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9 commits

Author SHA1 Message Date
Kamron Batman
c909ed1f2f
fix: Streamlines insurance. Insurance only executes when enabled. (#2550)
### Summary

Moves inventory insurance out of `Mobile`/`PlayerMobile` into its own system at `Projects/UOContent/Engines/Insurance/`, wires it into the feature flag system, and makes disabling it actually disable it everywhere.

### Changes

**New `Server.Engines.Insurance.Insurance` system**

* Owns its own `Configure()`, seeding from the existing `insurance.enable` setting (default `Core.AOS`), so no config migration is needed. `Mobile.InsuranceEnabled` is gone, along with its line in `ExpansionConfiguration`.
* `CanInsure`, `GetInsuranceCost`, `ToggleItemInsurance`, `AutoRenewInventoryInsurance`, `CancelRenewInventoryInsurance` and `OpenItemInsuranceMenu` move here from `PlayerMobile`, which keeps four one-line shims for the context-menu callbacks.
* Every entry point is gated on `Insurance.Enabled`, and the death-time state is only allocated when insurance is on — a shard without insurance pays nothing for it.

**Feature flag integration**

Insurance is now a first-class feature flag: `ServerFeatureFlags.InsuranceEnabled`, registered under the `insurance` key in `FeatureFlagManager.SyncStaticFlag`, so it can be inspected and toggled through the normal flag command/gump rather than only at boot. `Insurance.Enabled` reads through to the flag, so there is one source of truth for every consumer.

**Fixes a memory leak from PvP**

`PlayerMobile.m_InsuranceAward` was a `Mobile` field assigned on every death and never cleared, so every player permanently pinned a strong reference to the last player who killed them. Killers were kept alive by their victims indefinitely.

Death-time insurance state now lives in a `Dictionary<Mobile, InsuranceContext>` owned by the insurance system: the entry is created in `OnBeforeDeath` and removed in `OnDeath`, so nothing outlives the death that created it.

**Removes insurance fields from every PlayerMobile**

`m_InsuranceAward`, `m_InsuranceBonus` and `m_NonAutoreinsuredItems` were carried by every `PlayerMobile` whether or not the shard ran insurance. All three are gone; the equivalent state is allocated per-death, only for players who actually die with insured items, only when insurance is enabled.

**Stale `Insured` flags are inert when insurance is off**

`Item.Insured` is a persisted flag, so items stay marked after a shard turns insurance off. Every read path now checks the flag first, so those items behave exactly as if they were never insured:

* `Item.CheckBlessed` / `Item.IsStandardLoot` — they drop again instead of acting blessed
* `Item.AddLootTypeProperty` — no more phantom "insured" tooltip
* `PlayerMobile.FindItems_Callback` — not yanked out of nested bags on death
* `DestroyEquipment` — no longer immune
* `ClothingBlessDeed` — no longer reports "that item is already blessed"

**Gumps promoted out of `PlayerMobile`**

`ItemInsuranceMenuGump`, `ItemInsuranceMenuConfirmGump` and `CancelRenewInventoryInsuranceGump` were private nested classes reaching into `PlayerMobile` privates. They are now public types in `Engines/Insurance/Gumps/`, talking to the insurance system through its public API. `ItemInsuranceMenuGump.ToggleSelected()` replaces the confirm gump's reach-in to the parent's `_items`/`_insure` arrays.

### Behavior changes

* The per-item "You lack the funds to purchase the insurance" message on failed auto-renewal is no longer sent during death; players get the single 1061115 summary instead. Marked with a TODO pending a decision on whether the per-item message should spam.
* The killer's insurance bonus is deposited once at the end of death processing rather than 300 gold at a time per insured item, and the "gold has been deposited" message is now conditional on the deposit succeeding. Same total.

### Drive-by cleanups

`PoisonImpl.IncreaseLevel` -> `Poison.IncreaseLevel`, a redundant `is NetState { } ns` pattern, `new List<Item>(Items)` -> collection expression, alignment of the `SyncStaticFlag` switch arms, and some comment/formatting fixes in `PlayerMobile`.
2026-07-26 09:47:49 -07:00
Kamron Batman
16bf3016fb
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
2026-06-07 20:27:22 -07:00
Kamron Batman
baed849f10
feat: Moves skills to json file (#1411) 2023-06-16 05:55:55 -07:00
Kamron Batman
98ce65083a
fix(core): Updates expansion and map configurations (fixes map issues) (#570)
- [X] Adds question about expansion at start of server
- [X] Adds question about client version to determine old have and map diffs
- [X] Adds config setting "maps.enablePre6000Trammel"
- [X] Rearranges some of the loading order.
- [X] Added support for deserializing nullable enums from json

TODO:
Expand the nullable enums deserialization factory to work with any type by pulling the factory and creating an instance of the converter.
2021-04-14 01:45:18 -07:00
Kamron Batman
a8d486a969
Rearranges packet code (#295) 2020-10-30 22:49:00 -07:00
Kamron Batman
8149620b0c
Fixes brace style (#248) 2020-09-13 21:49:46 -07:00
Kamron Batman
ad3775c4d7
Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
Kamron Batman
390f30e706
Convert Regions/Spawns to JSON (#138) 2020-05-26 00:34:29 -07:00
Kamron Batman
8ec166bcd0
Adds assemblies config, fixes crash bugs. (#134) 2020-05-09 12:55:56 -07:00
Renamed from Projects/Scripts/Configuration/ExpansionConfiguration.cs (Browse further)