## Summary
Adds authentic **T2A-era (pre-UO:Third-Dawn) packet-based crafting menus**, enabled via the **`t2aCraftMenus` server setting** (read once at startup; default **`!Core.UOTD`**, so a pre-UO:TD shard gets them automatically). When enabled, double-clicking a crafting tool opens the classic `0x7C`/`0x7D` item-list menu — skill- and material-filtered — instead of the modern gump, covering all 8 tool/skill crafts (blacksmithy, tailoring, tinkering, carpentry, alchemy, bowcraft/fletching, inscription, cartography). It is **not** a runtime/admin-flippable feature flag.
This is the **definitive, reconciled** branch and **supersedes**:
- **#2181** (Delphi — `T2A_CraftingMenus`): the original effort.
- **#2381** (Jack/UOLL — `t2a_crafting_menus`): the research-grounded superset (Delphi's base + 12 corrections), rebased onto current `main`.
Original authorship is preserved across the cherry-picked history: foundation commit **@Delphi79**, mechanic fixes **@jackuoll (Jack Ward)**, reconciliation/fixes/docs mine.
## How it was built
1. Cherry-picked Jack's 13 commits onto current `main` (superset of Delphi's; only 2 trivial FeatureFlags conflicts).
2. Applied targeted fixes (below) with tests.
3. Full convention audit, build, and test pass.
Grounded in independent historical research plus Jack's deep dive. Maintainer reference: `dev-docs/t2a-crafting.md`.
## Mechanics (highlights)
- Double-click tool → target resource → skill/material-filtered menu → craft. Resource pre-selection per skill; make-last by targeting the tool.
- **Stacked-gem jewelry:** target a gem stack → the **full stack** is consumed and the piece is named by count ("a 1000 diamond ring"); count persists (`BaseJewel` serialization **v4 → v5**, new `_gemCount`).
- **Tool-less inscription & cartography** (skill-list invoked; no pen/sextant); inscription consumes reagents+scroll on success and failure, mana only on success.
- **Tailoring matching-hue consumption:** targeting hued cloth/leather consumes only that hue. Crafted items take color from their **`CraftResource`** (not the dyed hue), so dyed leather/cloth don't tint the product; in T2A only colored ingots/ore color items (metal armor/shields).
- **Half-resources on failed non-scroll crafts** (pre-UO:TD).
- **Maker's mark** always prompted for exceptional items, via the shared `QueryMakersMarkGump`.
- Server-side menu infra changes are additive (`ItemListEntry.CraftIndex`, `Entries` setter, `HasSent`).
## Notable changes on top of the cherry-pick
- **Toggle is a startup server setting, not a feature flag.** Removed `ContentFeatureFlags.T2ACraftMenus` (and its admin-flippable plumbing); the value is read once via `ServerConfiguration.GetSetting("t2aCraftMenus", !Core.UOTD)` into `T2ACraftSystem.Enabled`. Since the default tracks the era and it can't be flipped at runtime, there's no incoherent "menus-on / UO:TD-era" state.
- **Stacked-gem consumption (B3a/B3):** consume the full `PendingGemCount` (was deliberately consuming 1 while naming by the stack), null-safe gem type, plain-piece fallback + message. New `T2AJewelGemCraftTests`.
- **Convention audit:** `new List<Item>()` → `PooledRefList<Item>` on the hue-aware consume path; removed dead code.
## Decisions & deviations
- `make-last` kept as **QoL** (post-T2A gump-era feature).
- `half-on-failure` (non-scroll) kept as a **reconstruction** (not OSI-confirmed).
- **Stacked-gem** behavior set per shard authority (overrides the "single gem" reconstruction).
- **Cooking** out of scope (no T2A crafting menu existed for it).
- **No colored items from dyed materials:** crafted color comes from the `CraftResource` type. Pre-AOS leather has no colored variant, so leather is always uncolored; weapons retain resource color only in AOS+ (unchanged, intended).
## Test plan
- Automated: `dotnet build ModernUO.slnx -c Debug` clean; `dotnet test Projects/UOContent.Tests` → **421 passed** (incl. 3 new jewelry tests).
- Manual (needs a running T2A shard + client):
- [ ] Each of the 8 skills opens the correct menu; empty-menu guard fires.
- [ ] Make-last repeats the last craft (jewelry re-prompts gem).
- [ ] Jewelry consumes the full targeted gem stack and names by count.
- [ ] Cartography consumes blank maps only with T2A enabled / maps+scrolls when disabled.
- [ ] Tailoring consumes only the targeted-hue material; crafted items are not tinted by dyed cloth/leather.
- [ ] Maker's-mark prompt on exceptional.
- [ ] Failed non-scroll craft consumes half resources.
- [ ] Inscription: reagents+scroll on success/failure, mana only on success.
- [ ] T2A disabled: gump crafting unchanged.
## Credits
Co-authored-by: @Delphi79
Co-authored-by: @jackuoll
307 lines
8.8 KiB
C#
307 lines
8.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Collections;
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using Server.Engines.MLQuests.Gumps;
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using Server.Engines.MLQuests.Objectives;
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using Server.Engines.MLQuests.Rewards;
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using Server.Engines.Spawners;
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using Server.Mobiles;
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namespace Server.Engines.MLQuests
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{
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public enum ObjectiveType
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{
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All,
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Any
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}
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public class MLQuest
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{
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// You've completed a quest! Don't forget to collect your reward.
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public static TextDefinition CompletionNoticeDefault = 1072273;
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public static TextDefinition CompletionNoticeShort = 1046258; // Your quest is complete.
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// Your quest is complete. Return for your reward.
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public static TextDefinition CompletionNoticeShortReturn = 1073775;
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// You obtained what you seek, now receive your reward.
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public static TextDefinition CompletionNoticeCraft = 1073967;
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public MLQuest()
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{
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Activated = false;
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Objectives = new List<BaseObjective>();
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ObjectiveType = ObjectiveType.All;
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Rewards = new List<BaseReward>();
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CompletionNotice = CompletionNoticeDefault;
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Instances = new List<MLQuestInstance>();
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SaveEnabled = true;
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}
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public bool Deserialized { get; set; }
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public bool SaveEnabled { get; set; }
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// TODO: Flags? (Deserialized, SaveEnabled, Activated)
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public bool Activated { get; set; }
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public List<BaseObjective> Objectives { get; set; }
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public ObjectiveType ObjectiveType { get; set; }
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public List<BaseReward> Rewards { get; set; }
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public List<MLQuestInstance> Instances { get; set; }
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public bool OneTimeOnly { get; set; }
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public bool HasRestartDelay { get; set; }
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public bool IsEscort => HasObjective<EscortObjective>();
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public bool IsSkillTrainer => HasObjective<GainSkillObjective>();
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public bool RequiresCollection => HasObjective<CollectObjective>() || HasObjective<DeliverObjective>();
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public virtual bool RecordCompletion => OneTimeOnly || HasRestartDelay;
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public virtual bool IsChainTriggered => false;
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public virtual Type NextQuest => null;
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public TextDefinition Title { get; set; }
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public TextDefinition Description { get; set; }
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public TextDefinition RefusalMessage { get; set; }
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public TextDefinition InProgressMessage { get; set; }
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public TextDefinition CompletionMessage { get; set; }
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public TextDefinition CompletionNotice { get; set; }
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public virtual int Version => 0;
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public bool HasObjective<T>() where T : BaseObjective
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{
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foreach (var obj in Objectives)
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{
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if (obj is T)
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{
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return true;
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}
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}
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return false;
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}
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public virtual void Generate()
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{
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if (MLQuestSystem.Debug)
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{
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Console.WriteLine("INFO: Generating quest: {0}", GetType());
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}
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}
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public MLQuestInstance CreateInstance(IQuestGiver quester, PlayerMobile pm) =>
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new(this, quester, pm);
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public bool CanOffer(IQuestGiver quester, PlayerMobile pm, bool message) =>
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CanOffer(quester, pm, MLQuestSystem.GetContext(pm), message);
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public virtual bool CanOffer(IQuestGiver quester, PlayerMobile pm, MLQuestContext context, bool message)
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{
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if (!Activated || quester.Deleted)
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{
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return false;
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}
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if (context != null)
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{
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if (context.IsFull)
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{
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if (message)
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{
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MLQuestSystem.Tell(quester, pm, 1080107); // I'm sorry, I have nothing for you at this time.
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}
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return false;
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}
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var checkQuest = this;
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while (checkQuest != null)
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{
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if (context.HasDoneQuest(checkQuest, out var nextAvailable))
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{
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if (checkQuest.OneTimeOnly)
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{
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if (message)
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{
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MLQuestSystem.Tell(quester, pm, 1075454); // I cannot offer you the quest again.
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}
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return false;
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}
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if (nextAvailable > Core.Now)
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{
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if (message)
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{
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// I'm sorry, but I don't have anything else for you right now.
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// Could you check back with me in a few minutes?
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MLQuestSystem.Tell(quester, pm, 1075575);
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}
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return false;
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}
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}
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if (checkQuest.NextQuest == null)
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{
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break;
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}
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checkQuest = MLQuestSystem.FindQuest(checkQuest.NextQuest);
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}
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}
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foreach (var obj in Objectives)
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{
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if (!obj.CanOffer(quester, pm, message))
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{
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return false;
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}
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}
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return true;
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}
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public virtual void SendOffer(IQuestGiver quester, PlayerMobile pm)
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{
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QuestOfferGump.DisplayTo(pm, this, quester);
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}
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public virtual void OnAccept(IQuestGiver quester, PlayerMobile pm)
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{
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if (!CanOffer(quester, pm, true))
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{
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return;
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}
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var instance = CreateInstance(quester, pm);
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pm.SendLocalizedMessage(1049019); // You have accepted the Quest.
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pm.SendSound(0x2E7); // private sound
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OnAccepted(instance);
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foreach (var obj in instance.Objectives)
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{
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obj.OnQuestAccepted();
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}
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}
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public virtual void OnAccepted(MLQuestInstance instance)
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{
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}
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public virtual void OnRefuse(IQuestGiver quester, PlayerMobile pm)
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{
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QuestConversationGump.DisplayTo(pm, this, RefusalMessage);
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}
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public virtual void GetRewards(MLQuestInstance instance)
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{
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instance.SendRewardGump();
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}
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public virtual void OnRewardClaimed(MLQuestInstance instance)
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{
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}
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public virtual void OnCancel(MLQuestInstance instance)
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{
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}
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public virtual void OnQuesterDeleted(MLQuestInstance instance)
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{
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}
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public virtual void OnPlayerDeath(MLQuestInstance instance)
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{
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}
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public virtual TimeSpan GetRestartDelay() => TimeSpan.FromSeconds(Utility.Random(1, 5) * 30);
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public static void Serialize(IGenericWriter writer, MLQuest quest)
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{
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MLQuestSystem.WriteQuestRef(writer, quest);
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writer.Write(quest.Version);
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}
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public static void Deserialize(IGenericReader reader, int version)
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{
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var quest = MLQuestSystem.ReadQuestRef(reader);
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var oldVersion = reader.ReadInt();
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if (quest == null)
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{
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return; // not saved or no longer exists
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}
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quest.Refresh(oldVersion);
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quest.Deserialized = true;
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}
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public virtual void Refresh(int oldVersion)
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{
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}
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public void PutSpawner(Spawner s, Point3D loc, Map map)
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{
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var name = $"MLQS-{GetType().Name}";
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using var queue = PooledRefQueue<Item>.Create();
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foreach (var item in map.GetItemsAt(loc))
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{
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// This predates GUIDs. Let's build these spawners and export them so we can delete this code!
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if (item is BaseSpawner spawner && spawner.Name == name)
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{
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queue.Enqueue(item);
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}
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}
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while (queue.Count > 0)
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{
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queue.Dequeue().Delete();
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}
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s.Name = name;
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s.MoveToWorld(loc, map);
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}
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public static void PutDeco(Item deco, Point3D loc, Map map)
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{
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using var queue = PooledRefQueue<Item>.Create();
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foreach (var item in map.GetItemsAt(loc))
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{
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if (item.ItemID == deco.ItemID && item.Z == loc.Z)
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{
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queue.Enqueue(item);
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}
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}
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while (queue.Count > 0)
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{
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queue.Dequeue().Delete();
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}
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deco.MoveToWorld(loc, map);
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}
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}
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}
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