ModernUO/Projects/UOContent/Engines/ML Quests/MLQuestEntry.cs
Kamron Batman b90ac0d481
perf: Migrate Quest gumps to DynamicGump (#2416)
## Summary

Migrates the Quest system gumps from legacy `Gump` to `DynamicGump` / `StaticGump<T>`.

**Renames** `Engines/ML Quests/Gumps/BaseQuestGump` to **`BaseMLQuestGump`** to
disambiguate from the Core quest abstract (`Engines/Quests/Core/QuestSystem.cs`).
Both abstracts now extend `DynamicGump`.

**Abstract bases**:
- `Server.Engines.Quests.BaseQuestGump` (Core) - now `abstract DynamicGump`. Holds constants and a static `AddHtmlObject(ref DynamicGumpBuilder, ...)` helper. Concrete subclasses each provide their own `BuildLayout`.
- `Server.Engines.MLQuests.Gumps.BaseMLQuestGump` (ML, renamed) - now `abstract DynamicGump` with a `protected abstract BuildContent(ref DynamicGumpBuilder)` hook. The base's `BuildLayout` draws shared chrome (background art, frame, label header) and then invokes `BuildContent`; subclasses use `BuildPage`, `SetTitle`, `RegisterButton`, `SetPageCount`, and content helpers (`AddDescription`, `AddObjectives`, `AddObjectivesProgress`, `AddRewardsPage`, `AddRewards`, `AddConversation`).

**Concrete Core gumps** migrated to `DynamicGump`:
- `QuestCancelGump`, `QuestOfferGump` (Core), `QuestObjectivesGump`, `QuestConversationsGump`, `QuestLogUpdatedGump`, `QuestItemInfoGump`, `SheetMusicOfferGump` (Impresario), `PaintedImageGump` (renamed from `PaintedImage.InternalGump`).

**Concrete ML gumps** migrated to `DynamicGump` (extending `BaseMLQuestGump` or directly):
- `InfoNPCGump`, `QuestConversationGump`, `QuestLogDetailedGump`, `QuestLogGump`, `QuestOfferGump` (ML), `QuestReportBackGump`, `QuestRewardGump`, `QuestCancelConfirmGump`, `RaceChangeConfirmGump`.

**`StaticGump<T>` migrations**:
- `ScrollOfAbraxusGump` (Dark Tides). Its layout is a single hard-coded cliloc (1060116) with no per-instance dynamic content - safe to cache.

**Cliloc rule**: Every other quest dialog bakes per-instance cliloc IDs into its layout (quest titles, NPC names, race-specific prompts, era-conditional progress messages, escort destinations). Per the cliloc rule, baking different cliloc numbers into a cached layout would defeat `StaticGump<T>` caching - so all of these are `DynamicGump`.

**Signature changes** to support the migration:
- `QuestObjective.RenderMessage`/`RenderProgress` now take `ref DynamicGumpBuilder builder` (15 overrides updated across Collector, Solen Matriarch, Ambitious Solen Queen, Study of the Solen Hive, Terrible Hatchlings, The Summoning, Uzeraan Turmoil, Witch Apprentice, Emino's Undertaking).
- ML `BaseObjective.WriteToGump` / `BaseObjectiveInstance.WriteToGump` / `BaseReward.WriteToGump` now take `ref DynamicGumpBuilder` (KillObjective, GainSkillObjective, EscortObjective, CollectObjective, DeliverObjective, BaseReward).

**Empty-gump and `Singleton` rules**: All concrete gumps now have private constructors with static `DisplayTo` entry points that null-check the player NetState before allocation. All gumps that shouldn't stack are `Singleton => true`.

**External callers updated**: `MLQuest.SendOffer`/`OnRefuse`, `MLQuestEntry.SendProgressGump`/`SendRewardGump`/`SendReportBackGump`, `MLQuestSystem.QuestGumpRequest` and `ViewQuestsCommand`, `BoonCollector` (Darius/Nedrick), `SirHelper.OnDoubleClick` (no longer caches a single shared `InfoNPCGump` instance - `DisplayTo` constructs one per click and the gump's `Singleton => true` handles deduplication), `RaceChangeDeed.OnDoubleClick`, `PaintedImage.OnDoubleClick`, `ScrollOfAbraxus.OnDoubleClick`, `Impresario.OnTalk`, and `PlayerMobile`'s `BaseQuestGump` alias is now `BaseMLQuestGump`.

**Concrete subclasses found beyond the listed entry points**: `SheetMusicOfferGump` (in Impresario.cs), `PaintedImageGump` (was `PaintedImage.InternalGump`), `QuestObjectivesGump`, `QuestConversationsGump`, `QuestLogUpdatedGump`, `QuestItemInfoGump` (the Core base has these embedded across `QuestSystem.cs`/`QuestObjective.cs`/`QuestConversation.cs`/`QuestItemInfo.cs`).

**Code-standards cleanup**: Renamed legacy `m_X` private fields to `_x` in rewritten files; braces on all control flow.
2026-04-25 20:23:13 -07:00

567 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using Server.Engines.MLQuests.Gumps;
using Server.Engines.MLQuests.Objectives;
using Server.Gumps;
using Server.Mobiles;
namespace Server.Engines.MLQuests
{
[Flags]
public enum MLQuestInstanceFlags : byte
{
None = 0x00,
ClaimReward = 0x01,
Removed = 0x02,
Failed = 0x04
}
public class MLQuestInstance
{
private MLQuestInstanceFlags m_Flags;
private IQuestGiver m_Quester;
private TimerExecutionToken _timerToken;
public MLQuestInstance(MLQuest quest, IQuestGiver quester, PlayerMobile player)
{
Quest = quest;
m_Quester = quester;
QuesterType = quester?.GetType();
Player = player;
Accepted = Core.Now;
m_Flags = MLQuestInstanceFlags.None;
Objectives = new BaseObjectiveInstance[quest.Objectives.Count];
BaseObjectiveInstance obj;
var timed = false;
for (var i = 0; i < quest.Objectives.Count; ++i)
{
Objectives[i] = obj = quest.Objectives[i].CreateInstance(this);
if (obj.IsTimed)
{
timed = true;
}
}
Register();
if (timed)
{
Timer.StartTimer(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(5), Slice, out _timerToken);
}
}
public MLQuest Quest { get; set; }
public IQuestGiver Quester
{
get => m_Quester;
set
{
m_Quester = value;
QuesterType = value?.GetType();
}
}
public Type QuesterType { get; private set; }
public PlayerMobile Player { get; set; }
public MLQuestContext PlayerContext => MLQuestSystem.GetOrCreateContext(Player);
public DateTime Accepted { get; set; }
public bool ClaimReward
{
get => GetFlag(MLQuestInstanceFlags.ClaimReward);
set => SetFlag(MLQuestInstanceFlags.ClaimReward, value);
}
public bool Removed
{
get => GetFlag(MLQuestInstanceFlags.Removed);
set => SetFlag(MLQuestInstanceFlags.Removed, value);
}
public bool Failed
{
get => GetFlag(MLQuestInstanceFlags.Failed);
set => SetFlag(MLQuestInstanceFlags.Failed, value);
}
public BaseObjectiveInstance[] Objectives { get; set; }
public bool SkipReportBack => Quest.CompletionMessage.IsNullOrEmpty();
private void Register()
{
Quest?.Instances?.Add(this);
if (Player != null)
{
PlayerContext.QuestInstances.Add(this);
}
}
private void Unregister()
{
Quest?.Instances?.Remove(this);
if (Player != null)
{
PlayerContext.QuestInstances.Remove(this);
}
Removed = true;
}
public bool AllowsQuestItem(Item item, Type type)
{
foreach (var objective in Objectives)
{
if (!objective.Expired && objective.AllowsQuestItem(item, type))
{
return true;
}
}
return false;
}
public bool IsCompleted()
{
var requiresAll = Quest.ObjectiveType == ObjectiveType.All;
foreach (var obj in Objectives)
{
var complete = obj.IsCompleted();
if (complete && !requiresAll)
{
return true;
}
if (!complete && requiresAll)
{
return false;
}
}
return requiresAll;
}
public void CheckComplete()
{
if (IsCompleted())
{
Player.PlaySound(0x5B5); // public sound
foreach (var obj in Objectives)
{
obj.OnQuestCompleted();
}
Quest.CompletionNotice.SendMessageTo(Player, 0x23);
/*
* Advance to the ClaimReward=true stage if this quest has no
* completion message to show anyway. This suppresses further
* triggers of CheckComplete.
*
* For quests that require collections, this is done later when
* the player double clicks the quester.
*/
// An OnQuestCompleted can potentially have removed this instance already
if (!Removed && SkipReportBack && !Quest.RequiresCollection)
{
ContinueReportBack(false);
}
}
}
public void Fail()
{
Failed = true;
}
private void Slice()
{
if (ClaimReward || Removed)
{
StopTimer();
return;
}
var hasAnyFails = false;
var hasAnyLeft = false;
foreach (var obj in Objectives)
{
if (!obj.Expired)
{
if (obj.IsTimed && obj.EndTime <= Core.Now)
{
Player.SendLocalizedMessage(1072258); // You failed to complete an objective in time!
obj.Expired = true;
obj.OnExpire();
hasAnyFails = true;
}
else
{
hasAnyLeft = true;
}
}
}
if (Quest.ObjectiveType == ObjectiveType.All && hasAnyFails || !hasAnyLeft)
{
Fail();
}
if (!hasAnyLeft)
{
StopTimer();
}
}
public void SendProgressGump()
{
QuestConversationGump.DisplayTo(Player, Quest, Quest.InProgressMessage);
}
public void SendRewardOffer()
{
Quest.GetRewards(this);
}
// TODO: Split next quest stuff from SendRewardGump stuff?
public void SendRewardGump()
{
var nextQuestType = Quest.NextQuest;
if (nextQuestType != null)
{
ClaimRewards(); // skip reward gump
if (Removed) // rewards were claimed successfully
{
var nextQuest = MLQuestSystem.FindQuest(nextQuestType);
nextQuest?.SendOffer(m_Quester, Player);
}
}
else
{
QuestRewardGump.DisplayTo(Player, this);
}
}
public void SendReportBackGump()
{
if (SkipReportBack)
{
ContinueReportBack(true); // skip ahead
}
else
{
QuestReportBackGump.DisplayTo(Player, this);
}
}
public void ContinueReportBack(bool sendRewardGump)
{
// There is a backpack check here on OSI for the rewards as well (even though it's not needed...)
if (Quest.ObjectiveType == ObjectiveType.All)
{
// TODO: 1115877 - You no longer have the required items to complete this quest.
foreach (var objective in Objectives)
{
if (!objective.IsCompleted())
{
return;
}
}
foreach (var objective in Objectives)
{
if (!objective.OnBeforeClaimReward())
{
return;
}
}
foreach (var objective in Objectives)
{
objective.OnClaimReward();
}
}
else
{
/* The following behavior is unverified, as OSI (currently) has no collect quest requiring
* only one objective to be completed. It is assumed that only one objective is claimed
* (the first completed one), even when multiple are complete.
*/
var complete = false;
foreach (var objective in Objectives)
{
if (objective.IsCompleted())
{
if (objective.OnBeforeClaimReward())
{
complete = true;
objective.OnClaimReward();
}
break;
}
}
if (!complete)
{
return;
}
}
ClaimReward = true;
if (Quest.HasRestartDelay)
{
PlayerContext.SetDoneQuest(Quest, Core.Now + Quest.GetRestartDelay());
}
// This is correct for ObjectiveType.Any as well
foreach (var objective in Objectives)
{
objective.OnAfterClaimReward();
}
if (sendRewardGump)
{
SendRewardOffer();
}
}
public void ClaimRewards()
{
if (Quest == null || Player?.Deleted != false || !ClaimReward || Removed)
{
return;
}
var rewards = new List<Item>();
foreach (var reward in Quest.Rewards)
{
reward.AddRewardItems(Player, rewards);
}
if (rewards.Count != 0)
{
// On OSI a more naive method of checking is used.
// For containers, only the actual container item counts.
var canFit = true;
foreach (var rewardItem in rewards)
{
if (!Player.AddToBackpack(rewardItem))
{
canFit = false;
break;
}
}
if (!canFit)
{
foreach (var rewardItem in rewards)
{
rewardItem.Delete();
}
// Your backpack is full. You cannot complete the quest and receive your reward.
Player.SendLocalizedMessage(1078524);
return;
}
foreach (var rewardItem in rewards)
{
var rewardName = rewardItem.Name ?? $"#{rewardItem.LabelNumber}";
if (rewardItem.Stackable)
{
// You receive a reward: ~1_QUANTITY~ ~2_ITEM~
Player.SendLocalizedMessage(1115917, $"{rewardItem.Amount}\t{rewardName}");
}
else
{
Player.SendLocalizedMessage(1074360, rewardName); // You receive a reward: ~1_REWARD~
}
}
}
foreach (var objective in Objectives)
{
objective.OnRewardClaimed();
}
Quest.OnRewardClaimed(this);
var context = PlayerContext;
if (Quest.RecordCompletion && !Quest.HasRestartDelay) // Quests with restart delays are logged earlier as per OSI
{
context.SetDoneQuest(Quest);
}
if (Quest.IsChainTriggered)
{
context.ChainOffers.Remove(Quest);
}
var nextQuestType = Quest.NextQuest;
if (nextQuestType != null)
{
var nextQuest = MLQuestSystem.FindQuest(nextQuestType);
if (nextQuest != null && !context.ChainOffers.Contains(nextQuest))
{
context.ChainOffers.Add(nextQuest);
}
}
Remove();
}
public void Cancel()
{
Cancel(false);
}
public void Cancel(bool removeChain)
{
Remove();
Player.SendSound(0x5B3); // private sound
foreach (var obj in Objectives)
{
obj.OnQuestCancelled();
}
Quest.OnCancel(this);
if (removeChain)
{
PlayerContext.ChainOffers.Remove(Quest);
}
}
public void Remove()
{
Unregister();
StopTimer();
}
private void StopTimer()
{
_timerToken.Cancel();
}
public void OnQuesterDeleted()
{
foreach (var obj in Objectives)
{
obj.OnQuesterDeleted();
}
Quest.OnQuesterDeleted(this);
}
public void OnPlayerDeath()
{
foreach (var obj in Objectives)
{
obj.OnPlayerDeath();
}
Quest.OnPlayerDeath(this);
}
private bool GetFlag(MLQuestInstanceFlags flag) => (m_Flags & flag) != 0;
private void SetFlag(MLQuestInstanceFlags flag, bool value)
{
if (value)
{
m_Flags |= flag;
}
else
{
m_Flags &= ~flag;
}
}
public void Serialize(IGenericWriter writer)
{
// Version info is written in MLQuestPersistence.Serialize
MLQuestSystem.WriteQuestRef(writer, Quest);
writer.Write(m_Quester?.Deleted != false ? Serial.MinusOne : m_Quester.Serial);
writer.Write(ClaimReward);
writer.Write(Objectives.Length);
foreach (var objInstance in Objectives)
{
objInstance.Serialize(writer);
}
}
public static MLQuestInstance Deserialize(IGenericReader reader, int version, PlayerMobile pm)
{
var quest = MLQuestSystem.ReadQuestRef(reader);
// TODO: Serialize quester TYPE too, the quest giver reference then becomes optional (only for escorts)
var quester = reader.ReadEntity<IEntity>() as IQuestGiver;
var claimReward = reader.ReadBool();
var objectives = reader.ReadInt();
MLQuestInstance instance;
if (quest != null && quester != null && pm != null)
{
instance = quest.CreateInstance(quester, pm);
instance.ClaimReward = claimReward;
}
else
{
instance = null;
}
for (var i = 0; i < objectives; ++i)
{
BaseObjectiveInstance.Deserialize(
reader,
version,
i < instance?.Objectives.Length ? instance.Objectives[i] : null
);
}
instance?.Slice();
return instance;
}
}
}