ModernUO/Projects/UOContent
Kamron Batman 5ce0f1e92b
fix: Require BOD combine items to be player-crafted (#2573)
## Problem

`SmallBOD.EndCombine` validates an item's **type**, **material** and **exceptional quality**, but never checks that the item was actually crafted by a player. Any item matching the request is accepted, including one bought straight from an NPC vendor.

https://github.com/modernuo/ModernUO/blob/main/Projects/UOContent/Engines/Bulk%20Orders/SmallBOD.cs#L117-L168

Where a vendor stocks a type a BOD can request, a player can fill the deed by buying the items instead of crafting them, and pocket the reward gold for the difference.

Tailoring is the clearest case. `SmallTailorBOD.CreateRandomFor` guarantees `Material = None` and `RequireExceptional = false` below 70.1 skill, so the rolled deed asks for plain cloth items — and tailor vendors stock several of those directly. A qty-20 Bandana BOD can be filled entirely from vendor stock for a small fraction of the reward gold, with no crafting and no material cost.

The same shape applies anywhere else a vendor-sold type overlaps a requestable BOD type; tailoring is simply where the low-skill deed generator and the vendor inventory overlap most.

## Fix

Add a `PlayerConstructed` check alongside the existing material and quality checks.

```csharp
var playerConstructed = armor?.PlayerConstructed ?? clothing?.PlayerConstructed ??
    weapon?.PlayerConstructed ?? false;

if (!playerConstructed)
{
    from.SendLocalizedMessage(1045169); // The item is not in the request.
}
```

This follows the pattern already used in `Engines/Craft/Core/Resmelt.cs` (L98-L100, L155-L160) to distinguish crafted from store-bought items, and reuses the same null-coalescing chain style as the adjacent `GetMaterial(armor?.Resource ?? clothing?.Resource ?? CraftResource.None)` line directly above it.

`PlayerConstructed` is already set in `OnCraft` and serialized on all three bases (`BaseArmor`, `BaseWeapon`, `BaseClothing`), so the flag survives restarts and no serialization change is needed.

## Open question — the message

There is no dedicated cliloc for "this item must be crafted", so I reused **1045169** (*"The item is not in the request."*). It is arguably accurate — a vendor-bought item genuinely is not what the deed asked for — but it is not precise, and a player who does not know the rule will find it confusing.

I would rather flag this than invent a string. If there is a better cliloc, I am happy to switch it.

## Testing

`dotnet build Projects/UOContent/UOContent.csproj` — **0 errors, 0 warnings**.

Not covered: I have not added an automated test, as I could not find existing coverage for `EndCombine` to extend. Happy to add one if you would like it, with a pointer to the preferred pattern.

## Compatibility note

Any *already-existing* vendor-bought item in a player's possession will now be rejected by a BOD. That is the intended behaviour, but it is a visible change for anyone mid-deed. Worth a line in release notes.
2026-08-12 20:12:54 -07:00
..
Accounting perf(login): run password hashing on a parked worker thread (#2566) 2026-08-09 00:13:34 -07:00
Assistants chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Commands perf: Sleep the event loop when idle. Fixes networking micro-stalls. Adds event loop instrumentation. (#2559) 2026-08-09 13:24:59 -07:00
Compression feat: Implements new robust/pluggable backup/archive system. (#2388) 2026-03-22 19:51:20 -07:00
Configuration fix: Streamlines insurance. Insurance only executes when enabled. (#2550) 2026-07-26 09:47:49 -07:00
Console feat: Adds console commands (#1714) 2024-03-30 09:40:43 -07:00
Context Menus fix: Moves ContextMenu out of core, streamlines code, fixes bugs (#1873) 2024-07-20 21:33:23 -07:00
Engines fix: Require BOD combine items to be player-crafted (#2573) 2026-08-12 20:12:54 -07:00
Gumps fix: harden idle-sleep scheduling against bad config and misattributed saves (#2567) 2026-08-09 22:05:18 -07:00
Holiday Stuff perf: Migrate Veteran Reward gumps to DynamicGump/StaticGump (#2415) 2026-04-25 20:09:27 -07:00
Items fix: Fixes guardian lazy check on Treasure Map Chests (#2569) 2026-08-10 09:06:43 -07:00
Migrations fix: Stop treasure chest guardian spawn farming via stack splits (#2568) 2026-08-10 09:01:29 -07:00
Misc fix: Removes unnecessary dictionary removal guards (#2565) 2026-08-08 11:50:01 -07:00
Mobiles fix: Removes unnecessary dictionary removal guards (#2565) 2026-08-08 11:50:01 -07:00
Multis fix(housing): register doors, and stop crashing on client component sheets (#2557) 2026-08-04 20:05:28 -07:00
Network perf(login): run password hashing on a parked worker thread (#2566) 2026-08-09 00:13:34 -07:00
Regions fix: Fixes criminals having guards called on them (#2348) 2026-03-13 17:35:47 -07:00
Skills fix: Removes unnecessary dictionary removal guards (#2565) 2026-08-08 11:50:01 -07:00
Special Systems feat: Add zero-alloc interpolation handler to ValueStringBuilder, replace all StringBuilder usage (#2387) 2026-03-22 14:23:44 -07:00
Spells fix(necromancy): correct Blood Oath duration, reflection, and expiry timing (#1690) (#2480) 2026-06-08 23:42:28 -07:00
Systems/JailSystem fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Targets chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Text fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Utilities perf(login): run password hashing on a parked worker thread (#2566) 2026-08-09 00:13:34 -07:00
World Saves perf(messages): mechanical interpolation cleanups (#2436) 2026-05-03 18:26:49 -07:00
Module.cs fix: Fixes sending packets and sidesteps a major issue with stackalloc and PGO in .NET 8 (#1607) 2023-11-21 12:18:20 -08:00
UOContent.csproj fix: Fixes Argon2 verify correctness and the password upgrade lockout (#2562) 2026-08-08 00:24:59 -07:00