# 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.
83 lines
2.4 KiB
C#
83 lines
2.4 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Mobiles;
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namespace Server.Items
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{
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public enum HeadType
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{
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Regular,
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Duel,
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Tournament
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}
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[SerializationGenerator(2, false)]
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public partial class Head : Item
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{
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[InvalidateProperties]
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private string _playerName;
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[InvalidateProperties]
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private HeadType _headType;
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[SerializableField(2)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private PlayerMobile _bountyTarget;
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[SerializableField(3)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private DateTime _carvedTime;
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[Constructible]
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public Head(string playerName) : this(HeadType.Regular, playerName)
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{
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}
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[Constructible]
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public Head(HeadType headType = HeadType.Regular, string playerName = null) : base(0x1DA0)
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{
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_headType = headType;
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_playerName = playerName;
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_carvedTime = Core.Now;
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}
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public override string DefaultName
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{
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get
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{
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if (_playerName == null)
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{
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return base.DefaultName;
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}
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return _headType switch
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{
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HeadType.Duel => $"the head of {_playerName}, taken in a duel",
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HeadType.Tournament => $"the head of {_playerName}, taken in a tournament",
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_ => $"the head of {_playerName}"
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};
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}
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}
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// Pre-codegen legacy data (v1 only — playerName + headType)
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private void Deserialize(IGenericReader reader, int version)
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{
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_playerName = reader.ReadString();
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_headType = (HeadType)reader.ReadEncodedInt();
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// _bountyTarget and _carvedTime default to null / DateTime.MinValue
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}
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private void MigrateFrom(V1Content content)
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{
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_playerName = content.PlayerName;
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_headType = content.HeadType;
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// _bountyTarget defaults to null
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// _carvedTime defaults to DateTime.MinValue (treated as expired)
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}
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}
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}
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