## Summary - Creates `PropsLayoutExtensions.cs` with reusable extension methods for both legacy `Gump` and `DynamicGumpBuilder` that encapsulate the repeating PropsConfig-style layout patterns (frame, header navigation, entry rows) - Converts all 12 standardized staff gumps to use the new extensions, reducing ~570 lines of duplicated layout code - Adds Type and Serial display to PropsGump and SkillsGump headers (e.g. `PlayerMobile (0x1)`) ### Extension methods provided | Method | Pattern | |--------|---------| | `AddPropsFrame` | Background + offset region + origin coordinates | | `AddPropsHeader` | 3-column: [Prev] [Title] [Next] | | `AddPropsHeaderWithBack` | 4-column: [Back] [Title] [Prev] [Next] | | `AddPropsEntryButton` | Label + action button | | `AddPropsEntryNameValue` | Name + Value + action button | | `AddPropsEntryTextInput` | Text input + action button | | `AddPropsEntryLabel` | Label only (no button) | | `AddPropsEntryType` | Full-width type label | | `AddPropsEntryBlank` | Separator row | ### Gumps converted PropsGump, GoGump, WhoGump, SkillsGump (frame+header), EditSkillGump, SetGump, SetObjectGump, SetPoint2DGump, SetPoint3DGump, SetTimeSpanGump (frame), SetListOptionGump (frame+header), CategorizedAddGump (frame+header) ## Test plan - [x] Verify `[props` gump displays correctly with type + serial in header - [x] Verify `[skills` gump displays correctly with type + serial in header - [x] Verify `[go` navigation gump works (prev/next/back) - [x] Verify property editing gumps (Set, SetObject, SetPoint2D, SetPoint3D, SetTimeSpan, SetListOption) - [x] Verify `[categorizedadd` gump works - [x] Verify `[who` gump works with pagination
140 lines
4.9 KiB
C#
140 lines
4.9 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: GlobalPropsGump.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System.Collections.Generic;
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using Server.Commands.Generic;
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using Server.Engines.Spawners;
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using Server.Mobiles;
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using Server.Network;
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using Server.Text;
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namespace Server.Gumps;
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public class SpawnPropsGump : PropertiesGump
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{
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public static readonly HashSet<string> MobileAttributes = new()
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{
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nameof(Mobile.Hue),
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nameof(Mobile.Str),
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nameof(Mobile.Dex),
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nameof(Mobile.Int),
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nameof(BaseCreature.HitsMaxSeed),
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nameof(BaseCreature.Hits),
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nameof(BaseCreature.DamageMin),
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nameof(BaseCreature.DamageMax),
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nameof(BaseCreature.ActiveSpeed),
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nameof(BaseCreature.PassiveSpeed),
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nameof(BaseCreature.VirtualArmor)
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};
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private List<object> _spawners;
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public SpawnPropsGump(Mobile mobile, object o, List<object> spawners) : base(mobile, o) => _spawners = spawners;
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public SpawnPropsGump(Mobile mobile, object o, Stack<StackEntry> stack, StackEntry parent, List<object> spawners)
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: base(mobile, o, stack, parent) => _spawners = spawners;
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public SpawnPropsGump(
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Mobile mobile, object o, Stack<StackEntry> stack, List<object> list, int page, List<object> spawners
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) : base(mobile, o, stack, list, page) => _spawners = spawners;
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protected override int TotalHeight => base.TotalHeight + PropsConfig.ApplySize;
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protected override void Initialize(int page)
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{
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base.Initialize(page);
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var totalHeight = TotalHeight - PropsConfig.ApplySize;
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AddButton(BackWidth / 3, PropsConfig.BorderSize * 2 + totalHeight, 5204, 5205, 3);
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}
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public override void SendPropertiesGump() =>
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m_Mobile.SendGump(new SpawnPropsGump(m_Mobile, m_Object, m_Stack, m_List, m_Page, _spawners));
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public static object GetPropValue(object src, string propName) =>
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src.GetType().GetProperty(propName)?.GetValue(src, null);
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public override void OnResponse(NetState state, in RelayInfo info)
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{
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var from = state.Mobile;
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if (!BaseCommand.IsAccessible(from, m_Object))
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{
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from.SendMessage("You may no longer access their properties.");
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return;
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}
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switch (info.ButtonID)
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{
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default:
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{
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base.OnResponse(state, info);
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break;
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}
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case 3: // Apply
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{
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using var propsBuilder = ValueStringBuilder.Create();
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var first = true;
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foreach (var attr in MobileAttributes)
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{
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var prop = GetPropValue(m_Object, attr);
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if (prop != null)
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{
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if (first)
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{
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first = false;
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}
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else
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{
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propsBuilder.Append(' ');
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}
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propsBuilder.Append($"{attr} {prop}");
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}
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}
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var name = m_Object.GetType().Name;
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var props = propsBuilder.ToString();
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m_Mobile.SendMessage("Updating spawners...");
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foreach (var obj in _spawners)
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{
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if (obj is BaseSpawner spawner)
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{
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EditSpawnCommand.UpdateSpawner(spawner, name, null, props);
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}
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}
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m_Mobile.SendMessage("Update completed.");
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break;
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}
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}
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}
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protected override bool ShowAttribute(string name)
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{
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foreach (var item in MobileAttributes)
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{
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if (item.InsensitiveEquals(name))
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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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}
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