## 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.
64 lines
2.3 KiB
C#
64 lines
2.3 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 GuildInvitationRequest : BaseGuildGump
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{
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private readonly PlayerMobile _inviter;
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public GuildInvitationRequest(PlayerMobile pm, Guild g, PlayerMobile inviter) : base(pm, g)
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{
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_inviter = inviter;
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}
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protected override bool ShowTabStrip => false;
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protected override void BuildContent(ref DynamicGumpBuilder builder)
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{
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builder.AddBackground(0, 0, 350, 170, 0x2422);
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// <center>You have been invited to join a guild! (Warning: Accepting will make you attackable!)</center>
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builder.AddHtmlLocalized(25, 20, 300, 45, 1062946, 0x0, true);
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builder.AddHtml(25, 75, 300, 25, $"<center>{Guild.Name}</center>", background: true);
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builder.AddButton(265, 130, 0xF7, 0xF8, 1);
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builder.AddButton(195, 130, 0xF2, 0xF1, 0);
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builder.AddButton(20, 130, 0xD2, 0xD3, 2);
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builder.AddHtmlLocalized(45, 130, 150, 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 (Guild.Disbanded || Player.Guild != null)
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{
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return;
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}
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switch (info.ButtonID)
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{
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case 0:
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{
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// ~1_val~ has declined your invitation to join ~2_val~.
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_inviter.SendLocalizedMessage(1063250, $"{Player.Name}\t{Guild.Name}");
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break;
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}
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case 1:
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{
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Guild.AddMember(Player);
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Player.SendLocalizedMessage(1063056, Guild.Name); // You have joined ~1_val~.
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// ~1_val~ has accepted your invitation to join ~2_val~.
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_inviter.SendLocalizedMessage(1063249, $"{Player.Name}\t{Guild.Name}");
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break;
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}
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case 2:
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{
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Player.AcceptGuildInvites = false;
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Player.SendLocalizedMessage(1070698); // You are now ignoring guild invitations.
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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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