ModernUO/Projects/UOContent/Engines/ML Quests/Objectives/GainSkillObjective.cs
Kamron Batman b90ac0d481
perf: Migrate Quest gumps to DynamicGump (#2416)
## Summary

Migrates the Quest system gumps from legacy `Gump` to `DynamicGump` / `StaticGump<T>`.

**Renames** `Engines/ML Quests/Gumps/BaseQuestGump` to **`BaseMLQuestGump`** to
disambiguate from the Core quest abstract (`Engines/Quests/Core/QuestSystem.cs`).
Both abstracts now extend `DynamicGump`.

**Abstract bases**:
- `Server.Engines.Quests.BaseQuestGump` (Core) - now `abstract DynamicGump`. Holds constants and a static `AddHtmlObject(ref DynamicGumpBuilder, ...)` helper. Concrete subclasses each provide their own `BuildLayout`.
- `Server.Engines.MLQuests.Gumps.BaseMLQuestGump` (ML, renamed) - now `abstract DynamicGump` with a `protected abstract BuildContent(ref DynamicGumpBuilder)` hook. The base's `BuildLayout` draws shared chrome (background art, frame, label header) and then invokes `BuildContent`; subclasses use `BuildPage`, `SetTitle`, `RegisterButton`, `SetPageCount`, and content helpers (`AddDescription`, `AddObjectives`, `AddObjectivesProgress`, `AddRewardsPage`, `AddRewards`, `AddConversation`).

**Concrete Core gumps** migrated to `DynamicGump`:
- `QuestCancelGump`, `QuestOfferGump` (Core), `QuestObjectivesGump`, `QuestConversationsGump`, `QuestLogUpdatedGump`, `QuestItemInfoGump`, `SheetMusicOfferGump` (Impresario), `PaintedImageGump` (renamed from `PaintedImage.InternalGump`).

**Concrete ML gumps** migrated to `DynamicGump` (extending `BaseMLQuestGump` or directly):
- `InfoNPCGump`, `QuestConversationGump`, `QuestLogDetailedGump`, `QuestLogGump`, `QuestOfferGump` (ML), `QuestReportBackGump`, `QuestRewardGump`, `QuestCancelConfirmGump`, `RaceChangeConfirmGump`.

**`StaticGump<T>` migrations**:
- `ScrollOfAbraxusGump` (Dark Tides). Its layout is a single hard-coded cliloc (1060116) with no per-instance dynamic content - safe to cache.

**Cliloc rule**: Every other quest dialog bakes per-instance cliloc IDs into its layout (quest titles, NPC names, race-specific prompts, era-conditional progress messages, escort destinations). Per the cliloc rule, baking different cliloc numbers into a cached layout would defeat `StaticGump<T>` caching - so all of these are `DynamicGump`.

**Signature changes** to support the migration:
- `QuestObjective.RenderMessage`/`RenderProgress` now take `ref DynamicGumpBuilder builder` (15 overrides updated across Collector, Solen Matriarch, Ambitious Solen Queen, Study of the Solen Hive, Terrible Hatchlings, The Summoning, Uzeraan Turmoil, Witch Apprentice, Emino's Undertaking).
- ML `BaseObjective.WriteToGump` / `BaseObjectiveInstance.WriteToGump` / `BaseReward.WriteToGump` now take `ref DynamicGumpBuilder` (KillObjective, GainSkillObjective, EscortObjective, CollectObjective, DeliverObjective, BaseReward).

**Empty-gump and `Singleton` rules**: All concrete gumps now have private constructors with static `DisplayTo` entry points that null-check the player NetState before allocation. All gumps that shouldn't stack are `Singleton => true`.

**External callers updated**: `MLQuest.SendOffer`/`OnRefuse`, `MLQuestEntry.SendProgressGump`/`SendRewardGump`/`SendReportBackGump`, `MLQuestSystem.QuestGumpRequest` and `ViewQuestsCommand`, `BoonCollector` (Darius/Nedrick), `SirHelper.OnDoubleClick` (no longer caches a single shared `InfoNPCGump` instance - `DisplayTo` constructs one per click and the gump's `Singleton => true` handles deduplication), `RaceChangeDeed.OnDoubleClick`, `PaintedImage.OnDoubleClick`, `ScrollOfAbraxus.OnDoubleClick`, `Impresario.OnTalk`, and `PlayerMobile`'s `BaseQuestGump` alias is now `BaseMLQuestGump`.

**Concrete subclasses found beyond the listed entry points**: `SheetMusicOfferGump` (in Impresario.cs), `PaintedImageGump` (was `PaintedImage.InternalGump`), `QuestObjectivesGump`, `QuestConversationsGump`, `QuestLogUpdatedGump`, `QuestItemInfoGump` (the Core base has these embedded across `QuestSystem.cs`/`QuestObjective.cs`/`QuestConversation.cs`/`QuestItemInfo.cs`).

**Code-standards cleanup**: Renamed legacy `m_X` private fields to `_x` in rewritten files; braces on all control flow.
2026-04-25 20:23:13 -07:00

166 lines
4.7 KiB
C#

using System;
using Server.Gumps;
using Server.Mobiles;
namespace Server.Engines.MLQuests.Objectives
{
[Flags]
public enum GainSkillObjectiveFlags : byte
{
None = 0x00,
UseReal = 0x01,
Accelerate = 0x02
}
public class GainSkillObjective : BaseObjective
{
private GainSkillObjectiveFlags m_Flags;
public GainSkillObjective(
SkillName skill = SkillName.Alchemy, int thresholdFixed = 0, bool useReal = false, bool accelerate = false
)
{
Skill = skill;
ThresholdFixed = thresholdFixed;
m_Flags = GainSkillObjectiveFlags.None;
if (useReal)
{
m_Flags |= GainSkillObjectiveFlags.UseReal;
}
if (accelerate)
{
m_Flags |= GainSkillObjectiveFlags.Accelerate;
}
}
public SkillName Skill { get; set; }
public int ThresholdFixed { get; set; }
public bool UseReal
{
get => GetFlag(GainSkillObjectiveFlags.UseReal);
set => SetFlag(GainSkillObjectiveFlags.UseReal, value);
}
public bool Accelerate
{
get => GetFlag(GainSkillObjectiveFlags.Accelerate);
set => SetFlag(GainSkillObjectiveFlags.Accelerate, value);
}
public override bool CanOffer(IQuestGiver quester, PlayerMobile pm, bool message)
{
var skill = pm.Skills[Skill];
if ((UseReal ? skill.Fixed : skill.BaseFixedPoint) >= ThresholdFixed)
{
if (message)
{
MLQuestSystem.Tell(quester, pm, 1077772); // I cannot teach you, for you know all I can teach!
}
return false;
}
return true;
}
public override void WriteToGump(ref DynamicGumpBuilder builder, ref int y)
{
var skillLabel = AosSkillBonuses.GetLabel(Skill);
var args = $"#{skillLabel}\t{ThresholdFixed / 10.0:0.#}";
builder.AddHtmlLocalized(98, y, 312, 16, 1077485, args, 0x5F90); // Increase ~1_SKILL~ to ~2_VALUE~
y += 16;
}
public override BaseObjectiveInstance CreateInstance(MLQuestInstance instance) =>
new GainSkillObjectiveInstance(this, instance);
private bool GetFlag(GainSkillObjectiveFlags flag) => (m_Flags & flag) != 0;
private void SetFlag(GainSkillObjectiveFlags flag, bool value)
{
if (value)
{
m_Flags |= flag;
}
else
{
m_Flags &= ~flag;
}
}
}
// On OSI, once this is complete, it will *stay* complete, even if you lower your skill again
public class GainSkillObjectiveInstance : BaseObjectiveInstance
{
public GainSkillObjectiveInstance(GainSkillObjective objective, MLQuestInstance instance)
: base(instance, objective) =>
Objective = objective;
public GainSkillObjective Objective { get; set; }
public bool Handles(SkillName skill) => Objective.Skill == skill;
public override bool IsCompleted()
{
var pm = Instance.Player;
var valueFixed = Objective.UseReal
? pm.Skills[Objective.Skill].Fixed
: pm.Skills[Objective.Skill].BaseFixedPoint;
return valueFixed >= Objective.ThresholdFixed;
}
// TODO: This may interfere with scrolls, or even quests among each other
// How does OSI deal with this?
public override void OnQuestAccepted()
{
if (!Objective.Accelerate)
{
return;
}
var pm = Instance.Player;
pm.AcceleratedSkill = Objective.Skill;
pm.AcceleratedStart = Core.Now + TimeSpan.FromMinutes(15); // TODO: Is there a max duration?
}
public override void OnQuestCancelled()
{
if (!Objective.Accelerate)
{
return;
}
var pm = Instance.Player;
pm.AcceleratedStart = Core.Now;
pm.PlaySound(0x100);
}
public override void OnQuestCompleted()
{
OnQuestCancelled();
}
public override void WriteToGump(ref DynamicGumpBuilder builder, ref int y)
{
Objective.WriteToGump(ref builder, ref y);
base.WriteToGump(ref builder, ref y);
if (IsCompleted())
{
builder.AddHtmlLocalized(113, y, 312, 20, 1055121, 0x7FFF); // Complete
y += 16;
}
}
}
}