ModernUO/Projects/UOContent/Items/Special/Veteran Rewards/DecorativeShield.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

367 lines
11 KiB
C#

using ModernUO.Serialization;
using Server.Engines.VeteranRewards;
using Server.Gumps;
using Server.Multis;
using Server.Network;
using Server.Targeting;
namespace Server.Items;
[SerializationGenerator(0)]
public partial class DecorativeShield : Item, IAddon, IRewardItem
{
[InvalidateProperties]
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _isRewardItem;
[Constructible]
public DecorativeShield(int itemID = 0x156C) : base(itemID) => Movable = false;
public override bool ForceShowProperties => ObjectPropertyList.Enabled;
public bool FacingSouth
{
get
{
if (ItemID < 0x1582)
{
return (ItemID & 0x1) == 0;
}
return ItemID <= 0x1585;
}
}
public Item Deed =>
new DecorativeShieldDeed
{
IsRewardItem = _isRewardItem
};
public bool CouldFit(IPoint3D p, Map map) =>
map?.CanFit(p.X, p.Y, p.Z, ItemData.Height) == true &&
(FacingSouth && BaseAddon.IsWall(p.X, p.Y - 1, p.Z, map) || BaseAddon.IsWall(p.X - 1, p.Y, p.Z, map));
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (Core.ML && _isRewardItem)
{
list.Add(1076220); // 4th Year Veteran Reward
}
}
public override void OnDoubleClick(Mobile from)
{
if (!from.InRange(Location, 2))
{
from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
return;
}
var house = BaseHouse.FindHouseAt(this);
if (house?.IsOwner(from) == true)
{
RewardDemolitionGump.DisplayTo(from, this, 1049783); // Do you wish to re-deed this decoration?
}
else
{
// You can only re-deed this decoration if you are the house owner or originally placed the decoration.
from.SendLocalizedMessage(1049784);
}
}
}
[SerializationGenerator(0)]
public partial class DecorativeShieldDeed : Item, IRewardItem
{
[InvalidateProperties]
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _isRewardItem;
[Constructible]
public DecorativeShieldDeed() : base(0x14F0) => LootType = LootType.Blessed;
public override double DefaultWeight => 1.0;
public override int LabelNumber => 1049771; // deed for a decorative shield wall hanging
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (_isRewardItem)
{
list.Add(1076220); // 4th Year Veteran Reward
}
}
public override void OnDoubleClick(Mobile from)
{
if (_isRewardItem && !RewardSystem.CheckIsUsableBy(from, this))
{
return;
}
if (IsChildOf(from.Backpack))
{
DecorativeShieldGump.DisplayTo(from, this);
}
else
{
from.SendLocalizedMessage(1042038); // You must have the object in your backpack to use it.
}
}
public static int GetWestItemID(int east)
{
return east switch
{
0x1582 => 0x1635,
0x1583 => 0x1634,
0x1584 => 0x1637,
0x1585 => 0x1636,
_ => east + 1
};
}
private class DecorativeShieldGump : StaticGump<DecorativeShieldGump>
{
public const int Start = 0x156C;
public const int End = 0x1585;
private readonly DecorativeShieldDeed _shield;
public override bool Singleton => true;
private DecorativeShieldGump(DecorativeShieldDeed shield) : base(150, 50) => _shield = shield;
public static void DisplayTo(Mobile from, DecorativeShieldDeed shield)
{
if (from?.NetState == null || shield?.Deleted != false)
{
return;
}
from.SendGump(new DecorativeShieldGump(shield));
}
protected override void BuildLayout(ref StaticGumpBuilder builder)
{
builder.AddPage();
builder.AddBackground(25, 0, 500, 230, 0xA28);
var itemID = Start;
for (var i = 1; i <= 2; i++)
{
builder.AddPage(i);
for (var j = 0; j < 9 - i; j++)
{
builder.AddItem(40 + j * 60, 70, itemID);
builder.AddButton(60 + j * 60, 50, 0x845, 0x846, itemID);
if (itemID < 0x1582)
{
itemID += 2;
}
else
{
itemID += 1;
}
}
switch (i)
{
case 1:
{
builder.AddButton(455, 198, 0x8B0, 0x8B0, 0, GumpButtonType.Page, 2);
break;
}
case 2:
{
builder.AddButton(70, 198, 0x8AF, 0x8AF, 0, GumpButtonType.Page, 1);
break;
}
}
}
}
public override void OnResponse(NetState sender, in RelayInfo info)
{
if (_shield?.Deleted != false ||
info.ButtonID is < Start or > End ||
((info.ButtonID & 0x1) != 0 || info.ButtonID >= 0x1582) && info.ButtonID is < 0x1582 or > 0x1585)
{
return;
}
sender.Mobile.SendLocalizedMessage(1049780); // Where would you like to place this decoration?
sender.Mobile.Target = new InternalTarget(_shield, info.ButtonID);
}
}
private class InternalTarget : Target
{
private readonly int _itemID;
private readonly DecorativeShieldDeed _shield;
public InternalTarget(DecorativeShieldDeed shield, int itemID) : base(-1, true, TargetFlags.None)
{
_shield = shield;
_itemID = itemID;
}
protected override void OnTarget(Mobile from, object targeted)
{
if (_shield?.Deleted != false)
{
return;
}
if (!_shield.IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1042038); // You must have the object in your backpack to use it.
return;
}
var house = BaseHouse.FindHouseAt(from);
if (house?.IsOwner(from) != true)
{
from.SendLocalizedMessage(502092); // You must be in your house to do this.
return;
}
var p = targeted as IPoint3D;
var map = from.Map;
if (p == null || map == null)
{
return;
}
var p3d = new Point3D(p);
var id = TileData.ItemTable[_itemID & TileData.MaxItemValue];
if (!map.CanFit(p3d, id.Height))
{
from.SendLocalizedMessage(500269); // You cannot build that there.
return;
}
house = BaseHouse.FindHouseAt(p3d, map, id.Height);
if (house?.IsOwner(from) != true)
{
from.SendLocalizedMessage(1042036); // That location is not in your house.
return;
}
var north = BaseAddon.IsWall(p3d.X, p3d.Y - 1, p3d.Z, map);
var west = BaseAddon.IsWall(p3d.X - 1, p3d.Y, p3d.Z, map);
if (north && west)
{
DecorativeShieldFacingGump.DisplayTo(from, _shield, _itemID, p3d, house);
}
else if (north || west)
{
var shield = new DecorativeShield(west ? GetWestItemID(_itemID) : _itemID);
house.Addons.Add(shield);
shield.IsRewardItem = _shield.IsRewardItem;
shield.MoveToWorld(p3d, map);
_shield.Delete();
}
else
{
from.SendLocalizedMessage(1049781); // This decoration must be placed next to a wall.
}
}
private class DecorativeShieldFacingGump : DynamicGump
{
private readonly BaseHouse _house;
private readonly int _itemID;
private readonly Point3D _location;
private readonly DecorativeShieldDeed _shield;
public override bool Singleton => true;
private DecorativeShieldFacingGump(DecorativeShieldDeed shield, int itemID, Point3D location, BaseHouse house) : base(150, 50)
{
_shield = shield;
_itemID = itemID;
_location = location;
_house = house;
}
public static void DisplayTo(Mobile from, DecorativeShieldDeed shield, int itemID, Point3D location, BaseHouse house)
{
if (from?.NetState == null || shield?.Deleted != false || house == null)
{
return;
}
from.SendGump(new DecorativeShieldFacingGump(shield, itemID, location, house));
}
protected override void BuildLayout(ref DynamicGumpBuilder builder)
{
builder.AddPage();
builder.AddBackground(0, 0, 300, 150, 0xA28);
builder.AddItem(90, 30, GetWestItemID(_itemID));
builder.AddItem(180, 30, _itemID);
builder.AddButton(50, 35, 0x867, 0x869, (int)Buttons.East);
builder.AddButton(145, 35, 0x867, 0x869, (int)Buttons.South);
}
public override void OnResponse(NetState sender, in RelayInfo info)
{
if (_shield?.Deleted != false || _house == null)
{
return;
}
DecorativeShield shield = null;
if (info.ButtonID == (int)Buttons.East)
{
shield = new DecorativeShield(GetWestItemID(_itemID));
}
if (info.ButtonID == (int)Buttons.South)
{
shield = new DecorativeShield(_itemID);
}
if (shield != null)
{
_house.Addons.Add(shield);
shield.IsRewardItem = _shield.IsRewardItem;
shield.MoveToWorld(_location, sender.Mobile.Map);
_shield.Delete();
}
}
private enum Buttons
{
Cancel,
South,
East
}
}
}
}