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