ModernUO/Projects/UOContent/Engines/ConPVP/Gumps/ParticipantGump.cs
Kamron Batman a74c7f9d4e
perf: Migrates ConPVP lobby gumps from legacy Gump. (#2423)
## Summary

Migrates 14 ConPVP lobby/tournament gumps from legacy `Gump` to modern `DynamicGump`/`StaticGump<T>`. Layouts move into `BuildLayout(ref DynamicGumpBuilder)`, constructors become private, and validation moves into static `DisplayTo` entry points (empty-gump rule).

**Per-gump base type decisions:**

- `BeginGump` → `StaticGump<BeginGump>`: layout is fully fixed (no dynamic content). All other gumps below are `DynamicGump` because they bake dynamic player names, guild abbreviations, ruleset titles, arena names, tournament participant names, ladder rankings, or per-instance rule modifications. Per the cliloc/dynamic-text rule, dynamic content forces `DynamicGump`.
- `ReadyGump`, `ReadyUpGump` → `DynamicGump` (per-instance participant rosters).
- `AcceptDuelGump`, `AcceptTeamGump`, `ConfirmSignupGump` → `DynamicGump` (challenger/registrar/team names, dynamic rule modifications).
- `PickRulesetGump`, `RulesetGump` → `DynamicGump` (ruleset titles and option labels per instance).
- `ParticipantGump`, `DuelContextGump` → `DynamicGump` (player rosters/team labels).
- `LadderGump` → `DynamicGump` (ladder entries: ranks, levels, guild abbrs, names, wins/losses).
- `ArenaGump` → `DynamicGump` (arena names with active player names).
- `PreferencesGump` → `DynamicGump` (arena name list).
- `TournamentBracketGump` (~1k LOC) → `DynamicGump`. The whole gump is one type-switched view that re-renders on every button press across `Index`, `Rules_Info`, `Participant_List`, `Participant_Info`, `Round_List`, `Round_Info`, `Match_Info`, `Player_Info`. All branches bake per-instance content.

**Refresh-via-this conversions (the big perf wins):**

- `LadderGump`: page +/- now mutates `_page` and calls `from.SendGump(this)` instead of allocating a new `LadderGump`.
- `PickRulesetGump`: ruleset apply / flavor toggle now refreshes via `this`.
- `ParticipantGump`: increase/decrease team size, remove player, target failure all refresh via `this`.
- `DuelContextGump`: failed-start and add-participant refresh via `this`.
- `ConfirmSignupGump`: every signup-validation rejection branch in `OnResponse` and every `AddPlayer_OnTarget` rejection branch refreshes via `this` (was allocating a new gump per branch).
- `TournamentBracketGump`: every navigation button (back/forward, type change, page change, drill-down) mutates `_type`/`_object`/`_list`/`_page` and refreshes via `this`. Previously each click allocated a new 1k LOC gump.

All gumps are `Singleton`, use private constructors with static `DisplayTo` entry points that null-check `NetState` before allocation. External callers in `DuelContext`, `TournamentBracketItem`, `TournamentController`, `TournamentSignupItem`, and the cross-references between `AcceptDuelGump`/`ParticipantGump`/`AcceptTeamGump`/`ConfirmSignupGump` are all updated to use `DisplayTo`. Legacy `m_X` fields renamed to `_x` per coding standards.
2026-05-03 01:06:04 -07:00

259 lines
7.9 KiB
C#

using Server.Gumps;
using Server.Mobiles;
using Server.Network;
using Server.Targeting;
namespace Server.Engines.ConPVP;
public class ParticipantGump : DynamicGump
{
public override bool Singleton => true;
private ParticipantGump(DuelContext context, Participant p) : base(50, 50)
{
Context = context;
Participant = p;
}
public static void DisplayTo(Mobile from, DuelContext context, Participant p)
{
if (from?.NetState == null || context == null || p == null)
{
return;
}
var gumps = from.GetGumps();
gumps.Close<RulesetGump>();
gumps.Close<DuelContextGump>();
from.SendGump(new ParticipantGump(context, p));
}
public DuelContext Context { get; }
public Participant Participant { get; }
protected override void BuildLayout(ref DynamicGumpBuilder builder)
{
var count = Participant.Players.Length;
if (count < 4)
{
count = 4;
}
builder.AddPage();
var height = 35 + 10 + 22 + 22 + 30 + 22 + 2 + count * 22 + 2 + 30;
builder.AddBackground(0, 0, 300, height, 9250);
builder.AddBackground(10, 10, 280, height - 20, 0xDAC);
builder.AddButton(240, 25, 0xFB1, 0xFB3, 3);
builder.AddHtml(35, 25, 230, 20, Center("Participant Setup"));
var x = 35;
var y = 47;
builder.AddHtml(x, y, 200, 20, $"Team Size: {Participant.Players.Length}");
y += 22;
AddGoldenButtonLabeled(ref builder, x + 20, y, 1, "Increase");
y += 22;
AddGoldenButtonLabeled(ref builder, x + 20, y, 2, "Decrease");
y += 30;
builder.AddHtml(35, y, 230, 20, Center("Players"));
y += 22;
for (var i = 0; i < Participant.Players.Length; ++i)
{
var pl = Participant.Players[i];
AddGoldenButtonLabeled(ref builder, x, y, 5 + i, $"{1 + i}: {(pl == null ? "Empty" : pl.Mobile.Name)}");
y += 22;
}
}
private static string Center(string text) => $"<CENTER>{text}</CENTER>";
private static void AddGoldenButton(ref DynamicGumpBuilder builder, int x, int y, int bid)
{
builder.AddButton(x, y, 0xD2, 0xD2, bid);
builder.AddButton(x + 3, y + 3, 0xD8, 0xD8, bid);
}
private static void AddGoldenButtonLabeled(ref DynamicGumpBuilder builder, int x, int y, int bid, string text)
{
AddGoldenButton(ref builder, x, y, bid);
builder.AddHtml(x + 25, y, 200, 20, text);
}
public override void OnResponse(NetState sender, in RelayInfo info)
{
if (!Context.Registered)
{
return;
}
var from = sender.Mobile;
var bid = info.ButtonID;
switch (bid)
{
case 0:
{
DuelContextGump.DisplayTo(from, Context);
return;
}
case 1 when Participant.Count < 8:
{
Participant.Resize(Participant.Count + 1);
break;
}
case 1:
{
from.SendMessage("You may not raise the team size any further.");
break;
}
case 2 when Participant.Count > 1 && Participant.Count > Participant.FilledSlots:
{
Participant.Resize(Participant.Count - 1);
break;
}
case 2:
{
from.SendMessage("You may not lower the team size any further.");
break;
}
case 3 when Participant.FilledSlots > 0:
{
from.SendMessage("There is at least one currently active player. You must remove them first.");
break;
}
case 3 when Context.Participants.Count > 2:
{
Context.Participants.Remove(Participant);
DuelContextGump.DisplayTo(from, Context);
return;
}
case 3:
{
from.SendMessage("Duels must have at least two participating parties.");
break;
}
default:
{
bid -= 5;
if (bid >= 0 && bid < Participant.Players.Length)
{
if (Participant.Players[bid] == null)
{
from.Target = new ParticipantTarget(Context, Participant, bid);
from.SendMessage("Target a player.");
return;
}
Participant.Players[bid].Mobile.SendMessage("You have been removed from the duel.");
if (Participant.Players[bid].Mobile is PlayerMobile playerMobile)
{
playerMobile.DuelPlayer = null;
}
Participant.Players[bid] = null;
from.SendMessage("They have been removed from the duel.");
}
else
{
return;
}
break;
}
}
from.SendGump(this); // refresh-via-this
}
private class ParticipantTarget : Target
{
private readonly DuelContext _context;
private readonly int _index;
private readonly Participant _participant;
public ParticipantTarget(DuelContext context, Participant p, int index) : base(12, false, TargetFlags.None)
{
_context = context;
_participant = p;
_index = index;
}
protected override void OnTarget(Mobile from, object targeted)
{
if (!_context.Registered)
{
return;
}
if (_index < 0 || _index >= _participant.Players.Length)
{
return;
}
if (targeted is not Mobile mob)
{
from.SendMessage("That is not a player.");
}
else if (!mob.Player)
{
if (mob.Body.IsHuman)
{
mob.SayTo(from, 1005443); // Nay, I would rather stay here and watch a nail rust.
}
else
{
mob.SayTo(from, 1005444); // The creature ignores your offer.
}
}
else if (AcceptDuelGump.IsIgnored(mob, from) || mob.Blessed)
{
from.SendMessage("They ignore your offer.");
}
else if (mob is not PlayerMobile pm)
{
}
else if (pm.DuelContext != null)
{
from.SendMessage($"{pm.Name} cannot fight because they are already assigned to another duel.");
}
else if (DuelContext.CheckCombat(pm))
{
from.SendMessage(
$"{pm.Name} cannot fight because they have recently been in combat with another player."
);
}
else if (mob.HasGump<AcceptDuelGump>())
{
from.SendMessage($"{mob.Name} has already been offered a duel.");
}
else
{
if (_participant.Find(from) == null)
{
from.SendMessage($"You send a challenge to {mob.Name}.");
}
else
{
from.SendMessage($"You send an invitation to {mob.Name}.");
}
AcceptDuelGump.DisplayTo(from, mob, _context, _participant, _index);
}
}
protected override void OnTargetFinish(Mobile from) => DisplayTo(from, _context, _participant);
}
}