ModernUO/Projects/UOContent/Engines/Player Murder System/BountyReportMurdererGump.cs
Jack 9f39198fab
feat: Adds pre-T2A-pub15 bounty system (#2377)
# Bounty Boards

<img width="717" height="382" alt="image" src="https://github.com/user-attachments/assets/455e5206-47d8-4449-805c-19b143d059e5" />
<img width="918" height="637" alt="image" src="https://github.com/user-attachments/assets/e78e1ca2-62b8-4abf-8f69-21438bb1b759" />
<img width="340" height="296" alt="image" src="https://github.com/user-attachments/assets/fd17d7e6-8c53-47df-ac58-a89ea3ef665e" />

## Setup
* Setup as part of decorate when bounty system is enabled
  * Several bounty board locations with a WarriorGuard spawner in front of the board. Guard spawns and idles around 5 range.

## Tests

### ReportBountyMurdererGump
* Follows same behaviour as ReportMurdererGump
* Extracted common logic
* Didn't use staticgump due to several dynamic parts including input
* Optional bounty with validation >0 and <bankbox.total
* Murder report is honored either way

### Bounty boards
* Open bounty board with many bounties, no bounties
* Keep a bounty board open, invalidate a bounty by turning in the head, then try to click on the post of the now invalid post. As expected: does nothing
* Bounty messages use the last murder time as their post date and expire in 14 days
* Bounty boards/messages are not reliant on serialization; they use serialized fields from MurderContext to build messages when clicked.
* Bounty messages use synthetic serials so they do not have to persist bounty messages as items. They are constructed and sent as raw packets when needed.
* Players only appear on the bounty board if they are a murderer (though a non-murderer can technically still have a bounty if they decayed kills)
* Tested skin/hair color descriptions vs a dozen spot checks

### Head turn in behaviour
* Guard accepts head
  * Bounty -> gives bounty
  * No bounty -> generic response
  * Expired head (24h) -> generic response

NOTE: CUO "latest" has a bug with bounty/bulletinmessages that causes overflow outside of the container. It has nothing to do with this PR. It is fixed here in CUO https://github.com/ClassicUO/ClassicUO/pull/1871

# Murderer title

Bounty system and "murderer" title eliminated in [pub16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/). So UO:LBR and before had bounties and murderer title.

# Pre-T2A caveat

There were differences in pre-T2A, but this cannot be currently implemented because we do not have any pre-T2A systems in general, so at least for now, behavior is consistent with later eras. Pre-T2A was a whole other ballgame, but the bounty system still worked similarly.
2026-03-22 12:35:16 -07:00

83 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using Server.Gumps;
using Server.Items;
using Server.Mobiles;
using Server.Network;
namespace Server.Engines.PlayerMurderSystem;
public class BountyReportMurdererGump : DynamicGump
{
private readonly List<Mobile> _killers;
private readonly PlayerMobile _victim;
private int _idx;
public BountyReportMurdererGump(PlayerMobile victim, List<Mobile> killers, int idx = 0) : base(0, 0)
{
_victim = victim;
_killers = killers;
_idx = idx;
}
protected override void BuildLayout(ref DynamicGumpBuilder builder)
{
builder.SetNoClose();
builder.SetNoResize();
builder.AddBackground(265, 205, 393, 270, 70000);
builder.AddImage(265, 205, 1140);
builder.AddPage();
builder.AddHtml(325, 255, 300, 60,
$"<BIG>Would you like to report {_killers[_idx].Name} as a murderer?</BIG>");
var bountyMax = Banker.GetBalance(_victim);
if (_killers[_idx].Kills >= 4 && bountyMax > 0)
{
builder.AddHtml(325, 325, 300, 60, $"<BIG>Optional Bounty: [{bountyMax} max] </BIG>");
builder.AddImage(323, 343, 0x475);
builder.AddTextEntry(329, 346, 311, 16, 0, 1);
}
builder.AddButton(385, 395, 0x47B, 0x47D, 1);
builder.AddButton(465, 395, 0x478, 0x47A, 2);
}
public override void OnResponse(NetState state, in RelayInfo info)
{
var from = (PlayerMobile)state.Mobile;
if (info.ButtonID == 1)
{
var killer = _killers[_idx];
if (PlayerMurderSystem.ReportMurder(from, killer) && killer is PlayerMobile pk)
{
var text = info.GetTextEntry(1);
if (!string.IsNullOrWhiteSpace(text) && int.TryParse(text, out var requested) && requested > 0)
{
var bounty = Math.Min(requested, Banker.GetBalance(from));
if (bounty > 0 && Banker.Withdraw(from, bounty))
{
PlayerMurderSystem.AddBounty(pk, bounty);
pk.SendMessage(
$"{from.Name} has placed a bounty of {bounty} {(bounty == 1 ? "gold piece" : "gold pieces")} on your head!"
);
from.SendMessage($"You place a bounty of {bounty}gp on {pk.Name}'s head.");
}
}
}
}
_idx++;
if (_idx < _killers.Count)
{
from.SendGump(new BountyReportMurdererGump(from, _killers, _idx));
}
}
}