feat: Adds pre-T2A-pub15 bounty system (#2377)
# Bounty Boards <img width="717" height="382" alt="image" src="https://github.com/user-attachments/assets/455e5206-47d8-4449-805c-19b143d059e5" /> <img width="918" height="637" alt="image" src="https://github.com/user-attachments/assets/e78e1ca2-62b8-4abf-8f69-21438bb1b759" /> <img width="340" height="296" alt="image" src="https://github.com/user-attachments/assets/fd17d7e6-8c53-47df-ac58-a89ea3ef665e" /> ## Setup * Setup as part of decorate when bounty system is enabled * Several bounty board locations with a WarriorGuard spawner in front of the board. Guard spawns and idles around 5 range. ## Tests ### ReportBountyMurdererGump * Follows same behaviour as ReportMurdererGump * Extracted common logic * Didn't use staticgump due to several dynamic parts including input * Optional bounty with validation >0 and <bankbox.total * Murder report is honored either way ### Bounty boards * Open bounty board with many bounties, no bounties * Keep a bounty board open, invalidate a bounty by turning in the head, then try to click on the post of the now invalid post. As expected: does nothing * Bounty messages use the last murder time as their post date and expire in 14 days * Bounty boards/messages are not reliant on serialization; they use serialized fields from MurderContext to build messages when clicked. * Bounty messages use synthetic serials so they do not have to persist bounty messages as items. They are constructed and sent as raw packets when needed. * Players only appear on the bounty board if they are a murderer (though a non-murderer can technically still have a bounty if they decayed kills) * Tested skin/hair color descriptions vs a dozen spot checks ### Head turn in behaviour * Guard accepts head * Bounty -> gives bounty * No bounty -> generic response * Expired head (24h) -> generic response NOTE: CUO "latest" has a bug with bounty/bulletinmessages that causes overflow outside of the container. It has nothing to do with this PR. It is fixed here in CUO https://github.com/ClassicUO/ClassicUO/pull/1871 # Murderer title Bounty system and "murderer" title eliminated in [pub16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/). So UO:LBR and before had bounties and murderer title. # Pre-T2A caveat There were differences in pre-T2A, but this cannot be currently implemented because we do not have any pre-T2A systems in general, so at least for now, behavior is consistent with later eras. Pre-T2A was a whole other ballgame, but the bounty system still worked similarly.
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16 changed files with 996 additions and 60 deletions
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@ -5,7 +5,7 @@ using Server.Mobiles;
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namespace Server.Engines.PlayerMurderSystem;
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[SerializationGenerator(1)]
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[SerializationGenerator(2)]
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public partial class MurderContext
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{
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[SerializableField(0)]
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@ -28,6 +28,14 @@ public partial class MurderContext
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _pingPongs;
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[SerializableField(4)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _bounty;
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[SerializableField(5)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private DateTime _lastMurderTime;
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private void MigrateFrom(V0Content content)
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{
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_shortTermElapse = content.ShortTermElapse;
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@ -37,6 +45,17 @@ public partial class MurderContext
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_pingPongs = _player.Kills >= 5 ? 1 : 0;
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}
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private void MigrateFrom(V1Content content)
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{
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_shortTermElapse = content.ShortTermElapse;
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_longTermElapse = content.LongTermElapse;
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_shortTermMurders = content.ShortTermMurders;
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_pingPongs = content.PingPongs;
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// _bounty defaults to 0
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// Default to now so the bounty board date display is sensible for migrated contexts
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_lastMurderTime = Core.Now;
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}
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public PlayerMobile _player;
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public PlayerMobile Player => _player;
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