## Summary
Adds authentic **T2A-era (pre-UO:Third-Dawn) packet-based crafting menus**, enabled via the **`t2aCraftMenus` server setting** (read once at startup; default **`!Core.UOTD`**, so a pre-UO:TD shard gets them automatically). When enabled, double-clicking a crafting tool opens the classic `0x7C`/`0x7D` item-list menu — skill- and material-filtered — instead of the modern gump, covering all 8 tool/skill crafts (blacksmithy, tailoring, tinkering, carpentry, alchemy, bowcraft/fletching, inscription, cartography). It is **not** a runtime/admin-flippable feature flag.
This is the **definitive, reconciled** branch and **supersedes**:
- **#2181** (Delphi — `T2A_CraftingMenus`): the original effort.
- **#2381** (Jack/UOLL — `t2a_crafting_menus`): the research-grounded superset (Delphi's base + 12 corrections), rebased onto current `main`.
Original authorship is preserved across the cherry-picked history: foundation commit **@Delphi79**, mechanic fixes **@jackuoll (Jack Ward)**, reconciliation/fixes/docs mine.
## How it was built
1. Cherry-picked Jack's 13 commits onto current `main` (superset of Delphi's; only 2 trivial FeatureFlags conflicts).
2. Applied targeted fixes (below) with tests.
3. Full convention audit, build, and test pass.
Grounded in independent historical research plus Jack's deep dive. Maintainer reference: `dev-docs/t2a-crafting.md`.
## Mechanics (highlights)
- Double-click tool → target resource → skill/material-filtered menu → craft. Resource pre-selection per skill; make-last by targeting the tool.
- **Stacked-gem jewelry:** target a gem stack → the **full stack** is consumed and the piece is named by count ("a 1000 diamond ring"); count persists (`BaseJewel` serialization **v4 → v5**, new `_gemCount`).
- **Tool-less inscription & cartography** (skill-list invoked; no pen/sextant); inscription consumes reagents+scroll on success and failure, mana only on success.
- **Tailoring matching-hue consumption:** targeting hued cloth/leather consumes only that hue. Crafted items take color from their **`CraftResource`** (not the dyed hue), so dyed leather/cloth don't tint the product; in T2A only colored ingots/ore color items (metal armor/shields).
- **Half-resources on failed non-scroll crafts** (pre-UO:TD).
- **Maker's mark** always prompted for exceptional items, via the shared `QueryMakersMarkGump`.
- Server-side menu infra changes are additive (`ItemListEntry.CraftIndex`, `Entries` setter, `HasSent`).
## Notable changes on top of the cherry-pick
- **Toggle is a startup server setting, not a feature flag.** Removed `ContentFeatureFlags.T2ACraftMenus` (and its admin-flippable plumbing); the value is read once via `ServerConfiguration.GetSetting("t2aCraftMenus", !Core.UOTD)` into `T2ACraftSystem.Enabled`. Since the default tracks the era and it can't be flipped at runtime, there's no incoherent "menus-on / UO:TD-era" state.
- **Stacked-gem consumption (B3a/B3):** consume the full `PendingGemCount` (was deliberately consuming 1 while naming by the stack), null-safe gem type, plain-piece fallback + message. New `T2AJewelGemCraftTests`.
- **Convention audit:** `new List<Item>()` → `PooledRefList<Item>` on the hue-aware consume path; removed dead code.
## Decisions & deviations
- `make-last` kept as **QoL** (post-T2A gump-era feature).
- `half-on-failure` (non-scroll) kept as a **reconstruction** (not OSI-confirmed).
- **Stacked-gem** behavior set per shard authority (overrides the "single gem" reconstruction).
- **Cooking** out of scope (no T2A crafting menu existed for it).
- **No colored items from dyed materials:** crafted color comes from the `CraftResource` type. Pre-AOS leather has no colored variant, so leather is always uncolored; weapons retain resource color only in AOS+ (unchanged, intended).
## Test plan
- Automated: `dotnet build ModernUO.slnx -c Debug` clean; `dotnet test Projects/UOContent.Tests` → **421 passed** (incl. 3 new jewelry tests).
- Manual (needs a running T2A shard + client):
- [ ] Each of the 8 skills opens the correct menu; empty-menu guard fires.
- [ ] Make-last repeats the last craft (jewelry re-prompts gem).
- [ ] Jewelry consumes the full targeted gem stack and names by count.
- [ ] Cartography consumes blank maps only with T2A enabled / maps+scrolls when disabled.
- [ ] Tailoring consumes only the targeted-hue material; crafted items are not tinted by dyed cloth/leather.
- [ ] Maker's-mark prompt on exceptional.
- [ ] Failed non-scroll craft consumes half resources.
- [ ] Inscription: reagents+scroll on success/failure, mana only on success.
- [ ] T2A disabled: gump crafting unchanged.
## Credits
Co-authored-by: @Delphi79
Co-authored-by: @jackuoll
624 lines
20 KiB
C#
624 lines
20 KiB
C#
using System;
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using Server.Items;
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using Server.Menus.ItemLists;
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using Server.Network;
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using Server.Targeting;
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namespace Server.Engines.Craft.T2A;
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public class BlacksmithMenu : ItemListMenu
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{
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private enum Category
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{
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Main,
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Shields,
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Weapons,
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Armor,
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Blades,
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Axes,
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Maces,
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Polearms,
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Platemail,
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Chainmail,
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Ringmail,
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Helmets
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}
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private static readonly Type[] RingmailTypes =
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[
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typeof(RingmailGloves), typeof(RingmailLegs), typeof(RingmailArms), typeof(RingmailChest)
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];
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private static readonly Type[] ChainmailTypes =
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[
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typeof(ChainCoif), typeof(ChainLegs), typeof(ChainChest)
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];
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private static readonly Type[] PlatemailTypes =
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[
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typeof(Bascinet), typeof(CloseHelm), typeof(Helmet), typeof(NorseHelm), typeof(PlateHelm),
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typeof(PlateArms), typeof(PlateGloves), typeof(PlateGorget), typeof(PlateLegs),
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typeof(PlateChest), typeof(FemalePlateChest)
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];
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private static readonly Type[] ShieldTypes =
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[
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typeof(Buckler), typeof(BronzeShield), typeof(HeaterShield), typeof(MetalShield),
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typeof(MetalKiteShield), typeof(WoodenKiteShield)
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];
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private static readonly Type[] BladeTypes =
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[
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typeof(Broadsword), typeof(Cutlass), typeof(Dagger), typeof(Katana),
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typeof(Kryss), typeof(Longsword), typeof(Scimitar), typeof(VikingSword)
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];
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private static readonly Type[] AxeTypes =
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[
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typeof(Axe), typeof(BattleAxe), typeof(DoubleAxe), typeof(ExecutionersAxe),
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typeof(LargeBattleAxe), typeof(TwoHandedAxe), typeof(WarAxe)
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];
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private static readonly Type[] PolearmTypes =
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[
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typeof(Bardiche), typeof(Halberd), typeof(WarFork), typeof(ShortSpear), typeof(Spear)
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];
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private static readonly Type[] MaceTypes =
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[
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typeof(HammerPick), typeof(Mace), typeof(Maul), typeof(WarMace), typeof(WarHammer)
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];
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// Non-category actions at the top of the main menu (Repair, Smelt).
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// Category CraftIndex values are offset by this count.
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private const int MainActionCount = 2;
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private static ItemListEntry[] _mainEntries;
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private static ItemListEntry[] _weaponEntries;
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private static ItemListEntry[] _armorEntries;
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private static ItemListEntry[] _shieldEntries;
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private static ItemListEntry[] _bladeEntries;
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private static ItemListEntry[] _axeEntries;
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private static ItemListEntry[] _maceEntries;
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private static ItemListEntry[] _polearmEntries;
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private static ItemListEntry[] _platemailEntries;
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private static ItemListEntry[] _chainmailEntries;
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private static ItemListEntry[] _ringmailEntries;
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private readonly Category _category;
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private readonly BaseTool _tool;
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// Resource is always selected before any menu is shown (Lost Lands flow)
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public BlacksmithMenu(Mobile from, BaseTool tool) : this(from, tool, Category.Main)
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{
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}
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private static string GetQuestion(Category category) => category switch
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{
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Category.Main => "What would you like to do?",
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Category.Armor => "What kind of armor?",
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Category.Shields => "What kind of shield?",
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Category.Weapons => "What kind of weapon?",
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Category.Blades => "What kind of blade?",
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Category.Axes => "What kind of axe?",
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Category.Polearms => "What kind of pole arm?",
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Category.Maces => "What kind of bludgeoning weapon?",
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Category.Ringmail => "What kind of ring armor?",
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Category.Chainmail => "What kind of chain armor?",
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Category.Platemail => "What kind of plate armor?",
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_ => "What would you like to make?"
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};
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private BlacksmithMenu(Mobile from, BaseTool tool, Category category)
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: base(GetQuestion(category), BuildFilteredEntries(from, category))
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{
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_tool = tool;
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_category = category;
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}
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private static string FormatItemName(Type type)
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{
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var name = type.Name;
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Span<char> buffer = stackalloc char[name.Length * 2];
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var pos = 0;
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for (var i = 0; i < name.Length; i++)
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{
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if (i > 0 && char.IsUpper(name[i]))
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{
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buffer[pos++] = ' ';
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}
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buffer[pos++] = char.ToLower(name[i]);
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}
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return new string(buffer[..pos]);
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}
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private static ItemListEntry[] BuildStaticEntries(Type[] types, string resourceName)
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{
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var entries = new ItemListEntry[types.Length];
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var count = 0;
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var craftItems = DefBlacksmithy.CraftSystem.CraftItems;
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for (var i = 0; i < types.Length; i++)
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{
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var itemDef = craftItems.SearchFor(types[i]);
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if (itemDef == null)
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{
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continue;
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}
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var name = FormatItemName(types[i]);
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var res = itemDef.Resources[0];
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var itemId = itemDef.ItemId;
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if (itemId == 7033)
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{
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itemId = 7032;
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}
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entries[count++] = new ItemListEntry($"{name} ({res.Amount} {resourceName})", itemId, 0, i);
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}
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if (count < entries.Length)
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{
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Array.Resize(ref entries, count);
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}
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return entries;
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}
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private static ItemListEntry[] GetStaticEntries(Category category) => category switch
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{
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Category.Main => Main(),
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Category.Weapons => Weapons(),
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Category.Armor => Armor(),
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Category.Shields => Shields(),
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Category.Blades => Blades(),
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Category.Axes => Axes(),
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Category.Maces => Maces(),
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Category.Polearms => Polearms(),
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Category.Platemail => Platemail(),
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Category.Chainmail => Chainmail(),
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Category.Ringmail => Ringmail(),
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_ => null
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};
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private static Type[] GetTypes(Category category) => category switch
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{
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Category.Shields => ShieldTypes,
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Category.Blades => BladeTypes,
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Category.Axes => AxeTypes,
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Category.Maces => MaceTypes,
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Category.Polearms => PolearmTypes,
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Category.Platemail => PlatemailTypes,
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Category.Chainmail => ChainmailTypes,
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Category.Ringmail => RingmailTypes,
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_ => null
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};
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// Leaf categories under Weapons
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private static readonly Category[] WeaponLeafCategories =
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[
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Category.Blades, Category.Axes, Category.Maces, Category.Polearms
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];
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// Leaf categories under Armor
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private static readonly Category[] ArmorLeafCategories =
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[
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Category.Ringmail, Category.Chainmail, Category.Platemail
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];
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public static ItemListEntry[] Main() => _mainEntries ??=
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[
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new ItemListEntry("Repair", 0x0FAF, 0, 0),
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new ItemListEntry("Smelt", 0x0FB1, 0, 1),
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new ItemListEntry("Build Armor", 0x13EC, 0, (int)Category.Armor + MainActionCount),
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new ItemListEntry("Build Shield", 0x1B74, 0, (int)Category.Shields + MainActionCount),
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new ItemListEntry("Build Weapons", 0xF45, 0, (int)Category.Weapons + MainActionCount)
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];
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public static ItemListEntry[] Weapons() => _weaponEntries ??=
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[
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new ItemListEntry("Build Blades", 0xF61, 0, (int)Category.Blades),
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new ItemListEntry("Build Axes", 0x13FB, 0, (int)Category.Axes),
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new ItemListEntry("Build Pole Arms", 0xF4D, 0, (int)Category.Polearms),
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new ItemListEntry("Build Bludgeoning Weapons", 0x1407, 0, (int)Category.Maces)
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];
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public static ItemListEntry[] Armor() => _armorEntries ??=
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[
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new ItemListEntry("Build Ring Armor", 0x13EC, 0, (int)Category.Ringmail),
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new ItemListEntry("Build Chain Armor", 0x13BF, 0, (int)Category.Chainmail),
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new ItemListEntry("Build Plate Armor", 0x1415, 0, (int)Category.Platemail)
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];
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public static ItemListEntry[] Shields() => _shieldEntries ??= BuildStaticEntries(ShieldTypes, "ingots");
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public static ItemListEntry[] Blades() => _bladeEntries ??= BuildStaticEntries(BladeTypes, "ingots");
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public static ItemListEntry[] Axes() => _axeEntries ??= BuildStaticEntries(AxeTypes, "ingots");
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public static ItemListEntry[] Maces() => _maceEntries ??= BuildStaticEntries(MaceTypes, "ingots");
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public static ItemListEntry[] Polearms() => _polearmEntries ??= BuildStaticEntries(PolearmTypes, "ingots");
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public static ItemListEntry[] Platemail() => _platemailEntries ??= BuildStaticEntries(PlatemailTypes, "ingots");
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public static ItemListEntry[] Chainmail() => _chainmailEntries ??= BuildStaticEntries(ChainmailTypes, "ingots");
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public static ItemListEntry[] Ringmail() => _ringmailEntries ??= BuildStaticEntries(RingmailTypes, "ingots");
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private static Type GetSelectedResourceType(Mobile from)
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{
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var context = DefBlacksmithy.CraftSystem.GetContext(from);
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if (context?.LastResourceIndex >= 0)
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{
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var res = DefBlacksmithy.CraftSystem.CraftSubRes;
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if (context.LastResourceIndex < res.Count)
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{
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return res[context.LastResourceIndex].ItemType;
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}
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}
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return null;
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}
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private static ItemListEntry[] BuildFilteredEntries(Mobile from, Category category)
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{
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// Resource is always selected before any menu is shown
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var selectedResType = GetSelectedResourceType(from);
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if (category == Category.Main)
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{
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return BuildFilteredMainEntries(from, selectedResType);
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}
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if (category == Category.Weapons)
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{
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return BuildFilteredMidEntries(from, Weapons(), WeaponLeafCategories, selectedResType);
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}
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if (category == Category.Armor)
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{
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return BuildFilteredMidEntries(from, Armor(), ArmorLeafCategories, selectedResType);
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}
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// Leaf category: filter individual items
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var types = GetTypes(category);
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var staticEntries = GetStaticEntries(category);
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if (types == null || staticEntries == null)
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{
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return [];
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}
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return T2ACraftSystem.FilterEntries(from, staticEntries, types, DefBlacksmithy.CraftSystem, selectedResType);
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}
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private static ItemListEntry[] BuildFilteredMainEntries(Mobile from, Type selectedResType)
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{
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var system = DefBlacksmithy.CraftSystem;
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var mainStatic = Main();
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var filtered = new ItemListEntry[mainStatic.Length];
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var count = 0;
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for (var i = 0; i < mainStatic.Length; i++)
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{
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var entry = mainStatic[i];
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// Repair and Smelt are always shown
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if (entry.CraftIndex < MainActionCount)
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{
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filtered[count++] = entry;
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continue;
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}
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var cat = (Category)(entry.CraftIndex - MainActionCount);
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if (cat == Category.Shields)
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{
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if (T2ACraftSystem.AnyCraftableInCategory(from, ShieldTypes, system, selectedResType))
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{
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filtered[count++] = entry;
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}
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}
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else if (cat == Category.Weapons)
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{
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if (AnyLeafCraftable(from, system, WeaponLeafCategories, selectedResType))
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{
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filtered[count++] = entry;
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}
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}
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else if (cat == Category.Armor)
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{
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if (AnyLeafCraftable(from, system, ArmorLeafCategories, selectedResType))
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{
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filtered[count++] = entry;
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}
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}
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}
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if (count == 0)
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{
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return [];
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}
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if (count < filtered.Length)
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{
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Array.Resize(ref filtered, count);
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}
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return filtered;
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}
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private static ItemListEntry[] BuildFilteredMidEntries(
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Mobile from, ItemListEntry[] staticEntries, Category[] leafCategories, Type selectedResType
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)
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{
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var system = DefBlacksmithy.CraftSystem;
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var filtered = new ItemListEntry[staticEntries.Length];
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var count = 0;
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for (var i = 0; i < staticEntries.Length; i++)
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{
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var entry = staticEntries[i];
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var leafCat = (Category)entry.CraftIndex;
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var types = GetTypes(leafCat);
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if (types != null && T2ACraftSystem.AnyCraftableInCategory(from, types, system, selectedResType))
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{
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filtered[count++] = entry;
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}
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}
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if (count == 0)
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{
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return [];
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}
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if (count < filtered.Length)
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{
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Array.Resize(ref filtered, count);
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}
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return filtered;
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}
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private static bool AnyLeafCraftable(
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Mobile from, CraftSystem system, Category[] leafCategories, Type selectedResType = null
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)
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{
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for (var i = 0; i < leafCategories.Length; i++)
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{
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var types = GetTypes(leafCategories[i]);
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if (types != null && T2ACraftSystem.AnyCraftableInCategory(from, types, system, selectedResType))
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{
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return true;
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}
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}
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return false;
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}
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private void CraftItemFromType(Mobile from, Type itemType)
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{
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var itemDef = DefBlacksmithy.CraftSystem.CraftItems.SearchFor(itemType);
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if (itemDef == null)
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{
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return;
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}
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var num = DefBlacksmithy.CraftSystem.CanCraft(from, _tool, itemDef.ItemType);
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if (num > 0)
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{
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from.SendLocalizedMessage(num);
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return;
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}
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var context = DefBlacksmithy.CraftSystem.GetContext(from);
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var res = itemDef.UseSubRes2
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? DefBlacksmithy.CraftSystem.CraftSubRes2
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: DefBlacksmithy.CraftSystem.CraftSubRes;
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var resIndex = itemDef.UseSubRes2 ? context.LastResourceIndex2 : context.LastResourceIndex;
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var type = resIndex > -1 ? res[resIndex].ItemType : null;
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DefBlacksmithy.CraftSystem.CreateItem(from, itemDef.ItemType, type, _tool, itemDef);
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}
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public override void OnResponse(NetState state, int index)
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{
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var from = state.Mobile;
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var craftIndex = Entries[index].CraftIndex;
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if (_category == Category.Main)
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{
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switch (craftIndex)
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{
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case 0:
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Repair.Do(from, DefBlacksmithy.CraftSystem, _tool);
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return;
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case 1:
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Resmelt.Do(from, DefBlacksmithy.CraftSystem, _tool);
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return;
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}
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var menu = new BlacksmithMenu(from, _tool, (Category)(craftIndex - MainActionCount));
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if (menu.Entries.Length == 0)
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{
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from.SendAsciiMessage("You lack the skill and materials to craft anything in that category.");
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return;
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}
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from.SendMenu(menu);
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return;
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}
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|
|
if (_category is Category.Weapons or Category.Armor)
|
|
{
|
|
var menu = new BlacksmithMenu(from, _tool, (Category)craftIndex);
|
|
if (menu.Entries.Length == 0)
|
|
{
|
|
from.SendAsciiMessage("You lack the skill and materials to craft anything in that category.");
|
|
return;
|
|
}
|
|
|
|
from.SendMenu(menu);
|
|
return;
|
|
}
|
|
|
|
var types = GetTypes(_category);
|
|
if (types != null && craftIndex >= 0 && craftIndex < types.Length)
|
|
{
|
|
CraftItemFromType(from, types[craftIndex]);
|
|
}
|
|
}
|
|
|
|
public override void OnCancel(NetState state)
|
|
{
|
|
base.OnCancel(state);
|
|
}
|
|
|
|
public static void ResourceSelection(
|
|
Mobile from, BaseTool tool, Action<Mobile, BaseTool> afterSelect, Item preTarget = null
|
|
)
|
|
{
|
|
var res = DefBlacksmithy.CraftSystem.CraftSubRes;
|
|
|
|
// Validate preTarget first — reject invalid targets before any auto-selection
|
|
if (preTarget != null)
|
|
{
|
|
if (TrySelectResource(from, preTarget, res, afterSelect, tool))
|
|
{
|
|
// Valid ingot — resource selected, menu will open
|
|
return;
|
|
}
|
|
|
|
if (preTarget is BaseArmor or BaseWeapon
|
|
&& DefBlacksmithy.CraftSystem.CraftItems.SearchForSubclass(preTarget.GetType()) != null)
|
|
{
|
|
// Repairable/smeltable item — auto-select default resource and open menu
|
|
SelectDefaultResource(from, res);
|
|
afterSelect(from, tool);
|
|
return;
|
|
}
|
|
|
|
// Invalid target — prompt for ingots
|
|
from.SendMessage("Target the ingots you wish to use.");
|
|
from.Target = new BlacksmithResourceTarget(tool, afterSelect);
|
|
return;
|
|
}
|
|
|
|
// No target (make-last failure path) — auto-select if only one ingot type available
|
|
var availableCount = 0;
|
|
var lastAvailable = -1;
|
|
|
|
for (var i = 0; i < res.Count; ++i)
|
|
{
|
|
if ((from.Backpack?.GetAmount(res[i].ItemType) ?? 0) > 0)
|
|
{
|
|
availableCount++;
|
|
lastAvailable = i;
|
|
}
|
|
}
|
|
|
|
if (availableCount <= 1)
|
|
{
|
|
var context = DefBlacksmithy.CraftSystem.GetContext(from);
|
|
if (context != null && lastAvailable != -1)
|
|
{
|
|
context.LastResourceIndex = lastAvailable;
|
|
}
|
|
|
|
afterSelect(from, tool);
|
|
}
|
|
else
|
|
{
|
|
from.SendMessage("Target the ingots you wish to use.");
|
|
from.Target = new BlacksmithResourceTarget(tool, afterSelect);
|
|
}
|
|
}
|
|
|
|
private static void SelectDefaultResource(Mobile from, CraftSubResCol res)
|
|
{
|
|
var context = DefBlacksmithy.CraftSystem.GetContext(from);
|
|
if (context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var pack = from.Backpack;
|
|
var firstAvailable = -1;
|
|
|
|
for (var i = 0; i < res.Count; ++i)
|
|
{
|
|
if ((pack?.GetAmount(res[i].ItemType) ?? 0) > 0)
|
|
{
|
|
if (res[i].ItemType == typeof(IronIngot))
|
|
{
|
|
context.LastResourceIndex = i;
|
|
return;
|
|
}
|
|
|
|
if (firstAvailable == -1)
|
|
{
|
|
firstAvailable = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (firstAvailable != -1)
|
|
{
|
|
context.LastResourceIndex = firstAvailable;
|
|
}
|
|
}
|
|
|
|
private static bool TrySelectResource(
|
|
Mobile from, Item item, CraftSubResCol res, Action<Mobile, BaseTool> afterSelect, BaseTool tool
|
|
)
|
|
{
|
|
for (var i = 0; i < res.Count; ++i)
|
|
{
|
|
if (item.GetType() == res[i].ItemType)
|
|
{
|
|
var context = DefBlacksmithy.CraftSystem.GetContext(from);
|
|
if (context != null)
|
|
{
|
|
context.LastResourceIndex = i;
|
|
}
|
|
|
|
afterSelect(from, tool);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public class BlacksmithResourceTarget : Target
|
|
{
|
|
private readonly BaseTool _tool;
|
|
private readonly Action<Mobile, BaseTool> _afterSelect;
|
|
|
|
public BlacksmithResourceTarget(BaseTool tool, Action<Mobile, BaseTool> afterSelect)
|
|
: base(2, false, TargetFlags.None)
|
|
{
|
|
_tool = tool;
|
|
_afterSelect = afterSelect;
|
|
}
|
|
|
|
protected override void OnTarget(Mobile from, object targeted)
|
|
{
|
|
if (targeted is Item item)
|
|
{
|
|
var res = DefBlacksmithy.CraftSystem.CraftSubRes;
|
|
for (var i = 0; i < res.Count; ++i)
|
|
{
|
|
if (item.GetType() == res[i].ItemType)
|
|
{
|
|
var context = DefBlacksmithy.CraftSystem.GetContext(from);
|
|
context?.LastResourceIndex = i;
|
|
|
|
_afterSelect(from, _tool);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
from.SendMessage("That is not a valid ingot.");
|
|
from.Target = new BlacksmithResourceTarget(_tool, _afterSelect);
|
|
}
|
|
}
|