ModernUO/Projects/UOContent/Gumps/VendorInventoryGump.cs
Kamron Batman 16bf3016fb
feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476)
## Summary

Adds authentic **T2A-era (pre-UO:Third-Dawn) packet-based crafting menus**, enabled via the **`t2aCraftMenus` server setting** (read once at startup; default **`!Core.UOTD`**, so a pre-UO:TD shard gets them automatically). When enabled, double-clicking a crafting tool opens the classic `0x7C`/`0x7D` item-list menu — skill- and material-filtered — instead of the modern gump, covering all 8 tool/skill crafts (blacksmithy, tailoring, tinkering, carpentry, alchemy, bowcraft/fletching, inscription, cartography). It is **not** a runtime/admin-flippable feature flag.

This is the **definitive, reconciled** branch and **supersedes**:
- **#2181** (Delphi — `T2A_CraftingMenus`): the original effort.
- **#2381** (Jack/UOLL — `t2a_crafting_menus`): the research-grounded superset (Delphi's base + 12 corrections), rebased onto current `main`.

Original authorship is preserved across the cherry-picked history: foundation commit **@Delphi79**, mechanic fixes **@jackuoll (Jack Ward)**, reconciliation/fixes/docs mine.

## How it was built

1. Cherry-picked Jack's 13 commits onto current `main` (superset of Delphi's; only 2 trivial FeatureFlags conflicts).
2. Applied targeted fixes (below) with tests.
3. Full convention audit, build, and test pass.

Grounded in independent historical research plus Jack's deep dive. Maintainer reference: `dev-docs/t2a-crafting.md`.

## Mechanics (highlights)

- Double-click tool → target resource → skill/material-filtered menu → craft. Resource pre-selection per skill; make-last by targeting the tool.
- **Stacked-gem jewelry:** target a gem stack → the **full stack** is consumed and the piece is named by count ("a 1000 diamond ring"); count persists (`BaseJewel` serialization **v4 → v5**, new `_gemCount`).
- **Tool-less inscription & cartography** (skill-list invoked; no pen/sextant); inscription consumes reagents+scroll on success and failure, mana only on success.
- **Tailoring matching-hue consumption:** targeting hued cloth/leather consumes only that hue. Crafted items take color from their **`CraftResource`** (not the dyed hue), so dyed leather/cloth don't tint the product; in T2A only colored ingots/ore color items (metal armor/shields).
- **Half-resources on failed non-scroll crafts** (pre-UO:TD).
- **Maker's mark** always prompted for exceptional items, via the shared `QueryMakersMarkGump`.
- Server-side menu infra changes are additive (`ItemListEntry.CraftIndex`, `Entries` setter, `HasSent`).

## Notable changes on top of the cherry-pick

- **Toggle is a startup server setting, not a feature flag.** Removed `ContentFeatureFlags.T2ACraftMenus` (and its admin-flippable plumbing); the value is read once via `ServerConfiguration.GetSetting("t2aCraftMenus", !Core.UOTD)` into `T2ACraftSystem.Enabled`. Since the default tracks the era and it can't be flipped at runtime, there's no incoherent "menus-on / UO:TD-era" state.
- **Stacked-gem consumption (B3a/B3):** consume the full `PendingGemCount` (was deliberately consuming 1 while naming by the stack), null-safe gem type, plain-piece fallback + message. New `T2AJewelGemCraftTests`.
- **Convention audit:** `new List<Item>()` → `PooledRefList<Item>` on the hue-aware consume path; removed dead code.

## Decisions & deviations

- `make-last` kept as **QoL** (post-T2A gump-era feature).
- `half-on-failure` (non-scroll) kept as a **reconstruction** (not OSI-confirmed).
- **Stacked-gem** behavior set per shard authority (overrides the "single gem" reconstruction).
- **Cooking** out of scope (no T2A crafting menu existed for it).
- **No colored items from dyed materials:** crafted color comes from the `CraftResource` type. Pre-AOS leather has no colored variant, so leather is always uncolored; weapons retain resource color only in AOS+ (unchanged, intended).

## Test plan

- Automated: `dotnet build ModernUO.slnx -c Debug` clean; `dotnet test Projects/UOContent.Tests` → **421 passed** (incl. 3 new jewelry tests).
- Manual (needs a running T2A shard + client):
  - [ ] Each of the 8 skills opens the correct menu; empty-menu guard fires.
  - [ ] Make-last repeats the last craft (jewelry re-prompts gem).
  - [ ] Jewelry consumes the full targeted gem stack and names by count.
  - [ ] Cartography consumes blank maps only with T2A enabled / maps+scrolls when disabled.
  - [ ] Tailoring consumes only the targeted-hue material; crafted items are not tinted by dyed cloth/leather.
  - [ ] Maker's-mark prompt on exceptional.
  - [ ] Failed non-scroll craft consumes half resources.
  - [ ] Inscription: reagents+scroll on success/failure, mana only on success.
  - [ ] T2A disabled: gump crafting unchanged.

## Credits

Co-authored-by: @Delphi79
Co-authored-by: @jackuoll
2026-06-07 20:27:22 -07:00

148 lines
4.6 KiB
C#

using Server.Mobiles;
using Server.Multis;
using Server.Network;
namespace Server.Gumps;
public class VendorInventoryGump : DynamicGump
{
private readonly BaseHouse _house;
private readonly Mobile _from;
private readonly VendorInventory[] _inventories;
public override bool Singleton => true;
private VendorInventoryGump(BaseHouse house, Mobile from) : base(50, 50)
{
_house = house;
_from = from;
_inventories = house.VendorInventories.ToArray();
}
public static void DisplayTo(Mobile from, BaseHouse house)
{
if (from?.NetState != null && house?.Deleted == false && house.VendorInventories.Count != 0)
{
from.SendGump(new VendorInventoryGump(house, from));
}
}
protected override void BuildLayout(ref DynamicGumpBuilder builder)
{
builder.AddPage();
builder.AddBackground(0, 0, 420, 50 + 20 * _inventories.Length, 0x13BE);
builder.AddImageTiled(10, 10, 400, 20, 0xA40);
builder.AddHtmlLocalized(15, 10, 200, 20, 1062435, 0x7FFF); // Reclaim Vendor Inventory
builder.AddHtmlLocalized(330, 10, 50, 20, 1062465, 0x7FFF); // Expires
builder.AddImageTiled(10, 40, 400, 20 * _inventories.Length, 0xA40);
for (var i = 0; i < _inventories.Length; i++)
{
var inventory = _inventories[i];
var y = 40 + 20 * i;
if (inventory.Owner == _from)
{
builder.AddButton(10, y, 0xFA5, 0xFA7, i + 1);
}
builder.AddLabel(45, y, 0x481, $"{inventory.ShopName} ({inventory.VendorName})");
var expire = inventory.ExpireTime - Core.Now;
var hours = (int)expire.TotalHours;
builder.AddLabel(320, y, 0x481, $"{hours}");
builder.AddHtmlLocalized(350, y, 50, 20, 1062466, 0x7FFF); // hour(s)
}
}
public override void OnResponse(NetState sender, in RelayInfo info)
{
if (info.ButtonID == 0)
{
return;
}
var from = sender.Mobile;
var sign = _house.Sign;
if (_house.Deleted || sign?.Deleted != false || !from.CheckAlive())
{
return;
}
if (from.Map != sign.Map || !from.InRange(sign, 5))
{
from.SendLocalizedMessage(1062429); // You must be within five paces of the house sign to use this option.
return;
}
var index = info.ButtonID - 1;
if (index < 0 || index >= _inventories.Length)
{
return;
}
var inventory = _inventories[index];
if (inventory.Owner != from || !_house.VendorInventories.Contains(inventory))
{
return;
}
var totalItems = 0;
var givenToBackpack = 0;
var givenToBankBox = 0;
for (var i = inventory.Items.Count - 1; i >= 0; i--)
{
var item = inventory.Items[i];
if (item.Deleted)
{
inventory.Items.RemoveAt(i);
continue;
}
totalItems += 1 + item.TotalItems;
if (from.PlaceInBackpack(item))
{
inventory.Items.RemoveAt(i);
givenToBackpack += 1 + item.TotalItems;
}
else if (from.BankBox.TryDropItem(from, item, false))
{
inventory.Items.RemoveAt(i);
givenToBankBox += 1 + item.TotalItems;
}
}
// The vendor you selected had ~1_COUNT~ items in its inventory, and ~2_AMOUNT~ gold in its account.
from.SendLocalizedMessage(1062436, $"{totalItems}\t{inventory.Gold}");
var givenGold = Banker.DepositUpTo(from, inventory.Gold);
inventory.Gold -= givenGold;
// ~1_AMOUNT~ gold has been deposited into your bank box.
from.SendLocalizedMessage(1060397, givenGold.ToString());
// ~1_COUNT~ items have been removed from the shop inventory and placed in your backpack.
// ~2_BANKCOUNT~ items were removed from the shop inventory and placed in your bank box.
from.SendLocalizedMessage(1062437, $"{givenToBackpack}\t{givenToBankBox}");
if (inventory.Gold > 0 || inventory.Items.Count > 0)
{
// Some of the shop inventory would not fit in your backpack or bank box. Please free up some room and try again.
from.SendLocalizedMessage(1062440);
}
else
{
inventory.Delete();
from.SendLocalizedMessage(1062438); // The shop is now empty of inventory and funds, so it has been deleted.
}
}
}