ModernUO/Projects/UOContent/Engines/Player Murder System/BountyReportMurdererGump.cs
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

82 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using Server.Gumps;
using Server.Mobiles;
using Server.Network;
namespace Server.Engines.PlayerMurderSystem;
public class BountyReportMurdererGump : DynamicGump
{
private readonly List<Mobile> _killers;
private readonly PlayerMobile _victim;
private int _idx;
public BountyReportMurdererGump(PlayerMobile victim, List<Mobile> killers, int idx = 0) : base(0, 0)
{
_victim = victim;
_killers = killers;
_idx = idx;
}
protected override void BuildLayout(ref DynamicGumpBuilder builder)
{
builder.SetNoClose();
builder.SetNoResize();
builder.AddBackground(265, 205, 393, 270, 70000);
builder.AddImage(265, 205, 1140);
builder.AddPage();
builder.AddHtml(325, 255, 300, 60,
$"<BIG>Would you like to report {_killers[_idx].Name} as a murderer?</BIG>");
var bountyMax = Banker.GetBalance(_victim);
if (_killers[_idx].Kills >= 4 && bountyMax > 0)
{
builder.AddHtml(325, 325, 300, 60, $"<BIG>Optional Bounty: [{bountyMax} max] </BIG>");
builder.AddImage(323, 343, 0x475);
builder.AddTextEntry(329, 346, 311, 16, 0, 1);
}
builder.AddButton(385, 395, 0x47B, 0x47D, 1);
builder.AddButton(465, 395, 0x478, 0x47A, 2);
}
public override void OnResponse(NetState state, in RelayInfo info)
{
var from = (PlayerMobile)state.Mobile;
if (info.ButtonID == 1)
{
var killer = _killers[_idx];
if (PlayerMurderSystem.ReportMurder(from, killer) && killer is PlayerMobile pk)
{
var text = info.GetTextEntry(1);
if (!string.IsNullOrWhiteSpace(text) && int.TryParse(text, out var requested) && requested > 0)
{
var bounty = Math.Min(requested, Banker.GetBalance(from));
if (bounty > 0 && Banker.Withdraw(from, bounty))
{
PlayerMurderSystem.AddBounty(pk, bounty);
pk.SendMessage(
$"{from.Name} has placed a bounty of {bounty} {(bounty == 1 ? "gold piece" : "gold pieces")} on your head!"
);
from.SendMessage($"You place a bounty of {bounty}gp on {pk.Name}'s head.");
}
}
}
}
_idx++;
if (_idx < _killers.Count)
{
from.SendGump(new BountyReportMurdererGump(from, _killers, _idx));
}
}
}