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.
This commit is contained in:
Jack 2026-03-23 08:35:16 +13:00 • committed by GitHub
parent 7be8b5f7f6
commit 9f39198fab
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16 changed files with 996 additions and 60 deletions

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@ -6,6 +6,7 @@ using ModernUO.CodeGeneratedEvents;
using Server.Collections;
using Server.Logging;
using Server.Mobiles;
using Server.SkillHandlers;
namespace Server.Engines.PlayerMurderSystem;
@ -21,6 +22,9 @@ public class PlayerMurderSystem : GenericPersistence
// Only the players that are online
private static readonly HashSet<MurderContext> _contextTerms = new(MurderContext.EqualityComparer.Default);
private static readonly HashSet<(Mobile, Mobile)> _recentlyReported = new();
private static TimeSpan _recentlyReportedDelay;
private static TimeSpan _shortTermMurderDuration;
private static TimeSpan _longTermMurderDuration;
@ -31,10 +35,17 @@ public class PlayerMurderSystem : GenericPersistence
public static bool PingPongEnabled => Core.T2A && !Core.LBR;
public static bool BountiesEnabled { get; private set; }
private static TimeSpan _bountyExpiry;
public static void Configure()
{
_shortTermMurderDuration = ServerConfiguration.GetOrUpdateSetting("murderSystem.shortTermMurderDuration", TimeSpan.FromHours(8));
_longTermMurderDuration = ServerConfiguration.GetOrUpdateSetting("murderSystem.longTermMurderDuration", TimeSpan.FromHours(40));
BountiesEnabled = ServerConfiguration.GetOrUpdateSetting("murderSystem.bountiesEnabled", !Core.LBR);
_recentlyReportedDelay = ServerConfiguration.GetOrUpdateSetting("murderSystem.recentlyReportedDelay", TimeSpan.FromMinutes(10));
_bountyExpiry = ServerConfiguration.GetOrUpdateSetting("murderSystem.bountyExpiry", TimeSpan.FromDays(14));
_playerMurderPersistence = new PlayerMurderSystem();
}
@ -173,6 +184,63 @@ public class PlayerMurderSystem : GenericPersistence
return context;
}
public static int GetBounty(PlayerMobile player) =>
GetMurderContext(player, out var context) ? context.Bounty : 0;
public static void AddBounty(PlayerMobile player, int amount)
{
if (GetMurderContext(player, out var context))
{
context.Bounty += amount;
}
}
public static void ClearBounty(PlayerMobile player)
{
if (GetMurderContext(player, out var context))
{
context.Bounty = 0;
}
}
public static int GetActiveBountyCount()
{
var neverExpire = _bountyExpiry == TimeSpan.Zero;
var cutoff = neverExpire ? DateTime.MinValue : Core.Now - _bountyExpiry;
var count = 0;
foreach (var (player, context) in _murderContexts)
{
if (player.Murderer && context.Bounty > 0 && (neverExpire || context.LastMurderTime >= cutoff))
{
count++;
}
}
return count;
}
// Reused across calls — safe because the server is single-threaded.
private static readonly List<(PlayerMobile Player, int Bounty)> _activeBountyCache = [];
public static List<(PlayerMobile Player, int Bounty)> GetActiveBounties()
{
_activeBountyCache.Clear();
var neverExpire = _bountyExpiry == TimeSpan.Zero;
var cutoff = neverExpire ? DateTime.MinValue : Core.Now - _bountyExpiry;
foreach (var (player, context) in _murderContexts)
{
if (player.Murderer && context.Bounty > 0 && (neverExpire || context.LastMurderTime >= cutoff))
{
_activeBountyCache.Add((player, context.Bounty));
}
}
_activeBountyCache.Sort(static (a, b) => b.Bounty.CompareTo(a.Bounty));
return _activeBountyCache;
}
public static void ManuallySetPingPong(PlayerMobile player, int pingPong)
{
var context = GetOrCreateMurderContext(player);
@ -200,10 +268,52 @@ public class PlayerMurderSystem : GenericPersistence
context.PingPongs++;
}
context.LastMurderTime = Core.Now;
context.ResetKillTime();
UpdateMurderContext(context);
}
public static bool IsRecentlyReported(Mobile reporter, Mobile killer) =>
_recentlyReported.Contains((reporter, killer));
public static bool ReportMurder(PlayerMobile reporter, Mobile killer)
{
if (killer?.Deleted != false || killer is not PlayerMobile pk)
{
return false;
}
if (!_recentlyReported.Add((reporter, killer)))
{
return false;
}
Timer.DelayCall(
_recentlyReportedDelay,
static (f, k) => _recentlyReported.Remove((f, k)),
reporter,
killer
);
var wasMurderer = killer.Murderer;
OnPlayerMurder(pk);
pk.SendLocalizedMessage(1049067); // You have been reported for murder!
if (!wasMurderer && killer.Murderer)
{
pk.SendLocalizedMessage(502134); // You are now known as a murderer!
}
// with the introduction of PingPongs, a red can technically have 1 kill.
if (Stealing.SuspendOnMurder && pk.Kills == 1 && pk.NpcGuild == NpcGuild.ThievesGuild)
{
pk.SendLocalizedMessage(501562); // You have been suspended by the Thieves Guild.
}
return true;
}
private static void UpdateMurderContext(MurderContext context)
{
var player = context.Player;