ModernUO/Projects/UOContent/Gumps/Guilds/RecruitTarget.cs
Kamron Batman 15e506ffc2
perf: Migrate Old Guild System gumps to DynamicGump (#2420)
## Summary

Migrates the Old Guild System (pre-AOS guild stones) gumps from the legacy `Gump` class to `DynamicGump`, following the same pattern used for the Quest gump migration in #2416. All concrete gumps now have private constructors gated by static `DisplayTo` entry points (empty-gump rule), and `Singleton => true` is set across the board so reopening a sibling dialog automatically closes the previous one.

**Migrated gumps:**
- `GuildGump` - main guild dialog
- `GuildmasterGump` - guildmaster functions
- `GuildCharterGump` - charter and website display
- `GuildWarGump` - warfare status (kept as player-facing)
- `GuildWarAdminGump` - war menu (retained as player-facing - reachable from `GuildmasterGump`'s WAR button by guildmasters)
- `GuildChangeTypeGump` - Standard/Order/Chaos selection

**Abstract bases:** `GuildListGump` and `GuildMobileListGump` keep their shared list-rendering chrome inside a single concrete `BuildLayout` on the abstract class and expose a `protected abstract void BuildHeader(ref DynamicGumpBuilder builder)` hook for subclasses (replacing the old `Design()` override). This mirrors the abstract-base treatment used for the ML quest base in the quest-gump migration PR.

**Concrete subclasses migrated alongside the abstract bases:**
- `GuildListGump` subclasses: `GuildAcceptWarGump`, `GuildDeclarePeaceGump`, `GuildDeclareWarGump`, `GuildRejectWarGump`, `GuildRescindDeclarationGump`
- `GuildMobileListGump` subclasses: `DeclareFealtyGump`, `GrantGuildTitleGump`, `GuildAdminCandidatesGump`, `GuildCandidatesGump`, `GuildDismissGump`, `GuildRosterGump`

**Cliloc rule:** Every gump bakes per-instance dynamic content (guild names, member names, war declarations, candidate lists), which would defeat `StaticGump<T>` caching. Per the cliloc rule, all are `DynamicGump`.

**External callers updated:** the prompt files (`GuildAbbrvPrompt`, `GuildCharterPrompt`, `GuildDeclareWarPrompt`, `GuildNamePrompt`, `GuildTitlePrompt`, `GuildWebsitePrompt`), `RecruitTarget`, the `Guildstone` item, and the New Guild System `GuildInfoGump`'s Order/Chaos handler all now go through static `DisplayTo` entry points instead of `new XGump(...)`.
2026-04-26 10:44:11 -07:00

102 lines
3.6 KiB
C#

using Server.Factions;
using Server.Guilds;
using Server.Targeting;
namespace Server.Gumps
{
public class GuildRecruitTarget : Target
{
private readonly Guild m_Guild;
private readonly Mobile m_Mobile;
public GuildRecruitTarget(Mobile m, Guild guild) : base(10, false, TargetFlags.None)
{
m_Mobile = m;
m_Guild = guild;
}
protected override void OnTarget(Mobile from, object targeted)
{
if (GuildGump.BadMember(m_Mobile, m_Guild))
{
return;
}
if (targeted is Mobile m)
{
var guildState = PlayerState.Find(m_Guild.Leader);
var targetState = PlayerState.Find(m);
var guildFaction = guildState?.Faction;
var targetFaction = targetState?.Faction;
if (!m.Player)
{
m_Mobile.SendLocalizedMessage(501161); // You may only recruit players into the guild.
}
else if (!m.Alive)
{
m_Mobile.SendLocalizedMessage(501162); // Only the living may be recruited.
}
else if (m_Guild.IsMember(m))
{
m_Mobile.SendLocalizedMessage(501163); // They are already a guildmember!
}
else if (m_Guild.Candidates.Contains(m))
{
m_Mobile.SendLocalizedMessage(501164); // They are already a candidate.
}
else if (m_Guild.Accepted.Contains(m))
{
m_Mobile.SendLocalizedMessage(
501165
); // They have already been accepted for membership, and merely need to use the Guildstone to gain full membership.
}
else if (m.Guild != null)
{
m_Mobile.SendLocalizedMessage(501166); // You can only recruit candidates who are not already in a guild.
}
else if (guildFaction != targetFaction)
{
if (guildFaction == null)
{
m_Mobile.SendLocalizedMessage(1013027); // That player cannot join a non-faction guild.
}
else if (targetFaction == null)
{
m_Mobile.SendLocalizedMessage(
1013026
); // That player must be in a faction before joining this guild.
}
else
{
m_Mobile.SendLocalizedMessage(1013028); // That person has a different faction affiliation.
}
}
else if (targetState?.IsLeaving == true)
{
// OSI does this quite strangely, so we'll just do it this way
m_Mobile.SendMessage("That person is quitting their faction and so you may not recruit them.");
}
else if (m_Mobile.AccessLevel >= AccessLevel.GameMaster || m_Guild.Leader == m_Mobile)
{
m_Guild.Accepted.Add(m);
}
else
{
m_Guild.Candidates.Add(m);
}
}
}
protected override void OnTargetFinish(Mobile from)
{
if (GuildGump.BadMember(m_Mobile, m_Guild))
{
return;
}
GuildGump.DisplayTo(m_Mobile, m_Guild);
}
}
}