## 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
351 lines
11 KiB
C#
351 lines
11 KiB
C#
// T2A crafting system: packet-based, not gump-based
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using System;
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using Server.Items;
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using Server.Menus.ItemLists;
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using Server.Targeting;
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namespace Server.Engines.Craft.T2A;
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public static class T2ACraftSystem
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{
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/// <summary>
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/// Whether T2A packet-based crafting menus are active. Set once at startup from the
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/// "t2aCraftMenus" server setting (default: !Core.UOTD). Not flippable at runtime.
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/// </summary>
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public static bool Enabled { get; set; }
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public static void ShowMenu(Mobile from, CraftSystem craftSystem, BaseTool tool, Item preTarget = null)
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{
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if (!Enabled)
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{
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return;
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}
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if (craftSystem == DefBlacksmithy.CraftSystem)
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{
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// Lost Lands flow: resource selection first, then menu
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BlacksmithMenu.ResourceSelection(from, tool, (mob, t) =>
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{
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var menu = new BlacksmithMenu(mob, t);
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if (menu.Entries.Length == 0)
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{
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mob.SendAsciiMessage("You lack the skill and materials to craft anything.");
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return;
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}
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mob.SendMenu(menu);
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}, preTarget);
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}
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else if (craftSystem == DefAlchemy.CraftSystem)
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{
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if (preTarget is BaseReagent or Bottle || preTarget == null)
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{
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ShowMenuDirect<AlchemyMenu>(from, tool);
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}
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else
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{
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PromptForResource(from, tool, craftSystem, "Target a reagent or empty bottle.",
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item => item is BaseReagent or Bottle);
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}
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}
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else if (craftSystem == DefBowFletching.CraftSystem)
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{
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if (preTarget is Log or Board or Feather or Shaft || preTarget == null)
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{
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ShowMenuDirect<BowFletchingMenu>(from, tool);
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}
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else
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{
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PromptForResource(from, tool, craftSystem, "Target the wood or feathers you wish to use.",
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item => item is Log or Board or Feather or Shaft);
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}
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}
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else if (craftSystem == DefCarpentry.CraftSystem)
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{
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if (preTarget is Log or Board || preTarget == null)
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{
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ShowMenuDirect<CarpentryMenu>(from, tool);
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}
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else
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{
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PromptForResource(from, tool, craftSystem, "Target the wood you wish to use.",
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item => item is Log or Board);
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}
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}
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else if (craftSystem == DefCartography.CraftSystem)
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{
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if (preTarget is BlankMap || preTarget == null)
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{
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ShowMenuDirect<CartographyMenu>(from, tool);
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}
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else
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{
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PromptForResource(from, tool, craftSystem, "Target a blank map.",
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item => item is BlankMap);
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}
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}
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else if (craftSystem == DefInscription.CraftSystem)
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{
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if (preTarget is BlankScroll or BaseReagent or RecallRune || preTarget == null)
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{
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ShowMenuDirect<InscriptionMenu>(from, tool);
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}
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else
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{
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PromptForResource(from, tool, craftSystem, "Target the blank scrolls you wish to use.",
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item => item is BlankScroll or BaseReagent or RecallRune);
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}
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}
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else if (craftSystem == DefTailoring.CraftSystem)
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{
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TailoringMenu.ResourceSelection(from, tool, preTarget);
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}
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else if (craftSystem == DefTinkering.CraftSystem)
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{
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TinkeringMenu.ResourceSelection(from, tool, preTarget);
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}
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}
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private static void ShowMenuDirect<T>(Mobile from, BaseTool tool) where T : ItemListMenu
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{
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var menu = (T)Activator.CreateInstance(typeof(T), from, tool);
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if (menu.Entries.Length == 0)
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{
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from.SendAsciiMessage("You lack the skill and materials to craft anything.");
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return;
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}
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from.SendMenu(menu);
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}
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private static void PromptForResource(
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Mobile from, BaseTool tool, CraftSystem system, string message, Func<Item, bool> isValid
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)
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{
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from.SendAsciiMessage(message);
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from.Target = new CraftResourceTarget(tool, system, message, isValid);
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}
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private class CraftResourceTarget : Target
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{
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private readonly BaseTool _tool;
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private readonly CraftSystem _system;
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private readonly string _message;
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private readonly Func<Item, bool> _isValid;
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public CraftResourceTarget(
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BaseTool tool, CraftSystem system, string message, Func<Item, bool> isValid
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) : base(12, false, TargetFlags.None)
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{
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_tool = tool;
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_system = system;
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_message = message;
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_isValid = isValid;
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}
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (targeted is Item item && _isValid(item))
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{
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ShowMenu(from, _system, _tool, item);
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return;
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}
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from.SendAsciiMessage(_message);
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from.Target = new CraftResourceTarget(_tool, _system, _message, _isValid);
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}
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}
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/// <summary>
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/// Persists the selected resource type as a LastResourceIndex on the craft context,
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/// so that make-last can recall which resource was used.
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/// </summary>
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public static void SetLastResourceIndex(Mobile from, CraftSystem system, Type selectedResourceType)
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{
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if (selectedResourceType == null)
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{
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return;
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}
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var context = system.GetContext(from);
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var resCol = system.CraftSubRes;
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if (context == null || !resCol.Init)
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{
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return;
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}
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for (var i = 0; i < resCol.Count; i++)
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{
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if (resCol[i].ItemType == selectedResourceType)
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{
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context.LastResourceIndex = i;
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return;
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}
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}
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}
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/// <summary>
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/// Checks if a player can craft a specific item, accounting for sub-resource types.
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/// When <paramref name="selectedResourceType"/> is non-null, checks against that specific sub-resource.
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/// When null, checks against ANY available sub-resource the player has sufficient skill and materials for.
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/// </summary>
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public static bool CanCraftItem(
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Mobile from, CraftItem itemDef, CraftSystem system, Type selectedResourceType = null
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)
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{
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var pack = from.Backpack;
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if (pack == null)
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{
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return false;
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}
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var chance = itemDef.GetSuccessChance(from, selectedResourceType, system, false, out var allRequiredSkills);
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if (!allRequiredSkills || chance <= 0.0)
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{
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return false;
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}
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var resCol = system.CraftSubRes;
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for (var i = 0; i < itemDef.Resources.Count; i++)
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{
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var res = itemDef.Resources[i];
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var resType = res.ItemType;
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// If this resource is the base sub-resource type (e.g. IronIngot for blacksmithing),
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// handle sub-resource substitution
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if (resCol.Init && resType == resCol.ResType)
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{
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if (selectedResourceType != null)
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{
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// Specific resource selected — check skill gate for this sub-resource
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var subRes = resCol.SearchFor(selectedResourceType);
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if (subRes != null && from.Skills[system.MainSkill].Value < subRes.RequiredSkill)
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{
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return false;
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}
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// Check if player has enough of the selected resource
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if (GetResourceAmount(pack, selectedResourceType) < res.Amount)
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{
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return false;
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}
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}
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else if (!HasAnySufficientSubResource(from, pack, res.Amount, system, resCol))
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{
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return false;
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}
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}
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else if (GetResourceAmount(pack, resType) < res.Amount)
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Convenience overload that resolves a Type to a CraftItem first.
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/// </summary>
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public static bool CanCraftItem(Mobile from, Type itemType, CraftSystem system, Type selectedResourceType = null)
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{
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var itemDef = system.CraftItems.SearchFor(itemType);
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return itemDef != null && CanCraftItem(from, itemDef, system, selectedResourceType);
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}
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/// <summary>
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/// Filters static template entries to only those the player can craft.
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/// </summary>
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public static ItemListEntry[] FilterEntries(
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Mobile from, ItemListEntry[] staticEntries, Type[] types, CraftSystem system, Type selectedResourceType = null
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)
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{
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var filtered = new ItemListEntry[staticEntries.Length];
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var count = 0;
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for (var i = 0; i < staticEntries.Length; i++)
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{
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var entry = staticEntries[i];
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var typeIndex = entry.CraftIndex;
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if (typeIndex >= 0 && typeIndex < types.Length &&
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CanCraftItem(from, types[typeIndex], system, selectedResourceType))
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{
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filtered[count++] = entry;
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}
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}
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if (count == 0)
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{
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return [];
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}
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if (count < filtered.Length)
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{
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Array.Resize(ref filtered, count);
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}
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return filtered;
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}
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/// <summary>
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/// Returns true if at least one item in the type array is craftable.
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/// </summary>
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public static bool AnyCraftableInCategory(
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Mobile from, Type[] types, CraftSystem system, Type selectedResourceType = null
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)
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{
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for (var i = 0; i < types.Length; i++)
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{
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if (CanCraftItem(from, types[i], system, selectedResourceType))
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Equivalent type pairs mirroring CraftItem.m_TypesTable — used so that menu filtering
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/// counts boards when checking for logs, hides when checking for leather, etc.
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/// </summary>
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private static readonly Type[][] _equivalentTypes =
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[
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[typeof(Log), typeof(Board)],
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[typeof(Cloth), typeof(UncutCloth)],
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[typeof(Items.Leather), typeof(Hides)]
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];
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private static int GetResourceAmount(Container pack, Type type)
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{
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for (var i = 0; i < _equivalentTypes.Length; i++)
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{
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if (_equivalentTypes[i][0] == type)
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{
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return pack.GetAmount(_equivalentTypes[i]);
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}
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}
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return pack.GetAmount(type);
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}
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private static bool HasAnySufficientSubResource(
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Mobile from, Container pack, int amountNeeded, CraftSystem system, CraftSubResCol resCol
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)
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{
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for (var j = 0; j < resCol.Count; j++)
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{
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var subRes = resCol[j];
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if (from.Skills[system.MainSkill].Value >= subRes.RequiredSkill &&
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GetResourceAmount(pack, subRes.ItemType) >= amountNeeded)
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{
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return true;
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}
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}
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return false;
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}
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}
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