ModernUO/Projects/UOContent/Engines/Khaldun/PuzzleChest.cs
Kamron Batman cce035f1c3
fix: Removes unnecessary dictionary removal guards (#2565)
## What

`Dictionary<K,V>.Remove` and `HashSet<T>.Remove` do not bump the collection's version, so removing an entry during a `foreach` does not invalidate the enumerator. A number of loops were still paying for a `PooledRefQueue`/`PooledRefList` to collect keys and drain them in a second pass. This drops those guards.

## Why it's safe

Verified against .NET 10.0.10 rather than taken on trust, since the documented guarantee covers only `Dictionary<TKey,TValue>.Remove` while several of these call sites are `HashSet<T>` or enumerate `.Keys`/`.Values`:

| Case | Result |
|---|---|
| `Dictionary` foreach + `Remove` | safe, all entries visited |
| `Dictionary.Keys` / `.Values` foreach + `Remove` | safe, all entries visited |
| `HashSet` foreach + `Remove` | safe, all entries visited |
| `Dictionary` foreach + `Remove` **then `Add`** | throws `InvalidOperationException` |

Reflection on `_version` confirms the mechanism: neither `Dictionary.Remove` nor `HashSet.Remove` touches it. Because `Remove` never bumps the version, the `Keys` and `Values` enumerators are just as safe as the dictionary's own, even though only `Dictionary.Remove` documents the behaviour. No entries were skipped in any case.

The `HashSet` half is confirmed by [stephentoub on dotnet/dotnet-api-docs#8177](https://github.com/dotnet/dotnet-api-docs/issues/8177#issuecomment-1167251052): *"Both HashSet and Dictionary have been improved to support removal during enumeration. The docs may just benefit from updating."* The gap is in the documentation, not the runtime.

`Remove` followed by `Add` in the same enumeration still throws. That is the line this PR does not cross.

## Guards removed

`VisibilityList`, `ChampionTitleSystem`, `Channel`, `BombingRun`, `Ruleset`, `PuzzleChest`, `RaceChangeGump`, `StepCache`, `PlayerMurderSystem`, `VirtueSystem`, `ProjectedItem`, `StaminaSystem`, `AIGroupMovement`, `PromotedGuard`, `AutoDenylist`, `LoginAllowlist`, `AntiMacroSystem`, `DetectHidden`.

Both collection kinds are covered: `Dictionary` (including loops over `.Keys` and `.Values`) and `HashSet` (`ProjectedItem._active`, `PlayerMurderSystem._contextTerms`, `StaminaSystem._resetHash`). In `StaminaSystem.ResetTimer` the `Count == queue.Count → Clear()` branch goes away with the queue — it only existed to avoid paying for N individual removes.

Where the collection supports it, `Contains` + `Remove` and `TryGetValue` + `Remove` also collapse into a single lookup (`if (list.Remove(x))`, `if (m_Pending.Remove(ns, out var state))`).

`Utility.Tidy<K,V>` keeps its two branches: when `K` is serializable the value is not inspected, otherwise the value is. Only the serializable side may be cast, so `Dictionary<Mobile, int>` and `Dictionary<Mobile, string>` stay valid.

## Deliberately unchanged

**`BaseCreature.LoyaltyTimer.OnTick`** keeps its deferred-delete queue. Removing from `World.Mobiles` while enumerating it is safe, but `Mobile.Delete()` is not a `Remove` — it runs `OnDelete`/`OnAfterDelete`, the `OnParentDeleted` cascade over the creature's pack, `DropHolding()`, and region and guild callbacks. Anything in that surface that constructs a `Mobile` is an `Add` into the dictionary being enumerated, which does invalidate it. `BaseHire.PayTimer.OnTick` has the same shape and is likewise untouched.

**Spatial-query buffers** — `GuardedRegion.CallGuards`, `Thunderstorm`, `Exorcism`, `LeverPuzzleController`, `BaseCreature.TeleportPets` — are a different hazard. They buffer the result of a range query because the drain moves or harms mobiles, which mutates sectors mid-enumeration.

**Re-entrant drains.** The `_users` sets in `Firebomb` and the explosion, conflagration and confusion-blast potions look like this pattern but are not: the loop collects, `Clear()`s, and only then runs `Target.Cancel` on each, which can re-enter. `AnimalTrainer` enumerates `pm.Stabled` and drains through `RemoveStabled`, which nulls the `Stabled` field once it empties — safe for an in-flight enumerator, which holds the set reference rather than the field, but subtle enough not to be worth inlining on a cold path.

## Verification

`dotnet build` clean with 0 warnings; 810 Server and 684 UOContent tests pass.
2026-08-08 11:50:01 -07:00

835 lines
27 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Collections;
using Server.Gumps;
using Server.Network;
namespace Server.Items
{
public enum PuzzleChestCylinder
{
None = 0xE73,
LightBlue = 0x186F,
Blue = 0x186A,
Green = 0x186B,
Orange = 0x186C,
Purple = 0x186D,
Red = 0x186E,
DarkBlue = 0x1869,
Yellow = 0x1870
}
[SerializationGenerator(1)]
public partial class PuzzleChestSolution
{
[SerializableField(0)]
private PuzzleChestCylinder[] _cylinders;
public const int Length = 5;
public PuzzleChestSolution() =>
_cylinders = [RandomCylinder(), RandomCylinder(), RandomCylinder(), RandomCylinder(), RandomCylinder()];
public PuzzleChestSolution(
PuzzleChestCylinder first, PuzzleChestCylinder second, PuzzleChestCylinder third,
PuzzleChestCylinder fourth, PuzzleChestCylinder fifth
) => _cylinders = [first, second, third, fourth, fifth];
public PuzzleChestSolution(PuzzleChestSolution solution)
{
_cylinders = new PuzzleChestCylinder[Length];
solution.Cylinders.AsSpan().CopyTo(Cylinders);
}
private void Deserialize(IGenericReader reader, int version)
{
var length = reader.ReadEncodedInt();
Cylinders = new PuzzleChestCylinder[length];
for (var i = 0; i < length; i++)
{
Cylinders[i] = (PuzzleChestCylinder)reader.ReadInt();
}
}
[AfterDeserialization]
private void AfterDeserialization()
{
if (Cylinders.Length == Length)
{
return;
}
var cylinders = Cylinders;
Cylinders = new PuzzleChestCylinder[Length];
if (cylinders.Length > Length)
{
Cylinders = cylinders[..Length];
return;
}
cylinders.CopyTo(Cylinders);
for (var i = cylinders.Length; i < Length; i++)
{
Cylinders[i] = RandomCylinder();
}
}
public PuzzleChestCylinder First
{
get => Cylinders[0];
set => Cylinders[0] = value;
}
public PuzzleChestCylinder Second
{
get => Cylinders[1];
set => Cylinders[1] = value;
}
public PuzzleChestCylinder Third
{
get => Cylinders[2];
set => Cylinders[2] = value;
}
public PuzzleChestCylinder Fourth
{
get => Cylinders[3];
set => Cylinders[3] = value;
}
public PuzzleChestCylinder Fifth
{
get => Cylinders[4];
set => Cylinders[4] = value;
}
public static PuzzleChestCylinder RandomCylinder()
{
return Utility.Random(8) switch
{
0 => PuzzleChestCylinder.LightBlue,
1 => PuzzleChestCylinder.Blue,
2 => PuzzleChestCylinder.Green,
3 => PuzzleChestCylinder.Orange,
4 => PuzzleChestCylinder.Purple,
5 => PuzzleChestCylinder.Red,
6 => PuzzleChestCylinder.DarkBlue,
_ => PuzzleChestCylinder.Yellow
};
}
public bool Matches(PuzzleChestSolution solution, out int cylinders, out int colors)
{
cylinders = 0;
colors = 0;
Span<bool> matchesSrc = stackalloc bool[solution.Cylinders.Length];
Span<bool> matchesDst = stackalloc bool[solution.Cylinders.Length];
for (var i = 0; i < Cylinders.Length; i++)
{
if (Cylinders[i] == solution.Cylinders[i])
{
cylinders++;
matchesSrc[i] = true;
matchesDst[i] = true;
}
}
for (var i = 0; i < Cylinders.Length; i++)
{
if (matchesSrc[i])
{
continue;
}
for (var j = 0; j < solution.Cylinders.Length; j++)
{
if (Cylinders[i] == solution.Cylinders[j] && !matchesDst[j])
{
colors++;
matchesDst[j] = true;
}
}
}
return cylinders == Cylinders.Length;
}
}
[SerializationGenerator(0)]
public partial class PuzzleChestSolutionAndTime : PuzzleChestSolution
{
[DeltaDateTime]
[SerializableField(0)]
private DateTime _when;
public PuzzleChestSolutionAndTime(DateTime when, PuzzleChestSolution solution) : base(solution) => _when = when;
// For serialization
public PuzzleChestSolutionAndTime()
{
}
}
[SerializationGenerator(1)]
public abstract partial class PuzzleChest : BaseTreasureChest
{
public const int HintsCount = 3;
public static readonly TimeSpan CleanupTime = TimeSpan.FromHours(1.0);
private TimerExecutionToken _cleanupTimerToken;
[SerializableField(1, setter: "private")]
private PuzzleChestCylinder[] _hints;
[CanBeNull]
[Tidy]
[SerializableField(2)]
private Dictionary<Mobile, PuzzleChestSolutionAndTime> _guesses;
public PuzzleChest(int itemID) : base(itemID) => _hints = new PuzzleChestCylinder[HintsCount];
[AfterDeserialization]
private void AfterDeserialization()
{
// Validate hints array length - regenerate if mismatched
if (_hints.Length != HintsCount)
{
InitHints();
}
StartCleanupTimer();
}
private void Deserialize(IGenericReader reader, int version)
{
_solution = new PuzzleChestSolution();
_solution.Deserialize(reader);
var length = reader.ReadEncodedInt();
for (var i = 0; i < length; i++)
{
var cylinder = (PuzzleChestCylinder)reader.ReadInt();
if (length == _hints.Length)
{
_hints[i] = cylinder;
}
}
var guessCount = reader.ReadEncodedInt();
if (guessCount <= 0)
{
return;
}
_guesses = new Dictionary<Mobile, PuzzleChestSolutionAndTime>(guessCount);
for (var i = 0; i < guessCount; i++)
{
var m = reader.ReadEntity<Mobile>();
(_guesses[m] = new PuzzleChestSolutionAndTime()).Deserialize(reader);
}
}
[SerializableProperty(0)]
public PuzzleChestSolution Solution
{
get => _solution;
set
{
_solution = value;
InitHints();
this.MarkDirty();
}
}
public PuzzleChestCylinder FirstHint
{
get => _hints[0];
set => _hints[0] = value;
}
public PuzzleChestCylinder SecondHint
{
get => _hints[1];
set => _hints[1] = value;
}
public PuzzleChestCylinder ThirdHint
{
get => _hints[2];
set => _hints[2] = value;
}
public override string DefaultName => null;
private void InitHints()
{
Span<PuzzleChestCylinder> cylinders = stackalloc PuzzleChestCylinder[Solution.Cylinders.Length - 1];
Solution.Cylinders.AsSpan(1).CopyTo(cylinders);
cylinders.Shuffle();
_hints = cylinders[..HintsCount].ToArray();
}
public override void OnDelete()
{
StopCleanupTimer();
base.OnDelete();
}
protected override void SetLockLevel()
{
LockLevel = ILockpickable.CannotPick; // Can't be unlocked
}
public override bool CheckLocked(Mobile from)
{
if (Locked)
{
PuzzleChestSolution solution = GetLastGuess(from);
if (solution != null)
{
solution = new PuzzleChestSolution(solution);
}
else
{
solution = new PuzzleChestSolution(
PuzzleChestCylinder.None,
PuzzleChestCylinder.None,
PuzzleChestCylinder.None,
PuzzleChestCylinder.None,
PuzzleChestCylinder.None
);
}
from.SendGump(new PuzzleGump(from, this, solution));
return true;
}
return false;
}
public PuzzleChestSolutionAndTime GetLastGuess(Mobile m) => _guesses?.GetValueOrDefault(m);
public void SubmitSolution(Mobile m, PuzzleChestSolution solution)
{
if (solution.Matches(Solution, out var correctCylinders, out var correctColors))
{
LockPick(m);
DisplayTo(m);
}
else
{
(_guesses ??= []).Add(m, new PuzzleChestSolutionAndTime(Core.Now, solution));
StartCleanupTimer();
m.SendGump(new StatusGump(correctCylinders, correctColors));
DoDamage(m);
}
}
public static void DoDamage(Mobile to)
{
switch (Utility.Random(4))
{
case 0:
{
Effects.SendLocationEffect(to, 0x113A, 20);
to.PlaySound(0x231);
to.LocalOverheadMessage(MessageType.Regular, 0x44, 1010523); // A toxic vapor envelops thee.
to.ApplyPoison(to, Poison.Regular);
break;
}
case 1:
{
Effects.SendLocationEffect(to, 0x3709, 30);
to.PlaySound(0x54);
to.LocalOverheadMessage(MessageType.Regular, 0xEE, 1010524); // Searing heat scorches thy skin.
AOS.Damage(to, to, Utility.RandomMinMax(10, 40), 0, 100, 0, 0, 0);
break;
}
case 2:
{
to.PlaySound(0x223);
// Pain lances through thee from a sharp metal blade.
to.LocalOverheadMessage(MessageType.Regular, 0x62, 1010525);
AOS.Damage(to, to, Utility.RandomMinMax(10, 40), 100, 0, 0, 0, 0);
break;
}
default:
{
to.BoltEffect(0);
// Lightning arcs through thy body.
to.LocalOverheadMessage(MessageType.Regular, 0xDA, 1010526);
AOS.Damage(to, to, Utility.RandomMinMax(10, 40), 0, 0, 0, 0, 100);
break;
}
}
}
public override void LockPick(Mobile from)
{
base.LockPick(from);
StopCleanupTimer();
_guesses = null;
}
private static void GetRandomAOSStats(out int attributeCount, out int min, out int max)
{
var rnd = Utility.Random(15);
if (rnd < 1)
{
attributeCount = Utility.RandomMinMax(2, 6);
min = 20;
max = 70;
}
else if (rnd < 3)
{
attributeCount = Utility.RandomMinMax(2, 4);
min = 20;
max = 50;
}
else if (rnd < 6)
{
attributeCount = Utility.RandomMinMax(2, 3);
min = 20;
max = 40;
}
else if (rnd < 10)
{
attributeCount = Utility.RandomMinMax(1, 2);
min = 10;
max = 30;
}
else
{
attributeCount = 1;
min = 10;
max = 20;
}
}
protected override void GenerateTreasure()
{
DropItem(new Gold(600, 900));
using var gems = PooledRefList<Item>.Create();
for (var i = 0; i < 9; i++)
{
var gem = Loot.RandomGem();
var gemType = gem.GetType();
for (var j = 0; j < gems.Count; j++)
{
var listGem = gems[j];
if (listGem.GetType() == gemType)
{
listGem.Amount++;
gem.Delete();
break;
}
}
if (!gem.Deleted)
{
gems.Add(gem);
}
}
for (var i = 0; i < gems.Count; i++)
{
var gem = gems[i];
DropItem(gem);
}
if (Utility.RandomDouble() < 0.2)
{
DropItem(new BagOfReagents());
}
for (var i = 0; i < 2; i++)
{
var item = Core.AOS ? Loot.RandomArmorOrShieldOrWeaponOrJewelry() : Loot.RandomArmorOrShieldOrWeapon();
if (item is BaseWeapon weapon)
{
if (Core.AOS)
{
GetRandomAOSStats(out var attributeCount, out var min, out var max);
BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max);
}
else
{
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(6);
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(6);
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(6);
}
DropItem(weapon);
}
else if (item is BaseArmor armor)
{
if (Core.AOS)
{
GetRandomAOSStats(out var attributeCount, out var min, out var max);
BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max);
}
else
{
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(6);
armor.Durability = (ArmorDurabilityLevel)Utility.Random(6);
}
DropItem(armor);
}
else if (item is BaseHat hat)
{
if (Core.AOS)
{
GetRandomAOSStats(out var attributeCount, out var min, out var max);
BaseRunicTool.ApplyAttributesTo(hat, attributeCount, min, max);
}
DropItem(hat);
}
else if (item is BaseJewel jewel)
{
GetRandomAOSStats(out var attributeCount, out var min, out var max);
BaseRunicTool.ApplyAttributesTo(jewel, attributeCount, min, max);
DropItem(jewel);
}
}
Solution = new PuzzleChestSolution();
}
private void StartCleanupTimer()
{
if (_cleanupTimerToken.Running || _guesses == null || _guesses.Count == 0)
{
return;
}
Timer.StartTimer(CleanupTime, CleanupTime, CleanupGuesses, out _cleanupTimerToken);
}
private void StopCleanupTimer()
{
_cleanupTimerToken.Cancel();
}
private void CleanupGuesses()
{
if (_guesses == null || _guesses.Count == 0)
{
StopCleanupTimer();
return;
}
foreach (var (key, value) in _guesses)
{
if (Core.Now - value.When > CleanupTime)
{
_guesses.Remove(key);
}
}
if (_guesses.Count == 0)
{
_guesses = null;
StopCleanupTimer();
}
}
private class PuzzleGump : DynamicGump
{
private int _check;
private readonly PuzzleChest _chest;
private readonly PuzzleChestSolution _solution;
private readonly double _lockpicking;
private readonly PuzzleChestSolution _lastGuess;
public override bool Singleton => true;
public PuzzleGump(Mobile from, PuzzleChest chest, PuzzleChestSolution solution) : base(50, 50)
{
_chest = chest;
_solution = solution;
_lockpicking = from.Skills.Lockpicking.Base;
_lastGuess = chest.GetLastGuess(from);
}
protected override void BuildLayout(ref DynamicGumpBuilder builder)
{
builder.SetNoDispose();
builder.AddBackground(25, 0, 500, 410, 0x53);
builder.AddImage(62, 20, 0x67);
builder.AddHtmlLocalized(80, 36, 110, 70, 1018309, true); // A Puzzle Lock
/* Correctly choose the sequence of cylinders needed to open the latch. Each cylinder
* may potentially be used more than once. Beware! A false attempt could be deadly!
*/
builder.AddHtmlLocalized(214, 26, 270, 90, 1018310, true, true);
AddLeftCylinderButton(ref builder, 62, 130, PuzzleChestCylinder.LightBlue, 10);
AddLeftCylinderButton(ref builder, 62, 180, PuzzleChestCylinder.Blue, 11);
AddLeftCylinderButton(ref builder, 62, 230, PuzzleChestCylinder.Green, 12);
AddLeftCylinderButton(ref builder, 62, 280, PuzzleChestCylinder.Orange, 13);
AddRightCylinderButton(ref builder, 451, 130, PuzzleChestCylinder.Purple, 14);
AddRightCylinderButton(ref builder, 451, 180, PuzzleChestCylinder.Red, 15);
AddRightCylinderButton(ref builder, 451, 230, PuzzleChestCylinder.DarkBlue, 16);
AddRightCylinderButton(ref builder, 451, 280, PuzzleChestCylinder.Yellow, 17);
if (_lockpicking >= 60.0)
{
builder.AddHtmlLocalized(160, 125, 230, 24, 1018308); // Lockpicking hint:
builder.AddBackground(159, 150, 230, 95, 0x13EC);
if (_lockpicking >= 80.0)
{
builder.AddHtmlLocalized(165, 157, 200, 40, 1018312); // In the first slot:
AddCylinder(ref builder, 350, 165, _chest.Solution.First);
builder.AddHtmlLocalized(165, 197, 200, 40, 1018313); // Used in unknown slot:
AddCylinder(ref builder, 350, 200, _chest.FirstHint);
if (_lockpicking >= 90.0)
{
AddCylinder(ref builder, 350, 212, _chest.SecondHint);
}
if (_lockpicking >= 100.0)
{
AddCylinder(ref builder, 350, 224, _chest.ThirdHint);
}
}
else
{
builder.AddHtmlLocalized(165, 157, 200, 40, 1018313); // Used in unknown slot:
AddCylinder(ref builder, 350, 160, _chest.FirstHint);
if (_lockpicking >= 70.0)
{
AddCylinder(ref builder, 350, 172, _chest.SecondHint);
}
}
}
if (_lastGuess != null)
{
builder.AddHtmlLocalized(127, 249, 170, 20, 1018311); // Thy previous guess:
builder.AddBackground(290, 247, 115, 25, 0x13EC);
AddCylinder(ref builder, 281, 254, _lastGuess.First);
AddCylinder(ref builder, 303, 254, _lastGuess.Second);
AddCylinder(ref builder, 325, 254, _lastGuess.Third);
AddCylinder(ref builder, 347, 254, _lastGuess.Fourth);
AddCylinder(ref builder, 369, 254, _lastGuess.Fifth);
}
AddPedestal(ref builder, 140, 270, _solution.First, 0, _check == 0);
AddPedestal(ref builder, 195, 270, _solution.Second, 1, _check == 1);
AddPedestal(ref builder, 250, 270, _solution.Third, 2, _check == 2);
AddPedestal(ref builder, 305, 270, _solution.Fourth, 3, _check == 3);
AddPedestal(ref builder, 360, 270, _solution.Fifth, 4, _check == 4);
builder.AddButton(258, 370, 0xFA5, 0xFA7, 1);
}
private static void AddLeftCylinderButton(
ref DynamicGumpBuilder builder, int x, int y, PuzzleChestCylinder cylinder, int buttonID
)
{
builder.AddBackground(x, y, 30, 30, 0x13EC);
AddCylinder(ref builder, x - 7, y + 10, cylinder);
builder.AddButton(x + 38, y + 9, 0x13A8, 0x4B9, buttonID);
}
private static void AddRightCylinderButton(
ref DynamicGumpBuilder builder, int x, int y, PuzzleChestCylinder cylinder, int buttonID
)
{
builder.AddBackground(x, y, 30, 30, 0x13EC);
AddCylinder(ref builder, x - 7, y + 10, cylinder);
builder.AddButton(x - 26, y + 9, 0x13A8, 0x4B9, buttonID);
}
private static void AddPedestal(
ref DynamicGumpBuilder builder, int x, int y, PuzzleChestCylinder cylinder, int switchID, bool initialState
)
{
builder.AddItem(x, y, 0xB10);
builder.AddItem(x - 23, y + 12, 0xB12);
builder.AddItem(x + 23, y + 12, 0xB13);
builder.AddItem(x, y + 23, 0xB11);
if (cylinder != PuzzleChestCylinder.None)
{
builder.AddItem(x, y + 2, 0x51A);
AddCylinder(ref builder, x - 1, y + 19, cylinder);
}
else
{
builder.AddItem(x, y + 2, 0x521);
}
builder.AddRadio(x + 7, y + 65, 0x867, 0x86A, initialState, switchID);
}
private static void AddCylinder(ref DynamicGumpBuilder builder, int x, int y, PuzzleChestCylinder cylinder)
{
if (cylinder != PuzzleChestCylinder.None)
{
builder.AddItem(x, y, (int)cylinder);
}
else
{
builder.AddItem(x + 9, y, (int)cylinder);
}
}
public override void OnResponse(NetState sender, in RelayInfo info)
{
var from = sender.Mobile;
if (_chest.Deleted || info.ButtonID == 0 || !from.CheckAlive())
{
return;
}
if (from.AccessLevel == AccessLevel.Player &&
(from.Map != _chest.Map || !from.InRange(_chest.GetWorldLocation(), 2)))
{
from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 500446); // That is too far away.
return;
}
if (info.ButtonID == 1)
{
_chest.SubmitSolution(from, _solution);
return;
}
if (info.Switches.Length == 0)
{
return;
}
var pedestal = info.Switches[0];
if (pedestal < 0 || pedestal >= _solution.Cylinders.Length)
{
return;
}
PuzzleChestCylinder cylinder = info.ButtonID switch
{
10 => PuzzleChestCylinder.LightBlue,
11 => PuzzleChestCylinder.Blue,
12 => PuzzleChestCylinder.Green,
13 => PuzzleChestCylinder.Orange,
14 => PuzzleChestCylinder.Purple,
15 => PuzzleChestCylinder.Red,
16 => PuzzleChestCylinder.DarkBlue,
17 => PuzzleChestCylinder.Yellow,
_ => PuzzleChestCylinder.None
};
if (cylinder == PuzzleChestCylinder.None)
{
return;
}
_solution.Cylinders[pedestal] = cylinder;
_check = pedestal;
from.SendGump(this);
}
}
private class StatusGump : StaticGump<StatusGump>
{
private readonly int _correctCylinders;
private readonly int _correctColors;
public override bool Singleton => true;
public StatusGump(int correctCylinders, int correctColors) : base(50, 50)
{
_correctCylinders = correctCylinders;
_correctColors = correctColors;
}
protected override void BuildLayout(ref StaticGumpBuilder builder)
{
builder.AddBackground(15, 250, 305, 163, 0x53);
builder.AddBackground(28, 265, 280, 133, 0xBB8);
builder.AddHtmlLocalized(35, 271, 270, 24, 1018314); // Thou hast failed to solve the puzzle!
builder.AddHtmlLocalized(35, 297, 250, 24, 1018315); // Correctly placed colors:
builder.AddLabelPlaceholder(285, 297, 0x44, "cylinders");
builder.AddHtmlLocalized(35, 323, 250, 24, 1018316); // Used colors in wrong slots:
builder.AddLabelPlaceholder(285, 323, 0x44, "colors");
builder.AddButton(152, 369, 0xFA5, 0xFA7, 0); // Close
}
protected override void BuildStrings(ref GumpStringsBuilder builder)
{
builder.SetStringSlot("cylinders", $"{_correctCylinders}");
builder.SetStringSlot("colors", $"{_correctColors}");
}
}
}
[Flippable(0xE41, 0xE40)]
[SerializationGenerator(0)]
public partial class MetalGoldenPuzzleChest : PuzzleChest
{
[Constructible]
public MetalGoldenPuzzleChest() : base(0xE41)
{
}
}
[Flippable(0xE80, 0x9A8)]
[SerializationGenerator(0)]
public partial class StrongBoxPuzzle : PuzzleChest
{
[Constructible]
public StrongBoxPuzzle() : base(0xE80)
{
}
}
}