219 deletions

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using Server;
using Server.Engines.Craft;
using Server.Items;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class T2AJewelGemCraftTests
{
// Y=500 keeps us inside Felucca bounds; X offset avoids other sequential tests.
private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
{
var m = new PlayerMobile(World.NewMobile);
m.DefaultMobileInit();
m.MoveToWorld(location, map);
m.AddItem(new Backpack());
return m;
}
// Builds a minimal tinkering ring recipe (2 iron ingots) without relying on
// DefTinkering.InitCraftList, which is gated on the feature flag at startup.
private static CraftItem MakeRingRecipe()
{
var item = new CraftItem(typeof(GoldRing), "ring", "gold ring");
item.AddRes(typeof(IronIngot), "iron ingot", 2, "You do not have enough ingots.");
return item;
}
// Ensures DefTinkering.CraftSystem is available (not called by the test fixture).
private static CraftSystem GetOrInitTinkeringSystem()
{
if (DefTinkering.CraftSystem == null)
{
DefTinkering.Initialize();
}
return DefTinkering.CraftSystem;
}
[Fact]
public void OnCraft_ConsumesEntireTargetedGemStack_AndNamesByCount()
{
var map = Map.Felucca;
var player = CreatePlayerMobile(map, new Point3D(4100, 500, 0));
var ring = new GoldRing();
try
{
var pack = player.Backpack;
pack.AddItem(new IronIngot(10));
pack.AddItem(new Diamond(50)); // a stack of 50 diamonds
var system = GetOrInitTinkeringSystem();
var context = system.GetContext(player);
context.PendingGemType = GemType.Diamond;
context.PendingGemCount = 50;
ring.OnCraft(1, false, player, system, typeof(IronIngot), null, MakeRingRecipe(), 0);
Assert.Equal(0, pack.GetAmount(typeof(Diamond))); // all 50 consumed
Assert.Equal(GemType.Diamond, ring.GemType);
Assert.Equal(50, ring.GemCount);
// pending state cleared so the next craft starts fresh
Assert.Equal(GemType.None, context.PendingGemType);
Assert.Equal(0, context.PendingGemCount);
}
finally
{
ring.Delete();
player.Delete();
}
}
[Fact]
public void OnCraft_WithUnsetGemContext_LeavesPlainPiece()
{
var map = Map.Felucca;
var player = CreatePlayerMobile(map, new Point3D(4120, 500, 0));
var ring = new GoldRing();
try
{
player.Backpack.AddItem(new IronIngot(10));
var system = GetOrInitTinkeringSystem();
var context = system.GetContext(player);
context.PendingGemType = GemType.None; // no gem targeted
context.PendingGemCount = 0;
ring.OnCraft(1, false, player, system, typeof(IronIngot), null, MakeRingRecipe(), 0);
Assert.Equal(GemType.None, ring.GemType);
Assert.Equal(0, ring.GemCount);
}
finally
{
ring.Delete();
player.Delete();
}
}
[Fact]
public void OnCraft_WhenGemsUnavailableAtCraftTime_CraftsPlainPiece()
{
var map = Map.Felucca;
var player = CreatePlayerMobile(map, new Point3D(4140, 500, 0));
var ring = new GoldRing();
try
{
player.Backpack.AddItem(new IronIngot(10));
// deliberately do NOT add any diamonds
var system = GetOrInitTinkeringSystem();
var context = system.GetContext(player);
context.PendingGemType = GemType.Diamond;
context.PendingGemCount = 5;
ring.OnCraft(1, false, player, system, typeof(IronIngot), null, MakeRingRecipe(), 0);
Assert.Equal(GemType.None, ring.GemType);
Assert.Equal(0, ring.GemCount);
Assert.Equal(GemType.None, context.PendingGemType);
Assert.Equal(0, context.PendingGemCount);
}
finally
{
ring.Delete();
player.Delete();
}
}
}