ModernUO/Projects/UOContent/Gumps/Guilds/New Guild System/WarDeclarationGump.cs
Kamron Batman 9c2ac2b8ea
perf: Migrates New Guild System gumps from legacy Gump. (#2422)
## Summary

Migrates the eight concrete New Guild System gumps (CreateGuild, GuildInfo,
GuildMemberInfo, GuildRoster, GuildDiplomacy, WarDeclaration,
GuildAdvancedSearch, GuildInvitationRequest) and three abstract bases
(BaseGuildGump, BaseGuildListGump, OtherGuildInfo) from the legacy `Gump`
class to `DynamicGump`. Layout work moves from constructor-side `AddX(...)`
calls into `BuildLayout(ref DynamicGumpBuilder builder)` — the abstract
`BaseGuildGump` now provides a `BuildContent` callout for shared
tab-strip chrome, and `BaseGuildListGump<T>` adds another
`BuildListExtras` hook so subclasses can paint highlighted titles after
the filter/sort/pagination chrome.

The headline win is the **self-refresh pattern** on the list gumps and
diplomacy advanced search. Previously each filter/sort/back/forward
click allocated a brand new gump via `GetResentGump`. After migration,
those handlers mutate `_filter`, `_startNumber`, `_comparer`, `_ascending`,
or `_display` on the existing gump and call `from.SendGump(this)`,
letting the singleton path in `NetStateGumps.Send` swap in the same
instance with the new layout. The original list is preserved separately
from the per-render filtered/sorted `_displayList`, so refreshes pick up
the latest state without losing the source list.

All guild gumps deal with per-instance dynamic strings (guild names,
member names, war declarations, alliance names), which would defeat
`StaticGump<T>` caching per the cliloc rule, so every concrete subclass
migrates to `DynamicGump`. `AllianceRosterGump` (in `Misc/Guild.cs`)
is a `GuildDiplomacyGump` subclass and inherits the new behavior; its
unused override and stored alliance reference were dropped along with
the now-obsolete `GetResentGump` abstract.
2026-05-03 00:09:22 -07:00

157 lines
7.2 KiB
C#

using System;
using Server.Gumps;
using Server.Mobiles;
using Server.Network;
namespace Server.Guilds
{
public class WarDeclarationGump : BaseGuildGump
{
private readonly Guild _other;
public WarDeclarationGump(PlayerMobile pm, Guild g, Guild otherGuild) : base(pm, g) => _other = otherGuild;
protected override bool ShowTabStrip => false;
protected override void BuildContent(ref DynamicGumpBuilder builder)
{
var war = Guild.FindPendingWar(_other);
builder.AddBackground(0, 0, 500, 340, 0x24AE);
builder.AddBackground(65, 50, 370, 30, 0x2486);
// <div align=center><i>Declaration of War</i></div>
builder.AddHtmlLocalized(75, 55, 370, 26, 1062979, 0x3C00);
builder.AddImage(410, 45, 0x232C);
builder.AddHtmlLocalized(65, 95, 200, 20, 1063009, 0x14AF); // <i>Duration of War</i>
builder.AddHtmlLocalized(65, 120, 400, 20, 1063010, 0x0); // Enter the number of hours the war will last.
builder.AddBackground(65, 150, 40, 30, 0x2486);
builder.AddTextEntry(70, 154, 50, 30, 0x481, 10, $"{war?.WarLength.Hours ?? 0}");
builder.AddHtmlLocalized(65, 195, 200, 20, 1063011, 0x14AF); // <i>Victory Condition</i>
builder.AddHtmlLocalized(65, 220, 400, 20, 1063012, 0x0); // Enter the winning number of kills.
builder.AddBackground(65, 250, 40, 30, 0x2486);
builder.AddTextEntry(70, 254, 50, 30, 0x481, 11, $"{war?.MaxKills ?? 0}");
builder.AddBackground(190, 270, 130, 26, 0x2486);
builder.AddButton(195, 275, 0x845, 0x846, 0);
builder.AddHtmlLocalized(220, 273, 90, 26, 1006045, 0x0); // Cancel
builder.AddBackground(330, 270, 130, 26, 0x2486);
builder.AddButton(335, 275, 0x845, 0x846, 1);
builder.AddHtmlLocalized(360, 273, 90, 26, 1062989, 0x5000); // Declare War!
}
public override void OnResponse(NetState sender, in RelayInfo info)
{
var pm = sender.Mobile as PlayerMobile;
if (!IsMember(pm, Guild))
{
return;
}
var playerRank = pm!.GuildRank;
switch (info.ButtonID)
{
case 1:
{
var alliance = Guild.Alliance;
var otherAlliance = _other.Alliance;
if (!playerRank.GetFlag(RankFlags.ControlWarStatus))
{
pm.SendLocalizedMessage(1063440); // You don't have permission to negotiate wars.
}
else if (alliance != null && alliance.Leader != Guild)
{
// ~1_val~ is not the leader of the ~2_val~ alliance.
pm.SendLocalizedMessage(1063239, $"{Guild.Name}\t{alliance.Name}");
// You need to negotiate via ~1_val~ instead.
pm.SendLocalizedMessage(1070707, alliance.Leader.Name);
}
else if (otherAlliance != null && otherAlliance.Leader != _other)
{
// ~1_val~ is not the leader of the ~2_val~ alliance.
pm.SendLocalizedMessage(1063239, $"{_other.Name}\t{otherAlliance.Name}");
// You need to negotiate via ~1_val~ instead.
pm.SendLocalizedMessage(1070707, otherAlliance.Leader.Name);
}
else
{
var activeWar = Guild.FindActiveWar(_other);
if (activeWar == null)
{
var war = Guild.FindPendingWar(_other);
var otherWar = _other.FindPendingWar(Guild);
// Note: OSI differs from what it says on website. unlimited war = 0 kills/0 hrs.
// Not > 999. (sidenote: they both cap at 65535, 7.5 years, but, still.)
var tKills = info.GetTextEntry(11);
var tWarLength = info.GetTextEntry(10);
var maxKills = tKills == null
? 0
: Math.Clamp(Utility.ToInt32(tKills), 0, 0xFFFF);
var warLength = TimeSpan.FromHours(
tWarLength == null
? 0
: Math.Clamp(Utility.ToInt32(tWarLength), 0, 0xFFFF)
);
if (war != null)
{
war.MaxKills = maxKills;
war.WarLength = warLength;
war.WarRequester = true;
}
else
{
Guild.PendingWars.Add(new WarDeclaration(Guild, _other, maxKills, warLength, true));
}
if (otherWar != null)
{
otherWar.MaxKills = maxKills;
otherWar.WarLength = warLength;
otherWar.WarRequester = false;
}
else
{
_other.PendingWars.Add(new WarDeclaration(_other, Guild, maxKills, warLength, false));
}
if (war != null)
{
pm.SendLocalizedMessage(1070752); // The proposal has been updated.
}
else
{
// ~1_val~ has proposed a war.
_other.GuildMessage(
1070781,
Guild.Alliance != null
? Guild.Alliance.Name
: Guild.Name
);
}
// War proposal has been sent to ~1_val~.
pm.SendLocalizedMessage(
1070751,
_other.Alliance != null
? _other.Alliance.Name
: _other.Name
);
}
}
break;
}
default:
{
pm.SendGump(new OtherGuildInfo(pm, Guild, _other));
break;
}
}
}
}
}