> [!Important] > **Developer Note** > This code change will **completely move gumps out of the core** ### Summary - Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
141 lines
4.6 KiB
C#
141 lines
4.6 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Server.Mobiles;
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using Server.Multis;
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using Server.Network;
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namespace Server.Gumps
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{
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public class VendorInventoryGump : Gump
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{
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private readonly BaseHouse m_House;
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private readonly List<VendorInventory> m_Inventories;
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public override bool Singleton => true;
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public VendorInventoryGump(BaseHouse house, Mobile from) : base(50, 50)
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{
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m_House = house;
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m_Inventories = house.VendorInventories.ToList();
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AddBackground(0, 0, 420, 50 + 20 * m_Inventories.Count, 0x13BE);
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AddImageTiled(10, 10, 400, 20, 0xA40);
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AddHtmlLocalized(15, 10, 200, 20, 1062435, 0x7FFF); // Reclaim Vendor Inventory
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AddHtmlLocalized(330, 10, 50, 20, 1062465, 0x7FFF); // Expires
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AddImageTiled(10, 40, 400, 20 * m_Inventories.Count, 0xA40);
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for (var i = 0; i < m_Inventories.Count; i++)
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{
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var inventory = m_Inventories[i];
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var y = 40 + 20 * i;
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if (inventory.Owner == from)
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{
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AddButton(10, y, 0xFA5, 0xFA7, i + 1);
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}
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AddLabel(45, y, 0x481, $"{inventory.ShopName} ({inventory.VendorName})");
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var expire = inventory.ExpireTime - Core.Now;
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var hours = (int)expire.TotalHours;
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AddLabel(320, y, 0x481, hours.ToString());
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AddHtmlLocalized(350, y, 50, 20, 1062466, 0x7FFF); // hour(s)
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}
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}
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public override void OnResponse(NetState sender, in RelayInfo info)
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{
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if (info.ButtonID == 0)
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{
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return;
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}
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var from = sender.Mobile;
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var sign = m_House.Sign;
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if (m_House.Deleted || sign?.Deleted != false || !from.CheckAlive())
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{
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return;
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}
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if (from.Map != sign.Map || !from.InRange(sign, 5))
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{
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from.SendLocalizedMessage(1062429); // You must be within five paces of the house sign to use this option.
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return;
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}
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var index = info.ButtonID - 1;
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if (index < 0 || index >= m_Inventories.Count)
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{
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return;
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}
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var inventory = m_Inventories[index];
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if (inventory.Owner != from || !m_House.VendorInventories.Contains(inventory))
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{
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return;
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}
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var totalItems = 0;
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var givenToBackpack = 0;
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var givenToBankBox = 0;
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for (var i = inventory.Items.Count - 1; i >= 0; i--)
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{
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var item = inventory.Items[i];
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if (item.Deleted)
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{
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inventory.Items.RemoveAt(i);
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continue;
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}
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totalItems += 1 + item.TotalItems;
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if (from.PlaceInBackpack(item))
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{
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inventory.Items.RemoveAt(i);
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givenToBackpack += 1 + item.TotalItems;
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}
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else if (from.BankBox.TryDropItem(from, item, false))
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{
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inventory.Items.RemoveAt(i);
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givenToBankBox += 1 + item.TotalItems;
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}
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}
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from.SendLocalizedMessage(
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1062436,
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$"{totalItems}\t{inventory.Gold}"
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); // The vendor you selected had ~1_COUNT~ items in its inventory, and ~2_AMOUNT~ gold in its account.
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var givenGold = Banker.DepositUpTo(from, inventory.Gold);
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inventory.Gold -= givenGold;
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from.SendLocalizedMessage(
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1060397,
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givenGold.ToString()
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); // ~1_AMOUNT~ gold has been deposited into your bank box.
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from.SendLocalizedMessage(
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1062437,
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$"{givenToBackpack}\t{givenToBankBox}"
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); // ~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.
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if (inventory.Gold > 0 || inventory.Items.Count > 0)
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{
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from.SendLocalizedMessage(
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1062440
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); // Some of the shop inventory would not fit in your backpack or bank box. Please free up some room and try again.
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}
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else
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{
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inventory.Delete();
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from.SendLocalizedMessage(1062438); // The shop is now empty of inventory and funds, so it has been deleted.
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}
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}
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}
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}
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