Commit graph

15 commits

Author SHA1 Message Date
Jack
9f39198fab
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.
2026-03-22 12:35:16 -07:00
Kamron Batman
b0189ccf4a
fix: Fixes displaying ping pongs (#2374) 2026-03-15 02:05:33 -07:00
Kamron Batman
6f8e9b9aec
fix: Fixes considering sins for all eras (#2373) 2026-03-15 01:55:41 -07:00
Jack
6b6cc10771
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.
2026-03-10 23:10:27 -07:00
Kamron Batman
fec5f8ee50
fix: Fixes decaying kill on disconnect (#2199) 2025-05-25 22:06:26 -07:00
Kamron Batman
902797bee0
fix: Fixes murder context getting lost (#2198) 2025-05-25 20:43:59 -07:00
Kamron Batman
66a257ece2
feat: Converts OnLogin to a coded generated event (#2070) 2025-01-17 15:21:45 -08:00
Kamron Batman
2bff1d2cbc
feat: Converts player deletion handling to a generated event (#2029) 2024-12-21 20:55:10 -08:00
Marcelo Paez Sequeira
00908d030f
fix: Moves many EventSinks out of core. (#1783) 2024-05-21 10:02:30 -07:00
Kamron Batman
e18115dd94
fix: Fixes extension method refactors causing crash (#1529) 2023-10-02 22:24:16 -07:00
Kamron Batman
f2de2fbb77
fix: Cleans up entity persistence. Generalizes Mobiles/Items/Guilds (#1528)
### Summary
- [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption.
- [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue.
- [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization.
- [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts  to GenericEntityPersistence.
- [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.
2023-10-01 22:10:47 -07:00
Kamron Batman
0f2870e94a
feat: Adds Stamina System to overhaul overweight. (#1465)
## Overhaul to Stamina (Overweight) System

### Added configurations

```json
{
  "settings": {
    "stamina.enableMountStamina": "True",
    "stamina.cannotMoveWhenFatigued": "True",
    "stamina.stonesPerOverweightLoss": "25",
    "stamina.stonesOverweightAllowance": "4",
    "stamina.baseOverweightLoss": "5",
    "stamina.additionalLossWhenBelow": "0.1",
    "stamina.mountLastMoveStepsReset": "01:00:00:00",
    "stamina.enableMountStamina": "True",
    "stamina.useMountStaminaOnlyWhenOverloaded": "False",
  },
}
```
- `stamina.cannotMoveWhenFatigued` - By default, Pre-AOS expansions will outright block a player if they are fatigued. A player is fatigued when they run out of stamina by any mechanism.
- `stamina.stonesPerOverweightLoss` - The amount of stamina lost for every X stones above overweight. Example, if a person is overweight 28 stones overweight, then there there is 1 additional stamina. 28 / 25 = 1 (no decimals, no rounding)
- `stamina.stonesOverweightAllowance` - The number of stones allowed before overweight penalties take affect. This _does not_ substract from the overweight stones calculation.
- `stamina.baseOverweightLoss` - The base amount of stamina loss for being overweight. While running, the final amount is multiplied by 2. If mount stamina is turned off, then the final amount is divided by 3 while mounted. 

### Mount stamina

Mounts have a new property `StepsMax` to determine the maximum steps they can take before being fatigued. To regain steps, the player _must stay on the mount and not move_ (per OSI). The gain rates are configurable. If a mount is dismounted, or the player logs off, the mount is considered inactive and mounts regain all of their steps after _24 hours_.

### Changes to player stamina

Players now have a proper inactivity time reset for their steps. If a player is idle for 16 seconds (including logging off, or the server being offline), then the steps counter is rest.

### Developer Notes

- `StepsTaken` - This field has been removed. It was not serialized and could not be used reliably. If a developer was using it, then the recommendation is to build a mechanism to track total steps another way.
- `IHasStamina` - This new interface was added and currently `IMount` and `PlayerMobile` are valid types.

Important: Entities that are sent to the StaminaSystem for tracking (mounts, players, or something else), must be an `ISerializable` to be serialized properly. If they are not, then the serialization system will record a null, and nothing will be deserialized upon world load. No errors will be given.
2023-09-16 17:52:54 -07:00
Kamron Batman
8eb480bdf5
fix: Fixes out of range crash with murder context (#1429) 2023-07-22 09:12:04 -07:00
Kamron Batman
063d878276
fix: Cleans up murder system (#1428) 2023-07-16 00:04:30 -07:00
Kamron Batman
26f784f45d
fix: Overhauls murder system (#1419)
## MAJOR CHANGE (API BREAKING)

Added a player murder system to facilitate reporting murders. This should make it easier to extend to create a bounty system or  other related game content. Player murders will be saved in a folder called _PlayerMurders_.

### Motivation

The motivation was two-fold, performance, and bug fixes.

First, murders are one of two systems that do a pre-world-save check on _every mobile in the game_ to decay kills and set their expiring murders. This is taxing since it freezes the world and makes world saves take longer. Every mobile has ShortTermMurders even though it is a player concept. And next, 90%+ of players are not murderers but had an ever increasing MurderElapse time that was being tracked against GameTime. These properties were also serialized unnecessarily for all mobs.

Second, when I tried to optimize/refactor the code, it was obvious that the system has bugs.

### Major API Changes
- [X] Created a player murder system and moved `ShortTermMurders`, `ShortTermElapse`, and `LongTermElapse` to the system.
- [X] Added convenience property `PlayerMobile.ShortTermMurders`.
- [X] Added convenience properties `PlayerMobile.ShortTermMurderExpiration` and `PlayerMobile.LongTermMurderExpiration`
- [X] Moved ReportMurdererGump.cs
- [X] Adds an `EventSink.PlayerDeleted` event.

### Notes
The system currently does not support NPCs. To support expiring murders on NPCs I highly recommend a different architecture for large servers (500k+ mobs including players). Specifically switching from looping through all MurderContext to a time-order link list.
2023-07-15 22:42:49 -07:00