## Summary Migrates the Quest system gumps from legacy `Gump` to `DynamicGump` / `StaticGump<T>`. **Renames** `Engines/ML Quests/Gumps/BaseQuestGump` to **`BaseMLQuestGump`** to disambiguate from the Core quest abstract (`Engines/Quests/Core/QuestSystem.cs`). Both abstracts now extend `DynamicGump`. **Abstract bases**: - `Server.Engines.Quests.BaseQuestGump` (Core) - now `abstract DynamicGump`. Holds constants and a static `AddHtmlObject(ref DynamicGumpBuilder, ...)` helper. Concrete subclasses each provide their own `BuildLayout`. - `Server.Engines.MLQuests.Gumps.BaseMLQuestGump` (ML, renamed) - now `abstract DynamicGump` with a `protected abstract BuildContent(ref DynamicGumpBuilder)` hook. The base's `BuildLayout` draws shared chrome (background art, frame, label header) and then invokes `BuildContent`; subclasses use `BuildPage`, `SetTitle`, `RegisterButton`, `SetPageCount`, and content helpers (`AddDescription`, `AddObjectives`, `AddObjectivesProgress`, `AddRewardsPage`, `AddRewards`, `AddConversation`). **Concrete Core gumps** migrated to `DynamicGump`: - `QuestCancelGump`, `QuestOfferGump` (Core), `QuestObjectivesGump`, `QuestConversationsGump`, `QuestLogUpdatedGump`, `QuestItemInfoGump`, `SheetMusicOfferGump` (Impresario), `PaintedImageGump` (renamed from `PaintedImage.InternalGump`). **Concrete ML gumps** migrated to `DynamicGump` (extending `BaseMLQuestGump` or directly): - `InfoNPCGump`, `QuestConversationGump`, `QuestLogDetailedGump`, `QuestLogGump`, `QuestOfferGump` (ML), `QuestReportBackGump`, `QuestRewardGump`, `QuestCancelConfirmGump`, `RaceChangeConfirmGump`. **`StaticGump<T>` migrations**: - `ScrollOfAbraxusGump` (Dark Tides). Its layout is a single hard-coded cliloc (1060116) with no per-instance dynamic content - safe to cache. **Cliloc rule**: Every other quest dialog bakes per-instance cliloc IDs into its layout (quest titles, NPC names, race-specific prompts, era-conditional progress messages, escort destinations). Per the cliloc rule, baking different cliloc numbers into a cached layout would defeat `StaticGump<T>` caching - so all of these are `DynamicGump`. **Signature changes** to support the migration: - `QuestObjective.RenderMessage`/`RenderProgress` now take `ref DynamicGumpBuilder builder` (15 overrides updated across Collector, Solen Matriarch, Ambitious Solen Queen, Study of the Solen Hive, Terrible Hatchlings, The Summoning, Uzeraan Turmoil, Witch Apprentice, Emino's Undertaking). - ML `BaseObjective.WriteToGump` / `BaseObjectiveInstance.WriteToGump` / `BaseReward.WriteToGump` now take `ref DynamicGumpBuilder` (KillObjective, GainSkillObjective, EscortObjective, CollectObjective, DeliverObjective, BaseReward). **Empty-gump and `Singleton` rules**: All concrete gumps now have private constructors with static `DisplayTo` entry points that null-check the player NetState before allocation. All gumps that shouldn't stack are `Singleton => true`. **External callers updated**: `MLQuest.SendOffer`/`OnRefuse`, `MLQuestEntry.SendProgressGump`/`SendRewardGump`/`SendReportBackGump`, `MLQuestSystem.QuestGumpRequest` and `ViewQuestsCommand`, `BoonCollector` (Darius/Nedrick), `SirHelper.OnDoubleClick` (no longer caches a single shared `InfoNPCGump` instance - `DisplayTo` constructs one per click and the gump's `Singleton => true` handles deduplication), `RaceChangeDeed.OnDoubleClick`, `PaintedImage.OnDoubleClick`, `ScrollOfAbraxus.OnDoubleClick`, `Impresario.OnTalk`, and `PlayerMobile`'s `BaseQuestGump` alias is now `BaseMLQuestGump`. **Concrete subclasses found beyond the listed entry points**: `SheetMusicOfferGump` (in Impresario.cs), `PaintedImageGump` (was `PaintedImage.InternalGump`), `QuestObjectivesGump`, `QuestConversationsGump`, `QuestLogUpdatedGump`, `QuestItemInfoGump` (the Core base has these embedded across `QuestSystem.cs`/`QuestObjective.cs`/`QuestConversation.cs`/`QuestItemInfo.cs`). **Code-standards cleanup**: Renamed legacy `m_X` private fields to `_x` in rewritten files; braces on all control flow.
308 lines
8.8 KiB
C#
308 lines
8.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Collections;
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using Server.Engines.MLQuests.Gumps;
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using Server.Engines.MLQuests.Objectives;
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using Server.Engines.MLQuests.Rewards;
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using Server.Engines.Spawners;
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using Server.Gumps;
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using Server.Mobiles;
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namespace Server.Engines.MLQuests
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{
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public enum ObjectiveType
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{
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All,
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Any
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}
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public class MLQuest
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{
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// You've completed a quest! Don't forget to collect your reward.
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public static TextDefinition CompletionNoticeDefault = 1072273;
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public static TextDefinition CompletionNoticeShort = 1046258; // Your quest is complete.
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// Your quest is complete. Return for your reward.
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public static TextDefinition CompletionNoticeShortReturn = 1073775;
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// You obtained what you seek, now receive your reward.
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public static TextDefinition CompletionNoticeCraft = 1073967;
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public MLQuest()
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{
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Activated = false;
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Objectives = new List<BaseObjective>();
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ObjectiveType = ObjectiveType.All;
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Rewards = new List<BaseReward>();
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CompletionNotice = CompletionNoticeDefault;
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Instances = new List<MLQuestInstance>();
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SaveEnabled = true;
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}
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public bool Deserialized { get; set; }
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public bool SaveEnabled { get; set; }
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// TODO: Flags? (Deserialized, SaveEnabled, Activated)
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public bool Activated { get; set; }
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public List<BaseObjective> Objectives { get; set; }
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public ObjectiveType ObjectiveType { get; set; }
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public List<BaseReward> Rewards { get; set; }
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public List<MLQuestInstance> Instances { get; set; }
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public bool OneTimeOnly { get; set; }
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public bool HasRestartDelay { get; set; }
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public bool IsEscort => HasObjective<EscortObjective>();
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public bool IsSkillTrainer => HasObjective<GainSkillObjective>();
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public bool RequiresCollection => HasObjective<CollectObjective>() || HasObjective<DeliverObjective>();
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public virtual bool RecordCompletion => OneTimeOnly || HasRestartDelay;
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public virtual bool IsChainTriggered => false;
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public virtual Type NextQuest => null;
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public TextDefinition Title { get; set; }
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public TextDefinition Description { get; set; }
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public TextDefinition RefusalMessage { get; set; }
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public TextDefinition InProgressMessage { get; set; }
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public TextDefinition CompletionMessage { get; set; }
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public TextDefinition CompletionNotice { get; set; }
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public virtual int Version => 0;
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public bool HasObjective<T>() where T : BaseObjective
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{
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foreach (var obj in Objectives)
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{
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if (obj is T)
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{
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return true;
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}
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}
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return false;
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}
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public virtual void Generate()
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{
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if (MLQuestSystem.Debug)
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{
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Console.WriteLine("INFO: Generating quest: {0}", GetType());
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}
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}
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public MLQuestInstance CreateInstance(IQuestGiver quester, PlayerMobile pm) =>
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new(this, quester, pm);
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public bool CanOffer(IQuestGiver quester, PlayerMobile pm, bool message) =>
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CanOffer(quester, pm, MLQuestSystem.GetContext(pm), message);
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public virtual bool CanOffer(IQuestGiver quester, PlayerMobile pm, MLQuestContext context, bool message)
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{
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if (!Activated || quester.Deleted)
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{
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return false;
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}
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if (context != null)
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{
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if (context.IsFull)
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{
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if (message)
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{
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MLQuestSystem.Tell(quester, pm, 1080107); // I'm sorry, I have nothing for you at this time.
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}
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return false;
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}
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var checkQuest = this;
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while (checkQuest != null)
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{
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if (context.HasDoneQuest(checkQuest, out var nextAvailable))
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{
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if (checkQuest.OneTimeOnly)
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{
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if (message)
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{
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MLQuestSystem.Tell(quester, pm, 1075454); // I cannot offer you the quest again.
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}
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return false;
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}
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if (nextAvailable > Core.Now)
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{
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if (message)
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{
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// I'm sorry, but I don't have anything else for you right now.
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// Could you check back with me in a few minutes?
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MLQuestSystem.Tell(quester, pm, 1075575);
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}
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return false;
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}
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}
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if (checkQuest.NextQuest == null)
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{
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break;
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}
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checkQuest = MLQuestSystem.FindQuest(checkQuest.NextQuest);
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}
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}
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foreach (var obj in Objectives)
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{
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if (!obj.CanOffer(quester, pm, message))
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{
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return false;
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}
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}
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return true;
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}
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public virtual void SendOffer(IQuestGiver quester, PlayerMobile pm)
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{
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QuestOfferGump.DisplayTo(pm, this, quester);
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}
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public virtual void OnAccept(IQuestGiver quester, PlayerMobile pm)
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{
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if (!CanOffer(quester, pm, true))
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{
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return;
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}
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var instance = CreateInstance(quester, pm);
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pm.SendLocalizedMessage(1049019); // You have accepted the Quest.
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pm.SendSound(0x2E7); // private sound
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OnAccepted(instance);
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foreach (var obj in instance.Objectives)
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{
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obj.OnQuestAccepted();
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}
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}
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public virtual void OnAccepted(MLQuestInstance instance)
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{
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}
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public virtual void OnRefuse(IQuestGiver quester, PlayerMobile pm)
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{
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QuestConversationGump.DisplayTo(pm, this, RefusalMessage);
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}
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public virtual void GetRewards(MLQuestInstance instance)
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{
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instance.SendRewardGump();
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}
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public virtual void OnRewardClaimed(MLQuestInstance instance)
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{
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}
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public virtual void OnCancel(MLQuestInstance instance)
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{
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}
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public virtual void OnQuesterDeleted(MLQuestInstance instance)
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{
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}
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public virtual void OnPlayerDeath(MLQuestInstance instance)
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{
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}
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public virtual TimeSpan GetRestartDelay() => TimeSpan.FromSeconds(Utility.Random(1, 5) * 30);
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public static void Serialize(IGenericWriter writer, MLQuest quest)
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{
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MLQuestSystem.WriteQuestRef(writer, quest);
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writer.Write(quest.Version);
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}
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public static void Deserialize(IGenericReader reader, int version)
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{
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var quest = MLQuestSystem.ReadQuestRef(reader);
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var oldVersion = reader.ReadInt();
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if (quest == null)
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{
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return; // not saved or no longer exists
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}
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quest.Refresh(oldVersion);
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quest.Deserialized = true;
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}
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public virtual void Refresh(int oldVersion)
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{
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}
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public void PutSpawner(Spawner s, Point3D loc, Map map)
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{
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var name = $"MLQS-{GetType().Name}";
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using var queue = PooledRefQueue<Item>.Create();
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foreach (var item in map.GetItemsAt(loc))
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{
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// This predates GUIDs. Let's build these spawners and export them so we can delete this code!
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if (item is BaseSpawner spawner && spawner.Name == name)
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{
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queue.Enqueue(item);
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}
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}
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while (queue.Count > 0)
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{
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queue.Dequeue().Delete();
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}
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s.Name = name;
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s.MoveToWorld(loc, map);
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}
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public static void PutDeco(Item deco, Point3D loc, Map map)
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{
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using var queue = PooledRefQueue<Item>.Create();
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foreach (var item in map.GetItemsAt(loc))
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{
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if (item.ItemID == deco.ItemID && item.Z == loc.Z)
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{
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queue.Enqueue(item);
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}
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}
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while (queue.Count > 0)
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{
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queue.Dequeue().Delete();
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}
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deco.MoveToWorld(loc, map);
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}
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}
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}
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