### Summary
Moves inventory insurance out of `Mobile`/`PlayerMobile` into its own system at `Projects/UOContent/Engines/Insurance/`, wires it into the feature flag system, and makes disabling it actually disable it everywhere.
### Changes
**New `Server.Engines.Insurance.Insurance` system**
* Owns its own `Configure()`, seeding from the existing `insurance.enable` setting (default `Core.AOS`), so no config migration is needed. `Mobile.InsuranceEnabled` is gone, along with its line in `ExpansionConfiguration`.
* `CanInsure`, `GetInsuranceCost`, `ToggleItemInsurance`, `AutoRenewInventoryInsurance`, `CancelRenewInventoryInsurance` and `OpenItemInsuranceMenu` move here from `PlayerMobile`, which keeps four one-line shims for the context-menu callbacks.
* Every entry point is gated on `Insurance.Enabled`, and the death-time state is only allocated when insurance is on — a shard without insurance pays nothing for it.
**Feature flag integration**
Insurance is now a first-class feature flag: `ServerFeatureFlags.InsuranceEnabled`, registered under the `insurance` key in `FeatureFlagManager.SyncStaticFlag`, so it can be inspected and toggled through the normal flag command/gump rather than only at boot. `Insurance.Enabled` reads through to the flag, so there is one source of truth for every consumer.
**Fixes a memory leak from PvP**
`PlayerMobile.m_InsuranceAward` was a `Mobile` field assigned on every death and never cleared, so every player permanently pinned a strong reference to the last player who killed them. Killers were kept alive by their victims indefinitely.
Death-time insurance state now lives in a `Dictionary<Mobile, InsuranceContext>` owned by the insurance system: the entry is created in `OnBeforeDeath` and removed in `OnDeath`, so nothing outlives the death that created it.
**Removes insurance fields from every PlayerMobile**
`m_InsuranceAward`, `m_InsuranceBonus` and `m_NonAutoreinsuredItems` were carried by every `PlayerMobile` whether or not the shard ran insurance. All three are gone; the equivalent state is allocated per-death, only for players who actually die with insured items, only when insurance is enabled.
**Stale `Insured` flags are inert when insurance is off**
`Item.Insured` is a persisted flag, so items stay marked after a shard turns insurance off. Every read path now checks the flag first, so those items behave exactly as if they were never insured:
* `Item.CheckBlessed` / `Item.IsStandardLoot` — they drop again instead of acting blessed
* `Item.AddLootTypeProperty` — no more phantom "insured" tooltip
* `PlayerMobile.FindItems_Callback` — not yanked out of nested bags on death
* `DestroyEquipment` — no longer immune
* `ClothingBlessDeed` — no longer reports "that item is already blessed"
**Gumps promoted out of `PlayerMobile`**
`ItemInsuranceMenuGump`, `ItemInsuranceMenuConfirmGump` and `CancelRenewInventoryInsuranceGump` were private nested classes reaching into `PlayerMobile` privates. They are now public types in `Engines/Insurance/Gumps/`, talking to the insurance system through its public API. `ItemInsuranceMenuGump.ToggleSelected()` replaces the confirm gump's reach-in to the parent's `_items`/`_insure` arrays.
### Behavior changes
* The per-item "You lack the funds to purchase the insurance" message on failed auto-renewal is no longer sent during death; players get the single 1061115 summary instead. Marked with a TODO pending a decision on whether the per-item message should spam.
* The killer's insurance bonus is deposited once at the end of death processing rather than 300 gold at a time per insured item, and the "gold has been deposited" message is now conditional on the deposit succeeding. Same total.
### Drive-by cleanups
`PoisonImpl.IncreaseLevel` -> `Poison.IncreaseLevel`, a redundant `is NetState { } ns` pattern, `new List<Item>(Items)` -> collection expression, alignment of the `SyncStaticFlag` switch arms, and some comment/formatting fixes in `PlayerMobile`.
207 lines
6 KiB
C#
207 lines
6 KiB
C#
using Server.Engines.Insurance;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Gumps;
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public class ItemInsuranceMenuGump : DynamicGump
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{
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private readonly PlayerMobile _from;
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private readonly bool[] _insure;
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private readonly Item[] _items;
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private int _page;
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public override bool Singleton => true;
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public ItemInsuranceMenuGump(PlayerMobile from, Item[] items) : base(25, 50)
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{
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_from = from;
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_items = items;
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_insure = new bool[items.Length];
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for (var i = 0; i < items.Length; ++i)
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{
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_insure[i] = items[i].Insured;
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}
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}
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protected override void BuildLayout(ref DynamicGumpBuilder builder)
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{
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builder.AddPage();
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builder.AddBackground(0, 0, 520, 510, 0x13BE);
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builder.AddImageTiled(10, 10, 500, 30, 0xA40);
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builder.AddImageTiled(10, 50, 500, 355, 0xA40);
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builder.AddImageTiled(10, 415, 500, 80, 0xA40);
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builder.AddAlphaRegion(10, 10, 500, 485);
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builder.AddButton(15, 470, 0xFB1, 0xFB2, 0);
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builder.AddHtmlLocalized(50, 472, 80, 20, 1011012, 0x7FFF); // CANCEL
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if (_from.AutoRenewInsurance)
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{
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builder.AddButton(360, 10, 9723, 9724, 1);
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}
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else
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{
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builder.AddButton(360, 10, 9720, 9722, 1);
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}
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builder.AddHtmlLocalized(395, 14, 105, 20, 1114122, 0x7FFF); // AUTO REINSURE
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builder.AddButton(395, 470, 0xFA5, 0xFA6, 2);
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builder.AddHtmlLocalized(430, 472, 50, 20, 1006044, 0x7FFF); // OK
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builder.AddHtmlLocalized(10, 14, 150, 20, 1114121, 0x7FFF); // <CENTER>ITEM INSURANCE MENU</CENTER>
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builder.AddHtmlLocalized(45, 54, 70, 20, 1062214, 0x7FFF); // Item
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builder.AddHtmlLocalized(250, 54, 70, 20, 1061038, 0x7FFF); // Cost
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builder.AddHtmlLocalized(400, 54, 70, 20, 1114311, 0x7FFF); // Insured
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var balance = Banker.GetBalance(_from);
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var cost = 0;
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for (var i = 0; i < _items.Length; ++i)
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{
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if (_insure[i])
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{
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cost += Insurance.GetInsuranceCost(_from, _items[i]);
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}
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}
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builder.AddHtmlLocalized(15, 420, 300, 20, 1114310, 0x7FFF); // GOLD AVAILABLE:
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builder.AddLabel(215, 420, 0x481, $"{balance}");
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builder.AddHtmlLocalized(15, 435, 300, 20, 1114123, 0x7FFF); // TOTAL COST OF INSURANCE:
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builder.AddLabel(215, 435, 0x481, $"{cost}");
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if (cost != 0)
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{
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builder.AddHtmlLocalized(15, 450, 300, 20, 1114125, 0x7FFF); // NUMBER OF DEATHS PAYABLE:
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builder.AddLabel(215, 450, 0x481, $"{balance / cost}");
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}
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for (int i = _page * 4, y = 72; i < (_page + 1) * 4 && i < _items.Length; ++i, y += 75)
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{
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var item = _items[i];
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var b = ItemBounds.Bounds[item.ItemID];
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builder.AddImageTiledButton(
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40,
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y,
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0x918,
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0x918,
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0,
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GumpButtonType.Page,
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0,
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item.ItemID,
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item.Hue,
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40 - b.Width / 2 - b.X,
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30 - b.Height / 2 - b.Y
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);
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builder.AddItemProperty(item.Serial);
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if (_insure[i])
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{
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builder.AddButton(400, y, 9723, 9724, 100 + i);
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builder.AddLabel(250, y, 0x481, $"{Insurance.GetInsuranceCost(_from, item)}");
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}
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else
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{
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builder.AddButton(400, y, 9720, 9722, 100 + i);
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builder.AddLabel(250, y, 0x66C, $"{Insurance.GetInsuranceCost(_from, item)}");
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}
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}
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if (_page >= 1)
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{
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builder.AddButton(15, 380, 0xFAE, 0xFAF, 3);
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builder.AddHtmlLocalized(50, 380, 450, 20, 1044044, 0x7FFF); // PREV PAGE
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}
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if ((_page + 1) * 4 < _items.Length)
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{
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builder.AddButton(400, 380, 0xFA5, 0xFA7, 4);
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builder.AddHtmlLocalized(435, 380, 70, 20, 1044045, 0x7FFF); // NEXT PAGE
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}
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}
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public override void OnResponse(NetState sender, in RelayInfo info)
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{
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if (info.ButtonID == 0 || !_from.CheckAlive())
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{
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return;
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}
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switch (info.ButtonID)
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{
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case 1: // Auto Reinsure
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{
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if (_from.AutoRenewInsurance)
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{
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_from.SendGump(new CancelRenewInventoryInsuranceGump(this));
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}
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else
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{
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Insurance.AutoRenewInventoryInsurance(_from);
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_from.SendGump(this);
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}
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break;
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}
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case 2: // OK
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{
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_from.SendGump(new ItemInsuranceMenuConfirmGump(this));
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break;
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}
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case 3: // Prev
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{
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if (_page >= 1)
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{
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_page--;
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_from.SendGump(this);
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}
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break;
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}
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case 4: // Next
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{
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if ((_page + 1) * 4 < _items.Length)
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{
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_page++;
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_from.SendGump(this);
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}
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break;
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}
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default:
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{
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var idx = info.ButtonID - 100;
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if (idx >= 0 && idx < _items.Length)
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{
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_insure[idx] = !_insure[idx];
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}
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_from.SendGump(this);
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break;
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}
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}
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}
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public void ToggleSelected()
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{
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var items = _items;
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var insure = _insure;
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for (var i = 0; i < items.Length; ++i)
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{
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var item = items[i];
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if (item.Insured != insure[i])
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{
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Insurance.ToggleItemInsurance(_from, item, false);
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}
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}
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}
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}
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