# Bounty Boards <img width="717" height="382" alt="image" src="https://github.com/user-attachments/assets/455e5206-47d8-4449-805c-19b143d059e5" /> <img width="918" height="637" alt="image" src="https://github.com/user-attachments/assets/e78e1ca2-62b8-4abf-8f69-21438bb1b759" /> <img width="340" height="296" alt="image" src="https://github.com/user-attachments/assets/fd17d7e6-8c53-47df-ac58-a89ea3ef665e" /> ## Setup * Setup as part of decorate when bounty system is enabled * Several bounty board locations with a WarriorGuard spawner in front of the board. Guard spawns and idles around 5 range. ## Tests ### ReportBountyMurdererGump * Follows same behaviour as ReportMurdererGump * Extracted common logic * Didn't use staticgump due to several dynamic parts including input * Optional bounty with validation >0 and <bankbox.total * Murder report is honored either way ### Bounty boards * Open bounty board with many bounties, no bounties * Keep a bounty board open, invalidate a bounty by turning in the head, then try to click on the post of the now invalid post. As expected: does nothing * Bounty messages use the last murder time as their post date and expire in 14 days * Bounty boards/messages are not reliant on serialization; they use serialized fields from MurderContext to build messages when clicked. * Bounty messages use synthetic serials so they do not have to persist bounty messages as items. They are constructed and sent as raw packets when needed. * Players only appear on the bounty board if they are a murderer (though a non-murderer can technically still have a bounty if they decayed kills) * Tested skin/hair color descriptions vs a dozen spot checks ### Head turn in behaviour * Guard accepts head * Bounty -> gives bounty * No bounty -> generic response * Expired head (24h) -> generic response NOTE: CUO "latest" has a bug with bounty/bulletinmessages that causes overflow outside of the container. It has nothing to do with this PR. It is fixed here in CUO https://github.com/ClassicUO/ClassicUO/pull/1871 # Murderer title Bounty system and "murderer" title eliminated in [pub16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/). So UO:LBR and before had bounties and murderer title. # Pre-T2A caveat There were differences in pre-T2A, but this cannot be currently implemented because we do not have any pre-T2A systems in general, so at least for now, behavior is consistent with later eras. Pre-T2A was a whole other ballgame, but the bounty system still worked similarly.
90 lines
3 KiB
C#
90 lines
3 KiB
C#
using System.Buffers;
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using ModernUO.Serialization;
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using Server.Engines.PlayerMurderSystem;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Items;
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[SerializationGenerator(0, false)]
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public partial class BountyBoard : BaseBulletinBoard
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{
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// Offset added to player serials (max 0x3FFFFFFF) to produce synthetic serials
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// in the unused range (0x80000001–0xBFFFFFFF) for BB packets. Reversible by subtraction.
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private const uint SyntheticSerialBase = 0x80000000;
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[Constructible]
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public BountyBoard() : base(0x1E5E) => BoardName = "bounty board";
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public override void OnSingleClick(Mobile from)
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{
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var count = PlayerMurderSystem.GetActiveBountyCount();
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if (count > 0)
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{
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LabelTo(from, $"a bounty board with {count} posted {(count == 1 ? "bounty" : "bounties")}");
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}
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else
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{
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LabelTo(from, 1042679); // a bounty board with no bounties posted.
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}
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}
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public override void PostMessage(Mobile from, BulletinMessage thread, string subject, string[] lines)
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{
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from.SendLocalizedMessage(1062398); // You are not allowed to post to this bulletin board.
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!CheckRange(from))
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
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return;
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}
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var state = from.NetState;
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state.SendBBDisplayBoard(this);
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BountyMessage.SendBountyContainerContent(state, this, SyntheticSerialBase);
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}
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public override bool HandleBBRequest(int packetID, Mobile from, SpanReader reader)
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{
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switch (packetID)
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{
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case 3: // Request content
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case 4: // Request header
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{
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var syntheticSerial = reader.ReadUInt32();
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var playerSerial = (Serial)(syntheticSerial - SyntheticSerialBase);
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if (World.FindMobile(playerSerial) is PlayerMobile player &&
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PlayerMurderSystem.GetMurderContext(player, out var context) &&
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context.Bounty > 0)
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{
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BountyMessage.SendBountyBBMessage(
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from.NetState,
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this,
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(Serial)syntheticSerial,
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player,
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context.Bounty,
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context.LastMurderTime,
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packetID == 3
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);
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}
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return true;
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}
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case 5: // Post - blocked
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{
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from.SendLocalizedMessage(1062398); // You are not allowed to post to this bulletin board.
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return true;
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}
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case 6: // Remove - blocked
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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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}
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