ModernUO/Projects/UOContent/Engines/Player Murder System/MurderContext.cs
Jack 6b6cc10771
feat: T2A ping-pong mechanic and consider sins behaviour (#2356)
## Summary

- Adds `Mobile.Murderer` virtual property and consolidates kill-threshold checks across the codebase
- Tracks ping-pong count: how many times a player crosses the 5-kill murderer threshold (T2A/UOR/UOTD only, disabled on LBR+)
- Adds `[CommandProperty]` to view a player's ping-pong count via the admin panel
- After enough ping-pongs, player is permanently flagged as a murderer regardless of kill count
- Accounts for perma-red players with low kills in murderer status transition notifications
- Implements era-appropriate "I must consider my sins" speech responses:
  - **T2A**: contextual cliloc flavor text (502122–502126)
  - **UOR–AOS**: raw short/long-term murder counts + ping-pong count if applicable
  - **SE+**: localized stats message (1114370)
- Refactors kill-report logic out of `Keywords.cs` into `PlayerMurderSystem.ReportKillsToSelf`

## Testing

- [x] Thoroughly tested and self reviewed
- [x] Test T2A "I must consider my sins" behaviour over all scenarios.
- [x] Test UOR "I must consider my sins" behaviour over all scenarios.
- [x] Test that LBR does not have ping pongs enabled (I must consider my sins)
- [x] Test serialization cross over from v0 -> v1 increments 1 ping pong if player is already red.

## Notes
* Manually setting kills to 5 does not trigger a ping pong, it must go through the actual murder system. This includes if the kills were manually set to 5 and then migrated (as manually setting kills to 5 never adds the player into the murder system - it only happens via ReportMurderer). This is arguably a bug in the existing system, but one that currently only ever happens via staff interaction.
* Thieves guild SuspendOnMurder specifically checks for kills > 0. This means a person with 0 shorts but 5 ping pongs (flagged as murderer) can steal. This may be accurate, as according to a forum post this is how it works on UOSA which is the T2A gold standard.
* This doesn't implement Pre-T2A behaviour which should be that "I must consider my sins" does nothing at all. The reason I didn't implement it for Pre-T2A is then it 100% have to sit behind a feature flag. I don't mind adding it as a feature flag, just let me know.
2026-03-10 23:10:27 -07:00

111 lines
3 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Mobiles;
namespace Server.Engines.PlayerMurderSystem;
[SerializationGenerator(1)]
public partial class MurderContext
{
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _shortTermElapse;
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _longTermElapse;
[SerializableProperty(2)]
[CommandProperty(AccessLevel.GameMaster)]
public int ShortTermMurders
{
get => _shortTermMurders;
set => _shortTermMurders = Math.Max(value, 0);
}
[SerializableField(3)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _pingPong;
private void MigrateFrom(V0Content content)
{
_shortTermElapse = content.ShortTermElapse;
_longTermElapse = content.LongTermElapse;
_shortTermMurders = content.ShortTermMurders;
// Players already at >= 5 kills have crossed the threshold at least once
_pingPong = _player.Kills >= 5 ? 1 : 0;
}
public PlayerMobile _player;
public PlayerMobile Player => _player;
// Wall clock time for next short or long term expiration
internal DateTime _nextElapse;
public MurderContext(PlayerMobile player) => _player = player;
public void ResetKillTime()
{
var gameTime = _player.GameTime;
if (ShortTermMurders > 0)
{
ShortTermElapse = gameTime + PlayerMurderSystem.ShortTermMurderDuration;
}
if (_player.Kills > 0)
{
LongTermElapse = gameTime + PlayerMurderSystem.LongTermMurderDuration;
}
}
public void DecayKills()
{
var gameTime = _player.GameTime;
if (ShortTermMurders > 0 && _shortTermElapse < gameTime)
{
ShortTermElapse += PlayerMurderSystem.ShortTermMurderDuration;
--ShortTermMurders;
}
if (_player.Kills > 0 && _longTermElapse < gameTime)
{
LongTermElapse += PlayerMurderSystem.LongTermMurderDuration;
--_player.Kills;
}
}
public bool CanRemove() => _pingPong <= 0 && _shortTermMurders <= 0 && _player.Kills <= 0;
public bool CheckStart()
{
_nextElapse = DateTime.MaxValue;
var now = Core.Now;
var gameTime = _player.GameTime;
if (ShortTermMurders > 0)
{
_nextElapse = now + (ShortTermElapse - gameTime);
}
if (_player.Kills > 0)
{
_nextElapse = Utility.Min(_nextElapse, now + (LongTermElapse - gameTime));
}
return _nextElapse != DateTime.MaxValue;
}
public class EqualityComparer : IEqualityComparer<MurderContext>
{
public static EqualityComparer Default { get; } = new ();
public bool Equals(MurderContext x, MurderContext y) => x?._player == y?._player;
public int GetHashCode(MurderContext context) => context._player?.GetHashCode() ?? 0;
}
}