ModernUO/Projects/UOContent/Engines/Veteran Rewards/Character Statue Maker/Gumps/CharacterStatueGump.cs
Kamron Batman ab5f615840
perf: Migrate Veteran Reward gumps to DynamicGump/StaticGump (#2415)
## Summary

Migrates 16 player-facing legacy `Gump` subclasses in the Veteran Rewards system to `DynamicGump` or `StaticGump<T>`, renames every nested `InternalGump`/`ConfirmGump` to system-prefixed names, and updates external callers to use new static `DisplayTo` entry points.

### Reward chain (Engines/Veteran Rewards)

| Gump | Base type | Reasoning |
|---|---|---|
| `RewardNoticeGump` | `StaticGump<T>` | Fixed layout |
| `RewardChoiceGump` | `DynamicGump` | Layout shape varies (per-player categories, entries, pages) |
| `RewardConfirmGump` | `DynamicGump` | `entry.Name` is a dynamic cliloc per reward (cliloc rule) |
| `RewardOptionGump` | `DynamicGump` | Title cliloc and per-option clilocs are dynamic (cliloc rule) |
| `RewardDemolitionGump` | `DynamicGump` | `question` cliloc is dynamic per caller (cliloc rule) |

### Statue (Engines/Veteran Rewards/Character Statue Maker)

| Gump | Base type | Reasoning |
|---|---|---|
| `CharacterStatueGump` | `DynamicGump` | Pose/Direction/Material labels are dynamic clilocs (cliloc rule) |
| `CharacterPlinthGump` | `DynamicGump` | `statue.Name`, sculpted-on date, and statue-type cliloc are dynamic (cliloc rule) |

### Decorations (Items/Special/Veteran Rewards) — every `InternalGump` renamed

| Original | New name | Base type | Reasoning |
|---|---|---|---|
| `Banner.InternalGump` | `BannerGump` | `StaticGump<T>` | Fully fixed item-id picker over `Start..End` range |
| `Brazier.InternalGump` | `BrazierGump` | `StaticGump<T>` | Fixed two-item picker |
| `Cannon.InternalGump` | `CannonGump` | `DynamicGump` | `keg.Validate()` value passed as `~1_CHARGES~` arg (cliloc-arg rule) |
| `DecorativeShield.InternalGump` | `DecorativeShieldGump` | `StaticGump<T>` | Fixed item picker over a constant range |
| `DecorativeShield.FacingGump` | `DecorativeShieldFacingGump` | `DynamicGump` | Item ids depend on instance state |
| `HangingSkeleton.InternalGump` | `HangingSkeletonGump` | `StaticGump<T>` | Fixed item picker (5 hard-coded ids) |
| `PottedCactus.InternalGump` | `PottedCactusGump` | `StaticGump<T>` | Fixed 6-item picker |
| `StoneAnkh.InternalGump` | `StoneAnkhGump` | `StaticGump<T>` | Fixed two-direction picker |
| `WallBanner.InternalGump` | `WallBannerGump` | `StaticGump<T>` | Fixed 30-banner picker across 5 pages |
| `WeaponEngravingTool.InternalGump` | `WeaponEngravingToolGump` | `StaticGump<T>` | Fixed text-entry dialog |
| `WeaponEngravingTool.ConfirmGump` | `WeaponEngravingToolConfirmGump` | `DynamicGump` | Layout branches on `guildmaster != null` |

### External callers updated

`RewardSystem`, `CharacterStatue`, `FireFliesDeed`, `FlamingHead`, `Banner`, `DecorativeShield`, `HangingSkeleton`, `StoneAnkh` (RewardDemolitionGump callers); `AnkhOfSacrifice`, `Cannon`, `MiningCart`, `MinotaurStatue`, `TreeStump` (RewardOptionGump callers); `TinkerGuildmaster` (engraver confirm gump).

The pre-existing `FacingGump` inside `Banner.cs` (already `DynamicGump`) was left as-is — it is private, nested inside `InternalTarget`, and never referenced outside.
2026-04-25 20:09:27 -07:00

195 lines
6.1 KiB
C#

using Server.Mobiles;
using Server.Network;
namespace Server.Gumps;
public class CharacterStatueGump : DynamicGump
{
private readonly Item _maker;
private readonly CharacterStatue _statue;
public override bool Singleton => true;
private CharacterStatueGump(Item maker, CharacterStatue statue) : base(60, 36)
{
_maker = maker;
_statue = statue;
}
public static void DisplayTo(Mobile from, Item maker, CharacterStatue statue)
{
if (from?.NetState == null || statue == null || statue.Deleted)
{
return;
}
from.SendGump(new CharacterStatueGump(maker, statue));
}
protected override void BuildLayout(ref DynamicGumpBuilder builder)
{
builder.AddPage();
builder.AddBackground(0, 0, 327, 324, 0x13BE);
builder.AddImageTiled(10, 10, 307, 20, 0xA40);
builder.AddImageTiled(10, 40, 307, 244, 0xA40);
builder.AddImageTiled(10, 294, 307, 20, 0xA40);
builder.AddAlphaRegion(10, 10, 307, 304);
builder.AddHtmlLocalized(14, 12, 327, 20, 1076156, 0x7FFF); // Character Statue Maker
// pose
builder.AddHtmlLocalized(133, 41, 120, 20, 1076168, 0x7FFF); // Choose Pose
builder.AddHtmlLocalized(133, 61, 120, 20, 1076208 + (int)_statue.Pose, 0x77E);
builder.AddButton(163, 81, 0xFA5, 0xFA7, (int)Buttons.PoseNext);
builder.AddButton(133, 81, 0xFAE, 0xFB0, (int)Buttons.PosePrev);
// direction
builder.AddHtmlLocalized(133, 126, 120, 20, 1076170, 0x7FFF); // Choose Direction
builder.AddHtmlLocalized(133, 146, 120, 20, GetDirectionNumber(_statue.Direction), 0x77E);
builder.AddButton(163, 167, 0xFA5, 0xFA7, (int)Buttons.DirNext);
builder.AddButton(133, 167, 0xFAE, 0xFB0, (int)Buttons.DirPrev);
// material
builder.AddHtmlLocalized(133, 211, 120, 20, 1076171, 0x7FFF); // Choose Material
builder.AddHtmlLocalized(133, 231, 120, 20, GetMaterialNumber(_statue.StatueType, _statue.Material), 0x77E);
builder.AddButton(163, 253, 0xFA5, 0xFA7, (int)Buttons.MatNext);
builder.AddButton(133, 253, 0xFAE, 0xFB0, (int)Buttons.MatPrev);
// cancel
builder.AddButton(10, 294, 0xFB1, 0xFB2, (int)Buttons.Close);
builder.AddHtmlLocalized(45, 294, 80, 20, 1006045, 0x7FFF); // Cancel
// sculpt
builder.AddButton(234, 294, 0xFB7, 0xFB9, (int)Buttons.Sculpt);
builder.AddHtmlLocalized(269, 294, 80, 20, 1076174, 0x7FFF); // Sculpt
// restore
if (_maker is CharacterStatueDeed)
{
builder.AddButton(107, 294, 0xFAB, 0xFAD, (int)Buttons.Restore);
builder.AddHtmlLocalized(142, 294, 80, 20, 1076193, 0x7FFF); // Restore
}
}
private static int GetMaterialNumber(StatueType type, StatueMaterial material) =>
material switch
{
StatueMaterial.Antique => type switch
{
StatueType.Bronze => 1076187,
StatueType.Jade => 1076186,
StatueType.Marble => 1076182,
_ => 1076187
},
StatueMaterial.Dark => type == StatueType.Marble ? 1076183 : 1076182,
StatueMaterial.Medium => 1076184,
StatueMaterial.Light => 1076185,
_ => 1076187
};
private static int GetDirectionNumber(Direction direction) =>
direction switch
{
Direction.North => 1075389,
Direction.Right => 1075388,
Direction.East => 1075387,
Direction.Down => 1076204,
Direction.South => 1075386,
Direction.Left => 1075391,
Direction.West => 1075390,
Direction.Up => 1076205,
_ => 1075386
};
public override void OnResponse(NetState state, in RelayInfo info)
{
if (_statue?.Deleted != false)
{
return;
}
var sendGump = false;
if (info.ButtonID == (int)Buttons.Sculpt)
{
if (_maker is CharacterStatueDeed deed)
{
var backup = deed.Statue;
backup?.Delete();
}
_maker?.Delete();
_statue.Sculpt(state.Mobile);
}
else if (info.ButtonID == (int)Buttons.PosePrev)
{
_statue.Pose = (StatuePose)(((int)_statue.Pose + 5) % 6);
sendGump = true;
}
else if (info.ButtonID == (int)Buttons.PoseNext)
{
_statue.Pose = (StatuePose)(((int)_statue.Pose + 1) % 6);
sendGump = true;
}
else if (info.ButtonID == (int)Buttons.DirPrev)
{
_statue.Direction = (Direction)(((int)_statue.Direction + 7) % 8);
_statue.InvalidatePose();
sendGump = true;
}
else if (info.ButtonID == (int)Buttons.DirNext)
{
_statue.Direction = (Direction)(((int)_statue.Direction + 1) % 8);
_statue.InvalidatePose();
sendGump = true;
}
else if (info.ButtonID == (int)Buttons.MatPrev)
{
_statue.Material = (StatueMaterial)(((int)_statue.Material + 3) % 4);
sendGump = true;
}
else if (info.ButtonID == (int)Buttons.MatNext)
{
_statue.Material = (StatueMaterial)(((int)_statue.Material + 1) % 4);
sendGump = true;
}
else if (info.ButtonID == (int)Buttons.Restore)
{
if (_maker is CharacterStatueDeed deed)
{
var backup = deed.Statue;
if (backup != null)
{
_statue.Restore(backup);
}
}
sendGump = true;
}
else // Close
{
sendGump = !_statue.Demolish(state.Mobile);
}
if (sendGump)
{
state.Mobile.SendGump(this);
}
}
private enum Buttons
{
Close,
Sculpt,
PosePrev,
PoseNext,
DirPrev,
DirNext,
MatPrev,
MatNext,
Restore
}
}