# 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.
130 lines
3.6 KiB
C#
130 lines
3.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using ModernUO.Serialization;
|
|
using Server.Mobiles;
|
|
|
|
namespace Server.Engines.PlayerMurderSystem;
|
|
|
|
[SerializationGenerator(2)]
|
|
public partial class MurderContext
|
|
{
|
|
[SerializableField(0)]
|
|
[SerializedCommandProperty(AccessLevel.GameMaster)]
|
|
private TimeSpan _shortTermElapse;
|
|
|
|
[SerializableField(1)]
|
|
[SerializedCommandProperty(AccessLevel.GameMaster)]
|
|
private TimeSpan _longTermElapse;
|
|
|
|
[SerializableProperty(2)]
|
|
[CommandProperty(AccessLevel.GameMaster)]
|
|
public int ShortTermMurders
|
|
{
|
|
get => _shortTermMurders;
|
|
set => _shortTermMurders = Math.Max(value, 0);
|
|
}
|
|
|
|
[SerializableField(3)]
|
|
[SerializedCommandProperty(AccessLevel.GameMaster)]
|
|
private int _pingPongs;
|
|
|
|
[SerializableField(4)]
|
|
[SerializedCommandProperty(AccessLevel.GameMaster)]
|
|
private int _bounty;
|
|
|
|
[SerializableField(5)]
|
|
[SerializedCommandProperty(AccessLevel.GameMaster)]
|
|
private DateTime _lastMurderTime;
|
|
|
|
private void MigrateFrom(V0Content content)
|
|
{
|
|
_shortTermElapse = content.ShortTermElapse;
|
|
_longTermElapse = content.LongTermElapse;
|
|
_shortTermMurders = content.ShortTermMurders;
|
|
// Players already at >= 5 kills have crossed the threshold at least once
|
|
_pingPongs = _player.Kills >= 5 ? 1 : 0;
|
|
}
|
|
|
|
private void MigrateFrom(V1Content content)
|
|
{
|
|
_shortTermElapse = content.ShortTermElapse;
|
|
_longTermElapse = content.LongTermElapse;
|
|
_shortTermMurders = content.ShortTermMurders;
|
|
_pingPongs = content.PingPongs;
|
|
// _bounty defaults to 0
|
|
// Default to now so the bounty board date display is sensible for migrated contexts
|
|
_lastMurderTime = Core.Now;
|
|
}
|
|
|
|
public PlayerMobile _player;
|
|
|
|
public PlayerMobile Player => _player;
|
|
|
|
// Wall clock time for next short or long term expiration
|
|
internal DateTime _nextElapse;
|
|
|
|
public MurderContext(PlayerMobile player) => _player = player;
|
|
|
|
public void ResetKillTime()
|
|
{
|
|
var gameTime = _player.GameTime;
|
|
|
|
if (ShortTermMurders > 0)
|
|
{
|
|
ShortTermElapse = gameTime + PlayerMurderSystem.ShortTermMurderDuration;
|
|
}
|
|
|
|
if (_player.Kills > 0)
|
|
{
|
|
LongTermElapse = gameTime + PlayerMurderSystem.LongTermMurderDuration;
|
|
}
|
|
}
|
|
|
|
public void DecayKills()
|
|
{
|
|
var gameTime = _player.GameTime;
|
|
|
|
if (ShortTermMurders > 0 && _shortTermElapse < gameTime)
|
|
{
|
|
ShortTermElapse += PlayerMurderSystem.ShortTermMurderDuration;
|
|
--ShortTermMurders;
|
|
}
|
|
|
|
if (_player.Kills > 0 && _longTermElapse < gameTime)
|
|
{
|
|
LongTermElapse += PlayerMurderSystem.LongTermMurderDuration;
|
|
--_player.Kills;
|
|
}
|
|
}
|
|
|
|
public bool CanRemove() => _pingPongs <= 0 && _shortTermMurders <= 0 && _player.Kills <= 0;
|
|
|
|
public bool CheckStart()
|
|
{
|
|
_nextElapse = DateTime.MaxValue;
|
|
|
|
var now = Core.Now;
|
|
var gameTime = _player.GameTime;
|
|
|
|
if (ShortTermMurders > 0)
|
|
{
|
|
_nextElapse = now + (ShortTermElapse - gameTime);
|
|
}
|
|
|
|
if (_player.Kills > 0)
|
|
{
|
|
_nextElapse = Utility.Min(_nextElapse, now + (LongTermElapse - gameTime));
|
|
}
|
|
|
|
return _nextElapse != DateTime.MaxValue;
|
|
}
|
|
|
|
public class EqualityComparer : IEqualityComparer<MurderContext>
|
|
{
|
|
public static EqualityComparer Default { get; } = new ();
|
|
|
|
public bool Equals(MurderContext x, MurderContext y) => x?._player == y?._player;
|
|
|
|
public int GetHashCode(MurderContext context) => context._player?.GetHashCode() ?? 0;
|
|
}
|
|
}
|