## Summary Migrates the Old Guild System (pre-AOS guild stones) gumps from the legacy `Gump` class to `DynamicGump`, following the same pattern used for the Quest gump migration in #2416. All concrete gumps now have private constructors gated by static `DisplayTo` entry points (empty-gump rule), and `Singleton => true` is set across the board so reopening a sibling dialog automatically closes the previous one. **Migrated gumps:** - `GuildGump` - main guild dialog - `GuildmasterGump` - guildmaster functions - `GuildCharterGump` - charter and website display - `GuildWarGump` - warfare status (kept as player-facing) - `GuildWarAdminGump` - war menu (retained as player-facing - reachable from `GuildmasterGump`'s WAR button by guildmasters) - `GuildChangeTypeGump` - Standard/Order/Chaos selection **Abstract bases:** `GuildListGump` and `GuildMobileListGump` keep their shared list-rendering chrome inside a single concrete `BuildLayout` on the abstract class and expose a `protected abstract void BuildHeader(ref DynamicGumpBuilder builder)` hook for subclasses (replacing the old `Design()` override). This mirrors the abstract-base treatment used for the ML quest base in the quest-gump migration PR. **Concrete subclasses migrated alongside the abstract bases:** - `GuildListGump` subclasses: `GuildAcceptWarGump`, `GuildDeclarePeaceGump`, `GuildDeclareWarGump`, `GuildRejectWarGump`, `GuildRescindDeclarationGump` - `GuildMobileListGump` subclasses: `DeclareFealtyGump`, `GrantGuildTitleGump`, `GuildAdminCandidatesGump`, `GuildCandidatesGump`, `GuildDismissGump`, `GuildRosterGump` **Cliloc rule:** Every gump bakes per-instance dynamic content (guild names, member names, war declarations, candidate lists), which would defeat `StaticGump<T>` caching. Per the cliloc rule, all are `DynamicGump`. **External callers updated:** the prompt files (`GuildAbbrvPrompt`, `GuildCharterPrompt`, `GuildDeclareWarPrompt`, `GuildNamePrompt`, `GuildTitlePrompt`, `GuildWebsitePrompt`), `RecruitTarget`, the `Guildstone` item, and the New Guild System `GuildInfoGump`'s Order/Chaos handler all now go through static `DisplayTo` entry points instead of `new XGump(...)`.
150 lines
5.6 KiB
C#
150 lines
5.6 KiB
C#
using Server.Factions;
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using Server.Guilds;
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using Server.Network;
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namespace Server.Gumps
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{
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public class GuildAdminCandidatesGump : GuildMobileListGump
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{
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private GuildAdminCandidatesGump(Guild guild) : base(guild, true, guild.Candidates)
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{
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}
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public static void DisplayTo(Mobile from, Guild guild)
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{
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if (from?.NetState == null || guild == null)
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{
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return;
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}
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GuildGump.EnsureClosed(from);
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from.SendGump(new GuildAdminCandidatesGump(guild));
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}
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protected override void BuildHeader(ref DynamicGumpBuilder builder)
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{
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builder.AddHtmlLocalized(20, 10, 400, 35, 1013075); // Accept or Refuse candidates for membership
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builder.AddButton(20, 400, 4005, 4007, 1);
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builder.AddHtmlLocalized(55, 400, 245, 30, 1013076); // Accept
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builder.AddButton(300, 400, 4005, 4007, 2);
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builder.AddHtmlLocalized(335, 400, 100, 35, 1013077); // Refuse
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}
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public override void OnResponse(NetState state, in RelayInfo info)
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{
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var from = state.Mobile;
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if (GuildGump.BadLeader(from, _guild))
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{
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return;
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}
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switch (info.ButtonID)
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{
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case 0:
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{
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GuildmasterGump.DisplayTo(from, _guild);
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break;
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}
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case 1: // Accept
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{
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var switches = info.Switches;
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if (switches.Length > 0)
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{
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var index = switches[0];
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if (index >= 0 && index < _list.Count)
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{
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var m = _list[index];
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if (m?.Deleted == false)
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{
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var guildState = PlayerState.Find(_guild.Leader);
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var targetState = PlayerState.Find(m);
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var guildFaction = guildState?.Faction;
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var targetFaction = targetState?.Faction;
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if (guildFaction != targetFaction)
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{
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if (guildFaction == null)
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{
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// That player cannot join a non-faction guild.
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from.SendLocalizedMessage(1013027);
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}
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else if (targetFaction == null)
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{
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// That player must be in a faction before joining this guild.
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from.SendLocalizedMessage(1013026);
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}
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else
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{
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// That person has a different faction affiliation.
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from.SendLocalizedMessage(1013028);
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}
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break;
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}
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if (targetState?.IsLeaving == true)
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{
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// OSI does this quite strangely, so we'll just do it this way
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from.SendMessage(
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"That person is quitting their faction and so you may not recruit them."
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);
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break;
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}
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_guild.Candidates.Remove(m);
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_guild.Accepted.Add(m);
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if (_guild.Candidates.Count > 0)
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{
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DisplayTo(from, _guild);
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}
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else
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{
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GuildmasterGump.DisplayTo(from, _guild);
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}
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}
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}
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}
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break;
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}
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case 2: // Refuse
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{
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var switches = info.Switches;
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if (switches.Length > 0)
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{
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var index = switches[0];
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if (index >= 0 && index < _list.Count)
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{
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var m = _list[index];
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if (m?.Deleted == false)
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{
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_guild.Candidates.Remove(m);
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if (_guild.Candidates.Count > 0)
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{
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DisplayTo(from, _guild);
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}
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else
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{
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GuildmasterGump.DisplayTo(from, _guild);
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}
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}
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}
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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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}
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}
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