Companion to #2712, which covers HireRanger's refused `EquipItem`. A sweep that built every constructible Mobile 2,000 times under each expansion found these other outfits that put two items on one layer. They don't leak, because `AddItem` skips `CheckEquip`, but the NPC wears both items and the client draws only one. | NPC | Conflict | |---|---| | Miner, Ranger, Thief | Own shirt/pants/ThighBoots added on top of the random `BaseVendor.InitOutfit` (shoes doubled on every spawn) | | MasterTheophilus | Shoes + Robe added over `EvilMageLord`'s Sandals + Robe | | Merchant | Shirt + FancyShirt, or PlainDress + FancyDress | | IronWorker | Bandana/JesterHat + Bascinet | | MeerCaptain | One-handed sword + Crossbow | | BakeKitsune | `BodyMod` isn't saved, so after a restart `RemoveDisguise` bailed and the next `Disguise()` stacked a second robe and pair of shoes | ## Changes - `BaseCreature.ReplaceEquipment(item)` equips an item in place of whatever an inherited outfit put on its layer, and deletes the item if it still can't be equipped. - Miner, Ranger, Thief, MasterTheophilus: their own pieces replace the inherited ones. - Merchant and IronWorker: dropped the duplicate roll. Each kept the item the client was already drawing, which is the last one sent: the fancy set and the Bascinet. - MeerCaptain: the sword goes into its pack as loot. **Behavior change:** `Mobile.Weapon` checks the one-handed layer first, so it was fighting with the sword despite its archer AI, its Archery skill and the bolts in its pack. It now uses the crossbow. - BakeKitsune: `RemoveDisguise` strips the disguise without checking `IsBodyMod`. ## Testing - I re-ran the sweep (local diagnostic, not committed; needs client tiledata) at 500 rolls × 12 expansions. Only HireRanger (#2712) and LordOaks (separate fix coming) remain. - UOContent.Tests: 1218 passed, 2 skipped.
107 lines
3 KiB
C#
107 lines
3 KiB
C#
using ModernUO.Serialization;
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using System.Collections.Generic;
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using Server.Items;
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namespace Server.Mobiles
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{
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[SerializationGenerator(0, false)]
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public partial class IronWorker : BaseVendor
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{
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private readonly List<SBInfo> m_SBInfos = new();
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[Constructible]
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public IronWorker() : base("the iron worker")
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{
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SetSkill(SkillName.ArmsLore, 36.0, 68.0);
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SetSkill(SkillName.Blacksmith, 65.0, 88.0);
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SetSkill(SkillName.Fencing, 60.0, 83.0);
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SetSkill(SkillName.Macing, 61.0, 93.0);
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SetSkill(SkillName.Swords, 60.0, 83.0);
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SetSkill(SkillName.Tactics, 60.0, 83.0);
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SetSkill(SkillName.Parry, 61.0, 93.0);
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}
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protected override List<SBInfo> SBInfos => m_SBInfos;
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public override VendorShoeType ShoeType => VendorShoeType.None;
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public override void InitSBInfo()
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{
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m_SBInfos.Add(new SBAxeWeapon());
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m_SBInfos.Add(new SBKnifeWeapon());
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m_SBInfos.Add(new SBMaceWeapon());
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m_SBInfos.Add(new SBSmithTools());
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m_SBInfos.Add(new SBPoleArmWeapon());
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m_SBInfos.Add(new SBSpearForkWeapon());
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m_SBInfos.Add(new SBSwordWeapon());
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m_SBInfos.Add(new SBMetalShields());
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m_SBInfos.Add(new SBHelmetArmor());
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m_SBInfos.Add(new SBPlateArmor());
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m_SBInfos.Add(new SBChainmailArmor());
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m_SBInfos.Add(new SBRingmailArmor());
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m_SBInfos.Add(new SBStuddedArmor());
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m_SBInfos.Add(new SBLeatherArmor());
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}
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public override void InitOutfit()
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{
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base.InitOutfit();
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Item item = Utility.RandomBool() ? null : new RingmailChest();
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if (item != null && !EquipItem(item))
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{
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item.Delete();
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AddItem(new FullApron(Utility.RandomBrightHue()));
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}
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AddItem(new Bascinet());
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AddItem(new SmithHammer());
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item = FindItemOnLayer(Layer.Pants);
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if (item != null)
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{
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item.Hue = Utility.RandomBrightHue();
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}
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item = FindItemOnLayer(Layer.OuterLegs);
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if (item != null)
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{
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item.Hue = Utility.RandomBrightHue();
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}
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item = FindItemOnLayer(Layer.InnerLegs);
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if (item != null)
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{
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item.Hue = Utility.RandomBrightHue();
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}
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item = FindItemOnLayer(Layer.OuterTorso);
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if (item != null)
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{
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item.Hue = Utility.RandomBrightHue();
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}
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item = FindItemOnLayer(Layer.InnerTorso);
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if (item != null)
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{
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item.Hue = Utility.RandomBrightHue();
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}
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item = FindItemOnLayer(Layer.Shirt);
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if (item != null)
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{
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item.Hue = Utility.RandomBrightHue();
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}
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}
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}
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}
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