feat: T2A ping-pong mechanic and consider sins behaviour (#2356)
## Summary - Adds `Mobile.Murderer` virtual property and consolidates kill-threshold checks across the codebase - Tracks ping-pong count: how many times a player crosses the 5-kill murderer threshold (T2A/UOR/UOTD only, disabled on LBR+) - Adds `[CommandProperty]` to view a player's ping-pong count via the admin panel - After enough ping-pongs, player is permanently flagged as a murderer regardless of kill count - Accounts for perma-red players with low kills in murderer status transition notifications - Implements era-appropriate "I must consider my sins" speech responses: - **T2A**: contextual cliloc flavor text (502122–502126) - **UOR–AOS**: raw short/long-term murder counts + ping-pong count if applicable - **SE+**: localized stats message (1114370) - Refactors kill-report logic out of `Keywords.cs` into `PlayerMurderSystem.ReportKillsToSelf` ## Testing - [x] Thoroughly tested and self reviewed - [x] Test T2A "I must consider my sins" behaviour over all scenarios. - [x] Test UOR "I must consider my sins" behaviour over all scenarios. - [x] Test that LBR does not have ping pongs enabled (I must consider my sins) - [x] Test serialization cross over from v0 -> v1 increments 1 ping pong if player is already red. ## Notes * Manually setting kills to 5 does not trigger a ping pong, it must go through the actual murder system. This includes if the kills were manually set to 5 and then migrated (as manually setting kills to 5 never adds the player into the murder system - it only happens via ReportMurderer). This is arguably a bug in the existing system, but one that currently only ever happens via staff interaction. * Thieves guild SuspendOnMurder specifically checks for kills > 0. This means a person with 0 shorts but 5 ping pongs (flagged as murderer) can steal. This may be accurate, as according to a forum post this is how it works on UOSA which is the T2A gold standard. * This doesn't implement Pre-T2A behaviour which should be that "I must consider my sins" does nothing at all. The reason I didn't implement it for Pre-T2A is then it 100% have to sit behind a feature flag. I don't mind adding it as a feature flag, just let me know.
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7 changed files with 142 additions and 18 deletions
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@ -29,6 +29,8 @@ public class PlayerMurderSystem : GenericPersistence
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public static TimeSpan LongTermMurderDuration => _longTermMurderDuration;
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public static bool PingPongEnabled => Core.T2A && !Core.LBR;
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public static void Configure()
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{
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_shortTermMurderDuration = ServerConfiguration.GetOrUpdateSetting("murderSystem.shortTermMurderDuration", TimeSpan.FromHours(8));
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@ -94,8 +96,11 @@ public class PlayerMurderSystem : GenericPersistence
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}
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else
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{
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_murderContexts.Remove(pm);
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_contextTerms.Remove(context);
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if (context.CanRemove())
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{
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_murderContexts.Remove(pm);
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}
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}
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}
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@ -109,7 +114,7 @@ public class PlayerMurderSystem : GenericPersistence
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context.DecayKills();
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_contextTerms.Remove(context);
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if (pm.Kills <= 0 && context.ShortTermMurders <= 0)
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if (context.CanRemove())
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{
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_murderContexts.Remove(pm);
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}
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@ -168,6 +173,13 @@ public class PlayerMurderSystem : GenericPersistence
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return context;
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}
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public static void ManuallySetPingPong(PlayerMobile player, int pingPong)
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{
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var context = GetOrCreateMurderContext(player);
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context.PingPong = Math.Max(pingPong, 0);
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UpdateMurderContext(context);
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}
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public static void ManuallySetShortTermMurders(PlayerMobile player, int shortTermMurders)
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{
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var context = GetOrCreateMurderContext(player);
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@ -183,6 +195,11 @@ public class PlayerMurderSystem : GenericPersistence
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context.ShortTermMurders++;
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player.Kills++;
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if (PingPongEnabled && player.Kills == 5)
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{
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context.PingPong++;
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}
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context.ResetKillTime();
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UpdateMurderContext(context);
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}
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@ -193,7 +210,10 @@ public class PlayerMurderSystem : GenericPersistence
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if (!context.CheckStart())
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{
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_murderContexts.Remove(player);
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if (context.CanRemove())
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{
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_murderContexts.Remove(player);
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}
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_contextTerms.Remove(context);
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}
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else if (player.NetState != null)
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@ -202,6 +222,50 @@ public class PlayerMurderSystem : GenericPersistence
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}
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}
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internal static void ReportKillsToSelf(PlayerMobile player)
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{
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if (Core.Expansion == Expansion.None)
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{
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return; // no consider sins in pre-t2a
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}
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else if (Core.Expansion is Expansion.T2A)
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{
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if (player.ShortTermMurders >= 5)
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{
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player.SendLocalizedMessage(502126, "", 0x022); // If thou should return to the land of the living, the innocent shall wreak havoc upon thy soul
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}
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else if (PingPongEnabled && player.Murderer)
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{
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player.SendLocalizedMessage(502123, "", 0x022); // Thou art known throughout the land as a murderous brigand.
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}
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else if (player.ShortTermMurders > 0)
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{
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player.SendLocalizedMessage(502125, "", 0x59); // Although thou hast slain the innocent, thy deeds shall not bring retribution upon thy return to the living
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}
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else if (player.Kills > 0)
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{
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player.SendLocalizedMessage(502124, "", 0x59); // Fear not, thou hast not slain the innocent in some time...
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}
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else // no kills
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{
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player.SendLocalizedMessage(502122, "", 0x59); // Fear not, thou hast not slain the innocent.
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}
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}
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else if (!Core.SE)
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{
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player.SendMessage($"Short Term Murders : {player.ShortTermMurders}");
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player.SendMessage($"Long Term Murders : {player.Kills}");
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if (PingPongEnabled)
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{
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player.SendMessage($"Ping Pongs: {player.PingPong}");
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}
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}
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else
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{
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player.SendLocalizedMessage(1114370, $"{player.ShortTermMurders}\t{player.Kills}");
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}
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}
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private class MurdererTimer : Timer
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{
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public MurdererTimer() : base(TimeSpan.FromMinutes(5.0), TimeSpan.FromMinutes(5.0))
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@ -233,9 +297,14 @@ public class PlayerMurderSystem : GenericPersistence
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while (queue.Count > 0)
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{
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if (_murderContexts.Remove((PlayerMobile)queue.Dequeue(), out var context))
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var pm = (PlayerMobile)queue.Dequeue();
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if (_murderContexts.TryGetValue(pm, out var ctx))
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{
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_contextTerms.Remove(context);
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if (ctx.CanRemove())
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{
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_murderContexts.Remove(pm);
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}
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_contextTerms.Remove(ctx);
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}
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}
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}
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