ModernUO/Projects/UOContent/Gumps/VendorInventoryGump.cs
Kamron Batman 402f3bc934
perf: Migrate vendor management gumps to DynamicGump/StaticGump (#2431)
## Summary
Converts `ReclaimVendorGump`, `VendorInventoryGump`, and the five gumps in `VendorRentalGumps.cs` from legacy `Gump` to `DynamicGump` / `StaticGump<T>` with the static `DisplayTo` entry-point pattern.

| Gump | Target | Reason |
|---|---|---|
| `ReclaimVendorGump` | DynamicGump | Variable vendor inventory list count. |
| `VendorInventoryGump` | DynamicGump | Variable inventory list; keeps `from` (per-row button depends on owner check). |
| `BaseVendorRentalGump` (abstract) → `VendorRentalContractGump`, `VendorRentalOfferGump`, `RenterVendorRentalGump`, `LandlordVendorRentalGump` | DynamicGump | Layout has many conditional sections driven by `GumpType` enum. |
| `VendorRentalRefundGump` | StaticGump | Fixed layout; vendor name, shop name, refund amount in `BuildStrings` placeholders. |

All builder labels and string slots use `$"{value}"` interpolated-string-handler form for zero-allocation text.

Updates callers in `PlayerMobile`, `HouseSign`, `RentedVendor`, and `VendorRentalContract`.
2026-05-03 10:19:12 -07:00

150 lines
4.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Server.Mobiles;
using Server.Multis;
using Server.Network;
namespace Server.Gumps;
public class VendorInventoryGump : DynamicGump
{
private readonly BaseHouse _house;
private readonly Mobile _from;
private readonly VendorInventory[] _inventories;
public override bool Singleton => true;
private VendorInventoryGump(BaseHouse house, Mobile from) : base(50, 50)
{
_house = house;
_from = from;
_inventories = house.VendorInventories.ToArray();
}
public static void DisplayTo(Mobile from, BaseHouse house)
{
if (from?.NetState != null && house?.Deleted == false && house.VendorInventories.Count != 0)
{
from.SendGump(new VendorInventoryGump(house, from));
}
}
protected override void BuildLayout(ref DynamicGumpBuilder builder)
{
builder.AddPage();
builder.AddBackground(0, 0, 420, 50 + 20 * _inventories.Length, 0x13BE);
builder.AddImageTiled(10, 10, 400, 20, 0xA40);
builder.AddHtmlLocalized(15, 10, 200, 20, 1062435, 0x7FFF); // Reclaim Vendor Inventory
builder.AddHtmlLocalized(330, 10, 50, 20, 1062465, 0x7FFF); // Expires
builder.AddImageTiled(10, 40, 400, 20 * _inventories.Length, 0xA40);
for (var i = 0; i < _inventories.Length; i++)
{
var inventory = _inventories[i];
var y = 40 + 20 * i;
if (inventory.Owner == _from)
{
builder.AddButton(10, y, 0xFA5, 0xFA7, i + 1);
}
builder.AddLabel(45, y, 0x481, $"{inventory.ShopName} ({inventory.VendorName})");
var expire = inventory.ExpireTime - Core.Now;
var hours = (int)expire.TotalHours;
builder.AddLabel(320, y, 0x481, $"{hours}");
builder.AddHtmlLocalized(350, y, 50, 20, 1062466, 0x7FFF); // hour(s)
}
}
public override void OnResponse(NetState sender, in RelayInfo info)
{
if (info.ButtonID == 0)
{
return;
}
var from = sender.Mobile;
var sign = _house.Sign;
if (_house.Deleted || sign?.Deleted != false || !from.CheckAlive())
{
return;
}
if (from.Map != sign.Map || !from.InRange(sign, 5))
{
from.SendLocalizedMessage(1062429); // You must be within five paces of the house sign to use this option.
return;
}
var index = info.ButtonID - 1;
if (index < 0 || index >= _inventories.Length)
{
return;
}
var inventory = _inventories[index];
if (inventory.Owner != from || !_house.VendorInventories.Contains(inventory))
{
return;
}
var totalItems = 0;
var givenToBackpack = 0;
var givenToBankBox = 0;
for (var i = inventory.Items.Count - 1; i >= 0; i--)
{
var item = inventory.Items[i];
if (item.Deleted)
{
inventory.Items.RemoveAt(i);
continue;
}
totalItems += 1 + item.TotalItems;
if (from.PlaceInBackpack(item))
{
inventory.Items.RemoveAt(i);
givenToBackpack += 1 + item.TotalItems;
}
else if (from.BankBox.TryDropItem(from, item, false))
{
inventory.Items.RemoveAt(i);
givenToBankBox += 1 + item.TotalItems;
}
}
// The vendor you selected had ~1_COUNT~ items in its inventory, and ~2_AMOUNT~ gold in its account.
from.SendLocalizedMessage(1062436, $"{totalItems}\t{inventory.Gold}");
var givenGold = Banker.DepositUpTo(from, inventory.Gold);
inventory.Gold -= givenGold;
// ~1_AMOUNT~ gold has been deposited into your bank box.
from.SendLocalizedMessage(1060397, givenGold.ToString());
// ~1_COUNT~ items have been removed from the shop inventory and placed in your backpack.
// ~2_BANKCOUNT~ items were removed from the shop inventory and placed in your bank box.
from.SendLocalizedMessage(1062437, $"{givenToBackpack}\t{givenToBankBox}");
if (inventory.Gold > 0 || inventory.Items.Count > 0)
{
// Some of the shop inventory would not fit in your backpack or bank box. Please free up some room and try again.
from.SendLocalizedMessage(1062440);
}
else
{
inventory.Delete();
from.SendLocalizedMessage(1062438); // The shop is now empty of inventory and funds, so it has been deleted.
}
}
}