## Summary Migrates the eight concrete New Guild System gumps (CreateGuild, GuildInfo, GuildMemberInfo, GuildRoster, GuildDiplomacy, WarDeclaration, GuildAdvancedSearch, GuildInvitationRequest) and three abstract bases (BaseGuildGump, BaseGuildListGump, OtherGuildInfo) from the legacy `Gump` class to `DynamicGump`. Layout work moves from constructor-side `AddX(...)` calls into `BuildLayout(ref DynamicGumpBuilder builder)` — the abstract `BaseGuildGump` now provides a `BuildContent` callout for shared tab-strip chrome, and `BaseGuildListGump<T>` adds another `BuildListExtras` hook so subclasses can paint highlighted titles after the filter/sort/pagination chrome. The headline win is the **self-refresh pattern** on the list gumps and diplomacy advanced search. Previously each filter/sort/back/forward click allocated a brand new gump via `GetResentGump`. After migration, those handlers mutate `_filter`, `_startNumber`, `_comparer`, `_ascending`, or `_display` on the existing gump and call `from.SendGump(this)`, letting the singleton path in `NetStateGumps.Send` swap in the same instance with the new layout. The original list is preserved separately from the per-render filtered/sorted `_displayList`, so refreshes pick up the latest state without losing the source list. All guild gumps deal with per-instance dynamic strings (guild names, member names, war declarations, alliance names), which would defeat `StaticGump<T>` caching per the cliloc rule, so every concrete subclass migrates to `DynamicGump`. `AllianceRosterGump` (in `Misc/Guild.cs`) is a `GuildDiplomacyGump` subclass and inherits the new behavior; its unused override and stored alliance reference were dropped along with the now-obsolete `GetResentGump` abstract.
132 lines
5.6 KiB
C#
132 lines
5.6 KiB
C#
using Server.Gumps;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Guilds
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{
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public class CreateGuildGump : DynamicGump
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{
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private readonly PlayerMobile _player;
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private readonly string _guildName;
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private readonly string _guildAbbrev;
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public override bool Singleton => true;
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public CreateGuildGump(PlayerMobile pm, string guildName = "Guild Name", string guildAbbrev = "") : base(10, 10)
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{
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_player = pm;
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_guildName = guildName;
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_guildAbbrev = guildAbbrev;
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pm.CloseGump<BaseGuildGump>();
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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, 500, 300, 0x2422);
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builder.AddHtmlLocalized(25, 20, 450, 25, 1062939, 0x0, true); // <center>GUILD MENU</center>
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// As you are not a member of any guild, you can create your own by providing a unique guild name and
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// paying the standard guild registration fee.
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builder.AddHtmlLocalized(25, 60, 450, 60, 1062940, 0x0);
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builder.AddHtmlLocalized(25, 135, 120, 25, 1062941, 0x0); // Registration Fee:
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builder.AddLabel(155, 135, 0x481, $"{Guild.RegistrationFee}");
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builder.AddHtmlLocalized(25, 165, 120, 25, 1011140, 0x0); // Enter Guild Name:
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builder.AddBackground(155, 160, 320, 26, 0xBB8);
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builder.AddTextEntry(160, 163, 315, 21, 0x481, 5, _guildName);
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builder.AddHtmlLocalized(25, 191, 120, 26, 1063035, 0x0); // Abbreviation:
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builder.AddBackground(155, 186, 320, 26, 0xBB8);
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builder.AddTextEntry(160, 189, 315, 21, 0x481, 6, _guildAbbrev);
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builder.AddButton(415, 217, 0xF7, 0xF8, 1);
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builder.AddButton(345, 217, 0xF2, 0xF1, 0);
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if (_player.AcceptGuildInvites)
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{
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builder.AddButton(20, 260, 0xD2, 0xD3, 2);
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}
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else
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{
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builder.AddButton(20, 260, 0xD3, 0xD2, 2);
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}
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builder.AddHtmlLocalized(45, 260, 200, 30, 1062943, 0x0); // <i>Ignore Guild Invites</i>
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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 (sender.Mobile is not PlayerMobile { Guild: null } pm)
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{
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return; // Sanity
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}
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switch (info.ButtonID)
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{
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case 1:
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{
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var guildName = (info.GetTextEntry(5) ?? "").FixHtml();
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var guildAbbrev = (info.GetTextEntry(6) ?? "").FixHtml();
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if (guildName.Length <= 0)
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{
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pm.SendLocalizedMessage(1070884); // Guild name cannot be blank.
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}
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else if (guildAbbrev.Length <= 0)
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{
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pm.SendLocalizedMessage(1070885); // You must provide a guild abbreviation.
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}
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else if (guildName.Length > Guild.NameLimit)
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{
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// A guild name cannot be more than ~1_val~ characters in length.
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pm.SendLocalizedMessage(1063036, Guild.NameLimit.ToString());
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}
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else if (guildAbbrev.Length > Guild.AbbrevLimit)
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{
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// An abbreviation cannot exceed ~1_val~ characters in length.
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pm.SendLocalizedMessage(1063037, Guild.AbbrevLimit.ToString());
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}
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else if (BaseGuild.FindByAbbrev(guildAbbrev) != null || !BaseGuildGump.CheckProfanity(guildAbbrev))
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{
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pm.SendLocalizedMessage(501153); // That abbreviation is not available.
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}
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else if (BaseGuild.FindByName(guildName) != null || !BaseGuildGump.CheckProfanity(guildName))
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{
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pm.SendLocalizedMessage(1063000); // That guild name is not available.
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}
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else if (!Banker.Withdraw(pm, Guild.RegistrationFee))
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{
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// You do not possess the ~1_val~ gold piece fee required to create a guild.
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pm.SendLocalizedMessage(1063001, Guild.RegistrationFee.ToString());
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}
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else
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{
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// ~1_AMOUNT~ gold has been withdrawn from your bank box.
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pm.SendLocalizedMessage(1060398, Guild.RegistrationFee.ToString());
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pm.SendLocalizedMessage(1063238); // Your new guild has been founded.
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pm.Guild = new Guild(pm, guildName, guildAbbrev);
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}
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break;
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}
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case 2:
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{
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pm.AcceptGuildInvites = !pm.AcceptGuildInvites;
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if (pm.AcceptGuildInvites)
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{
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pm.SendLocalizedMessage(1070699); // You are now accepting guild invitations.
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}
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else
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{
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pm.SendLocalizedMessage(1070698); // You are now ignoring guild invitations.
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}
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break;
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}
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}
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}
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}
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}
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