ModernUO/Projects/UOContent/Engines/ML Quests/MLQuestEntry.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

566 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using Server.Engines.MLQuests.Gumps;
using Server.Engines.MLQuests.Objectives;
using Server.Mobiles;
namespace Server.Engines.MLQuests
{
[Flags]
public enum MLQuestInstanceFlags : byte
{
None = 0x00,
ClaimReward = 0x01,
Removed = 0x02,
Failed = 0x04
}
public class MLQuestInstance
{
private MLQuestInstanceFlags m_Flags;
private IQuestGiver m_Quester;
private TimerExecutionToken _timerToken;
public MLQuestInstance(MLQuest quest, IQuestGiver quester, PlayerMobile player)
{
Quest = quest;
m_Quester = quester;
QuesterType = quester?.GetType();
Player = player;
Accepted = Core.Now;
m_Flags = MLQuestInstanceFlags.None;
Objectives = new BaseObjectiveInstance[quest.Objectives.Count];
BaseObjectiveInstance obj;
var timed = false;
for (var i = 0; i < quest.Objectives.Count; ++i)
{
Objectives[i] = obj = quest.Objectives[i].CreateInstance(this);
if (obj.IsTimed)
{
timed = true;
}
}
Register();
if (timed)
{
Timer.StartTimer(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(5), Slice, out _timerToken);
}
}
public MLQuest Quest { get; set; }
public IQuestGiver Quester
{
get => m_Quester;
set
{
m_Quester = value;
QuesterType = value?.GetType();
}
}
public Type QuesterType { get; private set; }
public PlayerMobile Player { get; set; }
public MLQuestContext PlayerContext => MLQuestSystem.GetOrCreateContext(Player);
public DateTime Accepted { get; set; }
public bool ClaimReward
{
get => GetFlag(MLQuestInstanceFlags.ClaimReward);
set => SetFlag(MLQuestInstanceFlags.ClaimReward, value);
}
public bool Removed
{
get => GetFlag(MLQuestInstanceFlags.Removed);
set => SetFlag(MLQuestInstanceFlags.Removed, value);
}
public bool Failed
{
get => GetFlag(MLQuestInstanceFlags.Failed);
set => SetFlag(MLQuestInstanceFlags.Failed, value);
}
public BaseObjectiveInstance[] Objectives { get; set; }
public bool SkipReportBack => Quest.CompletionMessage.IsNullOrEmpty();
private void Register()
{
Quest?.Instances?.Add(this);
if (Player != null)
{
PlayerContext.QuestInstances.Add(this);
}
}
private void Unregister()
{
Quest?.Instances?.Remove(this);
if (Player != null)
{
PlayerContext.QuestInstances.Remove(this);
}
Removed = true;
}
public bool AllowsQuestItem(Item item, Type type)
{
foreach (var objective in Objectives)
{
if (!objective.Expired && objective.AllowsQuestItem(item, type))
{
return true;
}
}
return false;
}
public bool IsCompleted()
{
var requiresAll = Quest.ObjectiveType == ObjectiveType.All;
foreach (var obj in Objectives)
{
var complete = obj.IsCompleted();
if (complete && !requiresAll)
{
return true;
}
if (!complete && requiresAll)
{
return false;
}
}
return requiresAll;
}
public void CheckComplete()
{
if (IsCompleted())
{
Player.PlaySound(0x5B5); // public sound
foreach (var obj in Objectives)
{
obj.OnQuestCompleted();
}
Quest.CompletionNotice.SendMessageTo(Player, 0x23);
/*
* Advance to the ClaimReward=true stage if this quest has no
* completion message to show anyway. This suppresses further
* triggers of CheckComplete.
*
* For quests that require collections, this is done later when
* the player double clicks the quester.
*/
// An OnQuestCompleted can potentially have removed this instance already
if (!Removed && SkipReportBack && !Quest.RequiresCollection)
{
ContinueReportBack(false);
}
}
}
public void Fail()
{
Failed = true;
}
private void Slice()
{
if (ClaimReward || Removed)
{
StopTimer();
return;
}
var hasAnyFails = false;
var hasAnyLeft = false;
foreach (var obj in Objectives)
{
if (!obj.Expired)
{
if (obj.IsTimed && obj.EndTime <= Core.Now)
{
Player.SendLocalizedMessage(1072258); // You failed to complete an objective in time!
obj.Expired = true;
obj.OnExpire();
hasAnyFails = true;
}
else
{
hasAnyLeft = true;
}
}
}
if (Quest.ObjectiveType == ObjectiveType.All && hasAnyFails || !hasAnyLeft)
{
Fail();
}
if (!hasAnyLeft)
{
StopTimer();
}
}
public void SendProgressGump()
{
QuestConversationGump.DisplayTo(Player, Quest, Quest.InProgressMessage);
}
public void SendRewardOffer()
{
Quest.GetRewards(this);
}
// TODO: Split next quest stuff from SendRewardGump stuff?
public void SendRewardGump()
{
var nextQuestType = Quest.NextQuest;
if (nextQuestType != null)
{
ClaimRewards(); // skip reward gump
if (Removed) // rewards were claimed successfully
{
var nextQuest = MLQuestSystem.FindQuest(nextQuestType);
nextQuest?.SendOffer(m_Quester, Player);
}
}
else
{
QuestRewardGump.DisplayTo(Player, this);
}
}
public void SendReportBackGump()
{
if (SkipReportBack)
{
ContinueReportBack(true); // skip ahead
}
else
{
QuestReportBackGump.DisplayTo(Player, this);
}
}
public void ContinueReportBack(bool sendRewardGump)
{
// There is a backpack check here on OSI for the rewards as well (even though it's not needed...)
if (Quest.ObjectiveType == ObjectiveType.All)
{
// TODO: 1115877 - You no longer have the required items to complete this quest.
foreach (var objective in Objectives)
{
if (!objective.IsCompleted())
{
return;
}
}
foreach (var objective in Objectives)
{
if (!objective.OnBeforeClaimReward())
{
return;
}
}
foreach (var objective in Objectives)
{
objective.OnClaimReward();
}
}
else
{
/* The following behavior is unverified, as OSI (currently) has no collect quest requiring
* only one objective to be completed. It is assumed that only one objective is claimed
* (the first completed one), even when multiple are complete.
*/
var complete = false;
foreach (var objective in Objectives)
{
if (objective.IsCompleted())
{
if (objective.OnBeforeClaimReward())
{
complete = true;
objective.OnClaimReward();
}
break;
}
}
if (!complete)
{
return;
}
}
ClaimReward = true;
if (Quest.HasRestartDelay)
{
PlayerContext.SetDoneQuest(Quest, Core.Now + Quest.GetRestartDelay());
}
// This is correct for ObjectiveType.Any as well
foreach (var objective in Objectives)
{
objective.OnAfterClaimReward();
}
if (sendRewardGump)
{
SendRewardOffer();
}
}
public void ClaimRewards()
{
if (Quest == null || Player?.Deleted != false || !ClaimReward || Removed)
{
return;
}
var rewards = new List<Item>();
foreach (var reward in Quest.Rewards)
{
reward.AddRewardItems(Player, rewards);
}
if (rewards.Count != 0)
{
// On OSI a more naive method of checking is used.
// For containers, only the actual container item counts.
var canFit = true;
foreach (var rewardItem in rewards)
{
if (!Player.AddToBackpack(rewardItem))
{
canFit = false;
break;
}
}
if (!canFit)
{
foreach (var rewardItem in rewards)
{
rewardItem.Delete();
}
// Your backpack is full. You cannot complete the quest and receive your reward.
Player.SendLocalizedMessage(1078524);
return;
}
foreach (var rewardItem in rewards)
{
var rewardName = rewardItem.Name ?? $"#{rewardItem.LabelNumber}";
if (rewardItem.Stackable)
{
// You receive a reward: ~1_QUANTITY~ ~2_ITEM~
Player.SendLocalizedMessage(1115917, $"{rewardItem.Amount}\t{rewardName}");
}
else
{
Player.SendLocalizedMessage(1074360, rewardName); // You receive a reward: ~1_REWARD~
}
}
}
foreach (var objective in Objectives)
{
objective.OnRewardClaimed();
}
Quest.OnRewardClaimed(this);
var context = PlayerContext;
if (Quest.RecordCompletion && !Quest.HasRestartDelay) // Quests with restart delays are logged earlier as per OSI
{
context.SetDoneQuest(Quest);
}
if (Quest.IsChainTriggered)
{
context.ChainOffers.Remove(Quest);
}
var nextQuestType = Quest.NextQuest;
if (nextQuestType != null)
{
var nextQuest = MLQuestSystem.FindQuest(nextQuestType);
if (nextQuest != null && !context.ChainOffers.Contains(nextQuest))
{
context.ChainOffers.Add(nextQuest);
}
}
Remove();
}
public void Cancel()
{
Cancel(false);
}
public void Cancel(bool removeChain)
{
Remove();
Player.SendSound(0x5B3); // private sound
foreach (var obj in Objectives)
{
obj.OnQuestCancelled();
}
Quest.OnCancel(this);
if (removeChain)
{
PlayerContext.ChainOffers.Remove(Quest);
}
}
public void Remove()
{
Unregister();
StopTimer();
}
private void StopTimer()
{
_timerToken.Cancel();
}
public void OnQuesterDeleted()
{
foreach (var obj in Objectives)
{
obj.OnQuesterDeleted();
}
Quest.OnQuesterDeleted(this);
}
public void OnPlayerDeath()
{
foreach (var obj in Objectives)
{
obj.OnPlayerDeath();
}
Quest.OnPlayerDeath(this);
}
private bool GetFlag(MLQuestInstanceFlags flag) => (m_Flags & flag) != 0;
private void SetFlag(MLQuestInstanceFlags flag, bool value)
{
if (value)
{
m_Flags |= flag;
}
else
{
m_Flags &= ~flag;
}
}
public void Serialize(IGenericWriter writer)
{
// Version info is written in MLQuestPersistence.Serialize
MLQuestSystem.WriteQuestRef(writer, Quest);
writer.Write(m_Quester?.Deleted != false ? Serial.MinusOne : m_Quester.Serial);
writer.Write(ClaimReward);
writer.Write(Objectives.Length);
foreach (var objInstance in Objectives)
{
objInstance.Serialize(writer);
}
}
public static MLQuestInstance Deserialize(IGenericReader reader, int version, PlayerMobile pm)
{
var quest = MLQuestSystem.ReadQuestRef(reader);
// TODO: Serialize quester TYPE too, the quest giver reference then becomes optional (only for escorts)
var quester = reader.ReadEntity<IEntity>() as IQuestGiver;
var claimReward = reader.ReadBool();
var objectives = reader.ReadInt();
MLQuestInstance instance;
if (quest != null && quester != null && pm != null)
{
instance = quest.CreateInstance(quester, pm);
instance.ClaimReward = claimReward;
}
else
{
instance = null;
}
for (var i = 0; i < objectives; ++i)
{
BaseObjectiveInstance.Deserialize(
reader,
version,
i < instance?.Objectives.Length ? instance.Objectives[i] : null
);
}
instance?.Slice();
return instance;
}
}
}