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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@ -6,6 +6,7 @@ using ModernUO.CodeGeneratedEvents;
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using Server.Collections;
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using Server.Logging;
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using Server.Mobiles;
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using Server.SkillHandlers;
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namespace Server.Engines.PlayerMurderSystem;
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@ -21,6 +22,9 @@ public class PlayerMurderSystem : GenericPersistence
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// Only the players that are online
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private static readonly HashSet<MurderContext> _contextTerms = new(MurderContext.EqualityComparer.Default);
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private static readonly HashSet<(Mobile, Mobile)> _recentlyReported = new();
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private static TimeSpan _recentlyReportedDelay;
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private static TimeSpan _shortTermMurderDuration;
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private static TimeSpan _longTermMurderDuration;
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@ -31,10 +35,17 @@ public class PlayerMurderSystem : GenericPersistence
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public static bool PingPongEnabled => Core.T2A && !Core.LBR;
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public static bool BountiesEnabled { get; private set; }
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private static TimeSpan _bountyExpiry;
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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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_longTermMurderDuration = ServerConfiguration.GetOrUpdateSetting("murderSystem.longTermMurderDuration", TimeSpan.FromHours(40));
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BountiesEnabled = ServerConfiguration.GetOrUpdateSetting("murderSystem.bountiesEnabled", !Core.LBR);
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_recentlyReportedDelay = ServerConfiguration.GetOrUpdateSetting("murderSystem.recentlyReportedDelay", TimeSpan.FromMinutes(10));
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_bountyExpiry = ServerConfiguration.GetOrUpdateSetting("murderSystem.bountyExpiry", TimeSpan.FromDays(14));
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_playerMurderPersistence = new PlayerMurderSystem();
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}
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@ -173,6 +184,63 @@ public class PlayerMurderSystem : GenericPersistence
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return context;
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}
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public static int GetBounty(PlayerMobile player) =>
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GetMurderContext(player, out var context) ? context.Bounty : 0;
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public static void AddBounty(PlayerMobile player, int amount)
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{
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if (GetMurderContext(player, out var context))
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{
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context.Bounty += amount;
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}
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}
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public static void ClearBounty(PlayerMobile player)
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{
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if (GetMurderContext(player, out var context))
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{
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context.Bounty = 0;
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}
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}
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public static int GetActiveBountyCount()
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{
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var neverExpire = _bountyExpiry == TimeSpan.Zero;
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var cutoff = neverExpire ? DateTime.MinValue : Core.Now - _bountyExpiry;
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var count = 0;
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foreach (var (player, context) in _murderContexts)
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{
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if (player.Murderer && context.Bounty > 0 && (neverExpire || context.LastMurderTime >= cutoff))
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{
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count++;
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}
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}
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return count;
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}
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// Reused across calls — safe because the server is single-threaded.
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private static readonly List<(PlayerMobile Player, int Bounty)> _activeBountyCache = [];
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public static List<(PlayerMobile Player, int Bounty)> GetActiveBounties()
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{
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_activeBountyCache.Clear();
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var neverExpire = _bountyExpiry == TimeSpan.Zero;
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var cutoff = neverExpire ? DateTime.MinValue : Core.Now - _bountyExpiry;
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foreach (var (player, context) in _murderContexts)
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{
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if (player.Murderer && context.Bounty > 0 && (neverExpire || context.LastMurderTime >= cutoff))
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{
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_activeBountyCache.Add((player, context.Bounty));
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}
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}
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_activeBountyCache.Sort(static (a, b) => b.Bounty.CompareTo(a.Bounty));
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return _activeBountyCache;
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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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@ -200,10 +268,52 @@ public class PlayerMurderSystem : GenericPersistence
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context.PingPongs++;
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}
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context.LastMurderTime = Core.Now;
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context.ResetKillTime();
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UpdateMurderContext(context);
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}
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public static bool IsRecentlyReported(Mobile reporter, Mobile killer) =>
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_recentlyReported.Contains((reporter, killer));
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public static bool ReportMurder(PlayerMobile reporter, Mobile killer)
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{
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if (killer?.Deleted != false || killer is not PlayerMobile pk)
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{
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return false;
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}
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if (!_recentlyReported.Add((reporter, killer)))
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{
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return false;
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}
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Timer.DelayCall(
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_recentlyReportedDelay,
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static (f, k) => _recentlyReported.Remove((f, k)),
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reporter,
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killer
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);
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var wasMurderer = killer.Murderer;
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OnPlayerMurder(pk);
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pk.SendLocalizedMessage(1049067); // You have been reported for murder!
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if (!wasMurderer && killer.Murderer)
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{
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pk.SendLocalizedMessage(502134); // You are now known as a murderer!
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}
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// with the introduction of PingPongs, a red can technically have 1 kill.
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if (Stealing.SuspendOnMurder && pk.Kills == 1 && pk.NpcGuild == NpcGuild.ThievesGuild)
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{
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pk.SendLocalizedMessage(501562); // You have been suspended by the Thieves Guild.
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}
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return true;
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}
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private static void UpdateMurderContext(MurderContext context)
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{
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var player = context.Player;
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