## Summary Migrates 14 ConPVP lobby/tournament gumps from legacy `Gump` to modern `DynamicGump`/`StaticGump<T>`. Layouts move into `BuildLayout(ref DynamicGumpBuilder)`, constructors become private, and validation moves into static `DisplayTo` entry points (empty-gump rule). **Per-gump base type decisions:** - `BeginGump` → `StaticGump<BeginGump>`: layout is fully fixed (no dynamic content). All other gumps below are `DynamicGump` because they bake dynamic player names, guild abbreviations, ruleset titles, arena names, tournament participant names, ladder rankings, or per-instance rule modifications. Per the cliloc/dynamic-text rule, dynamic content forces `DynamicGump`. - `ReadyGump`, `ReadyUpGump` → `DynamicGump` (per-instance participant rosters). - `AcceptDuelGump`, `AcceptTeamGump`, `ConfirmSignupGump` → `DynamicGump` (challenger/registrar/team names, dynamic rule modifications). - `PickRulesetGump`, `RulesetGump` → `DynamicGump` (ruleset titles and option labels per instance). - `ParticipantGump`, `DuelContextGump` → `DynamicGump` (player rosters/team labels). - `LadderGump` → `DynamicGump` (ladder entries: ranks, levels, guild abbrs, names, wins/losses). - `ArenaGump` → `DynamicGump` (arena names with active player names). - `PreferencesGump` → `DynamicGump` (arena name list). - `TournamentBracketGump` (~1k LOC) → `DynamicGump`. The whole gump is one type-switched view that re-renders on every button press across `Index`, `Rules_Info`, `Participant_List`, `Participant_Info`, `Round_List`, `Round_Info`, `Match_Info`, `Player_Info`. All branches bake per-instance content. **Refresh-via-this conversions (the big perf wins):** - `LadderGump`: page +/- now mutates `_page` and calls `from.SendGump(this)` instead of allocating a new `LadderGump`. - `PickRulesetGump`: ruleset apply / flavor toggle now refreshes via `this`. - `ParticipantGump`: increase/decrease team size, remove player, target failure all refresh via `this`. - `DuelContextGump`: failed-start and add-participant refresh via `this`. - `ConfirmSignupGump`: every signup-validation rejection branch in `OnResponse` and every `AddPlayer_OnTarget` rejection branch refreshes via `this` (was allocating a new gump per branch). - `TournamentBracketGump`: every navigation button (back/forward, type change, page change, drill-down) mutates `_type`/`_object`/`_list`/`_page` and refreshes via `this`. Previously each click allocated a new 1k LOC gump. All gumps are `Singleton`, use private constructors with static `DisplayTo` entry points that null-check `NetState` before allocation. External callers in `DuelContext`, `TournamentBracketItem`, `TournamentController`, `TournamentSignupItem`, and the cross-references between `AcceptDuelGump`/`ParticipantGump`/`AcceptTeamGump`/`ConfirmSignupGump` are all updated to use `DisplayTo`. Legacy `m_X` fields renamed to `_x` per coding standards.
165 lines
6.1 KiB
C#
165 lines
6.1 KiB
C#
using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Factions;
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using Server.Gumps;
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using Server.Mobiles;
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namespace Server.Engines.ConPVP;
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[SerializationGenerator(0, false)]
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public partial class TournamentSignupItem : Item
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{
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[SerializableField(0)]
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private TournamentController _tournament;
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[SerializableField(1)]
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private Mobile _registrar;
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[Constructible]
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public TournamentSignupItem() : base(4029) => Movable = false;
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public override string DefaultName => "tournament signup book";
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public override void OnDoubleClick(Mobile from)
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{
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if (!from.InRange(GetWorldLocation(), 2))
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that
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}
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else
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{
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var tourney = Tournament?.Tournament;
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if (tourney == null)
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{
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return;
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}
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Registrar?.Direction = Registrar.GetDirectionTo(this);
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switch (tourney.Stage)
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{
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case TournamentStage.Fighting:
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{
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if (Registrar != null)
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{
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if (tourney.HasParticipant(from))
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{
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Registrar.PrivateOverheadMessage(
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MessageType.Regular,
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0x35,
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false,
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"Excuse me? You are already signed up.",
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from.NetState
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);
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}
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else
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{
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Registrar.PrivateOverheadMessage(
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MessageType.Regular,
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0x22,
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false,
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"The tournament has already begun. You are too late to signup now.",
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from.NetState
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);
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}
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}
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break;
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}
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case TournamentStage.Inactive:
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{
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Registrar?.PrivateOverheadMessage(
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MessageType.Regular,
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0x35,
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false,
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"The tournament is closed.",
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from.NetState
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);
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break;
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}
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case TournamentStage.Signup:
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{
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var ladder = Ladder.Instance;
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var entry = ladder?.Find(from);
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if (entry != null && Ladder.GetLevel(entry.Experience) < tourney.LevelRequirement)
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{
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Registrar?.PrivateOverheadMessage(
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MessageType.Regular,
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0x35,
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false,
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"You have not yet proven yourself a worthy dueler.",
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from.NetState
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);
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break;
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}
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if (tourney.IsFactionRestricted && Faction.Find(from) == null)
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{
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Registrar?.PrivateOverheadMessage(
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MessageType.Regular,
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0x35,
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false,
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"Only those who have declared their faction allegiance may participate.",
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from.NetState
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);
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break;
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}
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if (from.HasGump<AcceptTeamGump>())
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{
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Registrar?.PrivateOverheadMessage(
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MessageType.Regular,
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0x22,
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false,
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"You must first respond to the offer I've given you.",
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from.NetState
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);
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}
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else if (from.HasGump<AcceptDuelGump>())
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{
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Registrar?.PrivateOverheadMessage(
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MessageType.Regular,
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0x22,
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false,
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"You must first cancel your duel offer.",
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from.NetState
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);
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}
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else if (from is PlayerMobile mobile && mobile.DuelContext != null)
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{
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Registrar?.PrivateOverheadMessage(
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MessageType.Regular,
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0x22,
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false,
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"You are already participating in a duel.",
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mobile.NetState
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);
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}
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else if (!tourney.HasParticipant(from))
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{
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ConfirmSignupGump.DisplayTo(from, Registrar, tourney, new List<Mobile> { from });
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}
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else
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{
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Registrar?.PrivateOverheadMessage(
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MessageType.Regular,
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0x35,
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false,
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"You have already entered this tournament.",
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from.NetState
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);
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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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