## Summary Migrates the Quest system gumps from legacy `Gump` to `DynamicGump` / `StaticGump<T>`. **Renames** `Engines/ML Quests/Gumps/BaseQuestGump` to **`BaseMLQuestGump`** to disambiguate from the Core quest abstract (`Engines/Quests/Core/QuestSystem.cs`). Both abstracts now extend `DynamicGump`. **Abstract bases**: - `Server.Engines.Quests.BaseQuestGump` (Core) - now `abstract DynamicGump`. Holds constants and a static `AddHtmlObject(ref DynamicGumpBuilder, ...)` helper. Concrete subclasses each provide their own `BuildLayout`. - `Server.Engines.MLQuests.Gumps.BaseMLQuestGump` (ML, renamed) - now `abstract DynamicGump` with a `protected abstract BuildContent(ref DynamicGumpBuilder)` hook. The base's `BuildLayout` draws shared chrome (background art, frame, label header) and then invokes `BuildContent`; subclasses use `BuildPage`, `SetTitle`, `RegisterButton`, `SetPageCount`, and content helpers (`AddDescription`, `AddObjectives`, `AddObjectivesProgress`, `AddRewardsPage`, `AddRewards`, `AddConversation`). **Concrete Core gumps** migrated to `DynamicGump`: - `QuestCancelGump`, `QuestOfferGump` (Core), `QuestObjectivesGump`, `QuestConversationsGump`, `QuestLogUpdatedGump`, `QuestItemInfoGump`, `SheetMusicOfferGump` (Impresario), `PaintedImageGump` (renamed from `PaintedImage.InternalGump`). **Concrete ML gumps** migrated to `DynamicGump` (extending `BaseMLQuestGump` or directly): - `InfoNPCGump`, `QuestConversationGump`, `QuestLogDetailedGump`, `QuestLogGump`, `QuestOfferGump` (ML), `QuestReportBackGump`, `QuestRewardGump`, `QuestCancelConfirmGump`, `RaceChangeConfirmGump`. **`StaticGump<T>` migrations**: - `ScrollOfAbraxusGump` (Dark Tides). Its layout is a single hard-coded cliloc (1060116) with no per-instance dynamic content - safe to cache. **Cliloc rule**: Every other quest dialog bakes per-instance cliloc IDs into its layout (quest titles, NPC names, race-specific prompts, era-conditional progress messages, escort destinations). Per the cliloc rule, baking different cliloc numbers into a cached layout would defeat `StaticGump<T>` caching - so all of these are `DynamicGump`. **Signature changes** to support the migration: - `QuestObjective.RenderMessage`/`RenderProgress` now take `ref DynamicGumpBuilder builder` (15 overrides updated across Collector, Solen Matriarch, Ambitious Solen Queen, Study of the Solen Hive, Terrible Hatchlings, The Summoning, Uzeraan Turmoil, Witch Apprentice, Emino's Undertaking). - ML `BaseObjective.WriteToGump` / `BaseObjectiveInstance.WriteToGump` / `BaseReward.WriteToGump` now take `ref DynamicGumpBuilder` (KillObjective, GainSkillObjective, EscortObjective, CollectObjective, DeliverObjective, BaseReward). **Empty-gump and `Singleton` rules**: All concrete gumps now have private constructors with static `DisplayTo` entry points that null-check the player NetState before allocation. All gumps that shouldn't stack are `Singleton => true`. **External callers updated**: `MLQuest.SendOffer`/`OnRefuse`, `MLQuestEntry.SendProgressGump`/`SendRewardGump`/`SendReportBackGump`, `MLQuestSystem.QuestGumpRequest` and `ViewQuestsCommand`, `BoonCollector` (Darius/Nedrick), `SirHelper.OnDoubleClick` (no longer caches a single shared `InfoNPCGump` instance - `DisplayTo` constructs one per click and the gump's `Singleton => true` handles deduplication), `RaceChangeDeed.OnDoubleClick`, `PaintedImage.OnDoubleClick`, `ScrollOfAbraxus.OnDoubleClick`, `Impresario.OnTalk`, and `PlayerMobile`'s `BaseQuestGump` alias is now `BaseMLQuestGump`. **Concrete subclasses found beyond the listed entry points**: `SheetMusicOfferGump` (in Impresario.cs), `PaintedImageGump` (was `PaintedImage.InternalGump`), `QuestObjectivesGump`, `QuestConversationsGump`, `QuestLogUpdatedGump`, `QuestItemInfoGump` (the Core base has these embedded across `QuestSystem.cs`/`QuestObjective.cs`/`QuestConversation.cs`/`QuestItemInfo.cs`). **Code-standards cleanup**: Renamed legacy `m_X` private fields to `_x` in rewritten files; braces on all control flow.
348 lines
10 KiB
C#
348 lines
10 KiB
C#
using System;
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using System.Buffers;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Gumps;
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using Server.Items;
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using Server.Mobiles;
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using Server.Network;
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using Server.Spells.Fifth;
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using Server.Spells.Ninjitsu;
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using Server.Spells.Seventh;
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namespace Server.Engines.MLQuests.Gumps
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{
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public interface IRaceChanger
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{
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bool CheckComplete(PlayerMobile from);
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void ConsumeNeeded(PlayerMobile from);
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void OnCancel(PlayerMobile from);
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}
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public class RaceChangeConfirmGump : DynamicGump
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{
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private static Dictionary<NetState, RaceChangeState> m_Pending;
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private readonly IRaceChanger _owner;
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private readonly Race _race;
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public override bool Singleton => true;
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private RaceChangeConfirmGump(IRaceChanger owner, Race targetRace) : base(50, 50)
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{
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_owner = owner;
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_race = targetRace;
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}
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public static void DisplayTo(PlayerMobile from, IRaceChanger owner, Race targetRace)
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{
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if (from?.NetState == null || targetRace == null)
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{
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return;
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}
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from.SendGump(new RaceChangeConfirmGump(owner, targetRace));
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}
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protected override void BuildLayout(ref DynamicGumpBuilder builder)
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{
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builder.AddPage();
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builder.AddBackground(0, 0, 240, 135, 0x2422);
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if (_race == Race.Human)
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{
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builder.AddHtmlLocalized(15, 15, 210, 75, 1073643, 0); // Are you sure you wish to embrace your humanity?
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}
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else if (_race == Race.Elf)
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{
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builder.AddHtmlLocalized(15, 15, 210, 75, 1073642, 0); // Are you sure you want to follow the elven ways?
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}
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else
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{
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builder.AddHtml(15, 15, 210, 75, $"Are you sure you want to change your race to {_race.Name}?");
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}
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builder.AddButton(160, 95, 0xF7, 0xF8, 1);
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builder.AddButton(90, 95, 0xF2, 0xF1, 0);
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}
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public override void OnResponse(NetState sender, in RelayInfo info)
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{
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var from = sender.Mobile;
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switch (info.ButtonID)
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{
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case 0: // Cancel
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{
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_owner?.OnCancel((PlayerMobile)from);
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break;
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}
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case 1: // Okay
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{
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if (_owner?.CheckComplete((PlayerMobile)from) != false)
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{
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Offer(_owner, (PlayerMobile)from, _race);
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}
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break;
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}
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}
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}
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public static unsafe void Initialize()
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{
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m_Pending = new Dictionary<NetState, RaceChangeState>();
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IncomingExtendedCommandPackets.RegisterExtended(0x2A, true, &RaceChangeReply);
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}
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public static bool IsPending(NetState state) => state != null && m_Pending.ContainsKey(state);
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private static void Offer(IRaceChanger owner, PlayerMobile from, Race targetRace)
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{
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var ns = from.NetState;
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if (ns == null || !CanChange(from, targetRace))
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{
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return;
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}
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CloseCurrent(ns);
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m_Pending[ns] = new RaceChangeState(owner, ns, targetRace);
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ns.SendRaceChanger(from.Female, targetRace);
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}
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private static void CloseCurrent(NetState ns)
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{
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if (m_Pending.TryGetValue(ns, out var state))
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{
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state._timeoutToken.Cancel();
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m_Pending.Remove(ns);
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}
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ns.SendCloseRaceChanger();
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}
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private static void Timeout(NetState ns)
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{
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if (IsPending(ns))
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{
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m_Pending.Remove(ns);
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ns.SendCloseRaceChanger();
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}
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}
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public static bool IsWearingEquipment(Mobile from)
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{
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foreach (var item in from.Items)
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{
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switch (item.Layer)
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{
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case Layer.Hair:
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case Layer.FacialHair:
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case Layer.Backpack:
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case Layer.Mount:
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case Layer.Bank:
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{
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continue; // ignore
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}
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default:
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{
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return true;
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}
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}
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}
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return false;
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}
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private static bool CanChange(PlayerMobile from, Race targetRace)
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{
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if (from.Deleted)
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{
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return false;
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}
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if (from.Race == targetRace)
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{
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from.SendLocalizedMessage(1111918); // You are already that race.
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}
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else if (!MondainsLegacy.CheckML(from, false))
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{
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from.SendLocalizedMessage(1073651); // You must have Mondain's Legacy before proceeding...
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}
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else if (!from.Alive)
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{
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from.SendLocalizedMessage(1073646); // Only the living may proceed...
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}
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else if (from.Mounted)
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{
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from.SendLocalizedMessage(1073647); // You may not continue while mounted...
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}
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// TODO: Does this cover everything?
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else if (!from.CanBeginAction<PolymorphSpell>() || DisguisePersistence.IsDisguised(from) ||
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AnimalForm.UnderTransformation(from) || !from.CanBeginAction<IncognitoSpell>() ||
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from.IsBodyMod)
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{
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from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
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}
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else if (from.Spell?.IsCasting == true)
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{
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from.SendLocalizedMessage(1073649); // One may not proceed while embracing magic...
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}
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else if (from.Poisoned)
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{
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from.SendLocalizedMessage(1073652); // You must be healthy to proceed...
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}
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else if (IsWearingEquipment(from))
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{
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from.SendLocalizedMessage(1073650); // To proceed you must be unburdened by equipment...
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}
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else
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{
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return true;
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}
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return false;
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}
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private static void RaceChangeReply(NetState state, SpanReader reader)
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{
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if (!m_Pending.TryGetValue(state, out var raceChangeState))
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{
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return;
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}
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CloseCurrent(state);
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if (state.Mobile is not PlayerMobile pm)
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{
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return;
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}
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var owner = raceChangeState.m_Owner;
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var targetRace = raceChangeState.m_TargetRace;
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if (reader.Length == 5)
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{
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owner?.OnCancel(pm);
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return;
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}
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if (!CanChange(pm, targetRace) || owner?.CheckComplete(pm) == false)
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{
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return;
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}
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int hue = reader.ReadUInt16();
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int hairItemId = reader.ReadUInt16();
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int hairHue = reader.ReadUInt16();
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int facialHairItemId = reader.ReadUInt16();
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int facialHairHue = reader.ReadUInt16();
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pm.Race = targetRace;
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pm.Hue = targetRace.ClipSkinHue(hue) | 0x8000;
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if (targetRace.ValidateHair(pm, hairItemId))
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{
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pm.HairItemID = hairItemId;
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pm.HairHue = targetRace.ClipHairHue(hairHue);
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}
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else
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{
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pm.HairItemID = 0;
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}
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if (targetRace.ValidateFacialHair(pm, facialHairItemId))
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{
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pm.FacialHairItemID = facialHairItemId;
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pm.FacialHairHue = targetRace.ClipHairHue(facialHairHue);
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}
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else
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{
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pm.FacialHairItemID = 0;
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}
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if (targetRace == Race.Human)
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{
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pm.SendLocalizedMessage(1073654); // You are now fully human.
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}
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else if (targetRace == Race.Elf)
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{
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pm.SendLocalizedMessage(1073653); // You are now fully initiated into the Elven culture.
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}
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else
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{
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pm.SendMessage($"You have fully changed your race to {targetRace.Name}.");
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}
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owner?.ConsumeNeeded(pm);
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}
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private class RaceChangeState
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{
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private static readonly TimeSpan m_TimeoutDelay = TimeSpan.FromMinutes(1);
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public readonly IRaceChanger m_Owner;
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public readonly Race m_TargetRace;
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public TimerExecutionToken _timeoutToken;
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public RaceChangeState(IRaceChanger owner, NetState ns, Race targetRace)
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{
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m_Owner = owner;
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m_TargetRace = targetRace;
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Timer.StartTimer(m_TimeoutDelay, () => Timeout(ns), out _timeoutToken);
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}
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}
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}
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[SerializationGenerator(0, false)]
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public partial class RaceChangeDeed : Item, IRaceChanger
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{
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[Constructible]
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public RaceChangeDeed() : base(0x14F0) => LootType = LootType.Blessed;
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public override string DefaultName => "a race change deed";
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public bool CheckComplete(PlayerMobile pm)
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{
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if (Deleted)
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{
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return false;
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}
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if (!IsChildOf(pm.Backpack))
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{
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pm.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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return false;
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}
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return true;
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}
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public void ConsumeNeeded(PlayerMobile pm)
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{
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Consume();
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}
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public void OnCancel(PlayerMobile pm)
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{
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (from is not PlayerMobile pm)
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{
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return;
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}
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if (CheckComplete(pm))
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{
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RaceChangeConfirmGump.DisplayTo(pm, this, pm.Race == Race.Human ? Race.Elf : Race.Human);
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}
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}
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}
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}
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