ModernUO/Projects/UOContent/Items/Body Parts/Head.cs
Jack 9f39198fab
feat: Adds pre-T2A-pub15 bounty system (#2377)
# 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.
2026-03-22 12:35:16 -07:00

83 lines
2.4 KiB
C#

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