# Bounty Boards <img width="717" height="382" alt="image" src="https://github.com/user-attachments/assets/455e5206-47d8-4449-805c-19b143d059e5" /> <img width="918" height="637" alt="image" src="https://github.com/user-attachments/assets/e78e1ca2-62b8-4abf-8f69-21438bb1b759" /> <img width="340" height="296" alt="image" src="https://github.com/user-attachments/assets/fd17d7e6-8c53-47df-ac58-a89ea3ef665e" /> ## Setup * Setup as part of decorate when bounty system is enabled * Several bounty board locations with a WarriorGuard spawner in front of the board. Guard spawns and idles around 5 range. ## Tests ### ReportBountyMurdererGump * Follows same behaviour as ReportMurdererGump * Extracted common logic * Didn't use staticgump due to several dynamic parts including input * Optional bounty with validation >0 and <bankbox.total * Murder report is honored either way ### Bounty boards * Open bounty board with many bounties, no bounties * Keep a bounty board open, invalidate a bounty by turning in the head, then try to click on the post of the now invalid post. As expected: does nothing * Bounty messages use the last murder time as their post date and expire in 14 days * Bounty boards/messages are not reliant on serialization; they use serialized fields from MurderContext to build messages when clicked. * Bounty messages use synthetic serials so they do not have to persist bounty messages as items. They are constructed and sent as raw packets when needed. * Players only appear on the bounty board if they are a murderer (though a non-murderer can technically still have a bounty if they decayed kills) * Tested skin/hair color descriptions vs a dozen spot checks ### Head turn in behaviour * Guard accepts head * Bounty -> gives bounty * No bounty -> generic response * Expired head (24h) -> generic response NOTE: CUO "latest" has a bug with bounty/bulletinmessages that causes overflow outside of the container. It has nothing to do with this PR. It is fixed here in CUO https://github.com/ClassicUO/ClassicUO/pull/1871 # Murderer title Bounty system and "murderer" title eliminated in [pub16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/). So UO:LBR and before had bounties and murderer title. # Pre-T2A caveat There were differences in pre-T2A, but this cannot be currently implemented because we do not have any pre-T2A systems in general, so at least for now, behavior is consistent with later eras. Pre-T2A was a whole other ballgame, but the bounty system still worked similarly.
433 lines
13 KiB
C#
433 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using ModernUO.CodeGeneratedEvents;
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using Server.Collections;
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using Server.Logging;
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using Server.Mobiles;
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using Server.SkillHandlers;
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namespace Server.Engines.PlayerMurderSystem;
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public class PlayerMurderSystem : GenericPersistence
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{
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private static PlayerMurderSystem _playerMurderPersistence;
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(PlayerMurderSystem));
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// All of the players with murders
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private static readonly Dictionary<PlayerMobile, MurderContext> _murderContexts = new();
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// Only the players that are online
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private static readonly HashSet<MurderContext> _contextTerms = new(MurderContext.EqualityComparer.Default);
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private static readonly HashSet<(Mobile, Mobile)> _recentlyReported = new();
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private static TimeSpan _recentlyReportedDelay;
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private static TimeSpan _shortTermMurderDuration;
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private static TimeSpan _longTermMurderDuration;
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public static TimeSpan ShortTermMurderDuration => _shortTermMurderDuration;
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public static TimeSpan LongTermMurderDuration => _longTermMurderDuration;
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public static bool PingPongEnabled => Core.T2A && !Core.LBR;
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public static bool BountiesEnabled { get; private set; }
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private static TimeSpan _bountyExpiry;
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public static void Configure()
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{
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_shortTermMurderDuration = ServerConfiguration.GetOrUpdateSetting("murderSystem.shortTermMurderDuration", TimeSpan.FromHours(8));
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_longTermMurderDuration = ServerConfiguration.GetOrUpdateSetting("murderSystem.longTermMurderDuration", TimeSpan.FromHours(40));
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BountiesEnabled = ServerConfiguration.GetOrUpdateSetting("murderSystem.bountiesEnabled", !Core.LBR);
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_recentlyReportedDelay = ServerConfiguration.GetOrUpdateSetting("murderSystem.recentlyReportedDelay", TimeSpan.FromMinutes(10));
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_bountyExpiry = ServerConfiguration.GetOrUpdateSetting("murderSystem.bountyExpiry", TimeSpan.FromDays(14));
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_playerMurderPersistence = new PlayerMurderSystem();
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}
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public static void Initialize()
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{
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EventSink.Disconnected += OnDisconnected;
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}
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[OnEvent(nameof(PlayerMobile.PlayerDeletedEvent))]
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public static void OnPlayerDeleted(Mobile m)
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{
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if (m is PlayerMobile pm && _murderContexts.Remove(pm, out var context))
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{
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_contextTerms.Remove(context);
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}
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}
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public PlayerMurderSystem() : base("PlayerMurders", 10)
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{
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}
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// Only used for migrations!
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public static void MigrateContext(PlayerMobile player, TimeSpan shortTerm, TimeSpan longTerm)
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{
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if (!World.Loading)
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{
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logger.Error(
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$"Attempted to call MigrateContext outside of world loading.{Environment.NewLine}{{StackTrace}}",
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new StackTrace()
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);
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return;
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}
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var context = GetOrCreateMurderContext(player);
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// We make a big assumption that by the time this is called, the Mobile/PlayerMobile info is deserialized
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if (Mobile.MurderMigrations?.TryGetValue(player, out var shortTermMurders) == true)
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{
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context.ShortTermMurders = shortTermMurders;
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}
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context.ShortTermElapse = shortTerm;
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context.LongTermElapse = longTerm;
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UpdateMurderContext(context);
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}
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[OnEvent(nameof(PlayerMobile.PlayerLoginEvent))]
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public static void OnLogin(PlayerMobile pm)
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{
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if (!GetMurderContext(pm, out var context))
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{
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return;
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}
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if (context.CheckStart())
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{
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_contextTerms.Add(context);
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}
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else
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{
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_contextTerms.Remove(context);
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if (context.CanRemove())
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{
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_murderContexts.Remove(pm);
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}
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}
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}
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private static void OnDisconnected(Mobile m)
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{
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if (m is not PlayerMobile pm || !_murderContexts.TryGetValue(pm, out var context))
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{
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return;
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}
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context.DecayKills();
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_contextTerms.Remove(context);
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if (context.CanRemove())
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{
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_murderContexts.Remove(pm);
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}
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}
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public override void Deserialize(IGenericReader reader)
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{
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var version = reader.ReadEncodedInt();
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var count = reader.ReadEncodedInt();
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for (var i = 0; i < count; ++i)
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{
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var context = new MurderContext(reader.ReadEntity<PlayerMobile>());
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context.Deserialize(reader);
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_murderContexts.Add(context.Player, context);
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}
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}
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public override void Serialize(IGenericWriter writer)
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{
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writer.WriteEncodedInt(0); // version
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writer.WriteEncodedInt(_murderContexts.Count);
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foreach (var (m, context) in _murderContexts)
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{
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writer.Write(m);
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context.Serialize(writer);
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}
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}
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public static bool GetMurderContext(PlayerMobile player, out MurderContext context)
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{
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if (player != null && _murderContexts.TryGetValue(player, out context))
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{
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return true;
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}
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context = null;
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return false;
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}
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public static MurderContext GetOrCreateMurderContext(PlayerMobile player)
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{
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if (player == null)
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{
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return null;
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}
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ref var context = ref CollectionsMarshal.GetValueRefOrAddDefault(_murderContexts, player, out var exists);
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if (!exists)
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{
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context = new MurderContext(player);
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}
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return context;
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}
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public static int GetBounty(PlayerMobile player) =>
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GetMurderContext(player, out var context) ? context.Bounty : 0;
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public static void AddBounty(PlayerMobile player, int amount)
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{
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if (GetMurderContext(player, out var context))
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{
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context.Bounty += amount;
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}
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}
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public static void ClearBounty(PlayerMobile player)
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{
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if (GetMurderContext(player, out var context))
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{
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context.Bounty = 0;
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}
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}
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public static int GetActiveBountyCount()
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{
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var neverExpire = _bountyExpiry == TimeSpan.Zero;
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var cutoff = neverExpire ? DateTime.MinValue : Core.Now - _bountyExpiry;
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var count = 0;
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foreach (var (player, context) in _murderContexts)
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{
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if (player.Murderer && context.Bounty > 0 && (neverExpire || context.LastMurderTime >= cutoff))
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{
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count++;
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}
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}
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return count;
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}
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// Reused across calls — safe because the server is single-threaded.
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private static readonly List<(PlayerMobile Player, int Bounty)> _activeBountyCache = [];
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public static List<(PlayerMobile Player, int Bounty)> GetActiveBounties()
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{
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_activeBountyCache.Clear();
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var neverExpire = _bountyExpiry == TimeSpan.Zero;
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var cutoff = neverExpire ? DateTime.MinValue : Core.Now - _bountyExpiry;
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foreach (var (player, context) in _murderContexts)
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{
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if (player.Murderer && context.Bounty > 0 && (neverExpire || context.LastMurderTime >= cutoff))
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{
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_activeBountyCache.Add((player, context.Bounty));
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}
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}
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_activeBountyCache.Sort(static (a, b) => b.Bounty.CompareTo(a.Bounty));
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return _activeBountyCache;
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}
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public static void ManuallySetPingPong(PlayerMobile player, int pingPong)
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{
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var context = GetOrCreateMurderContext(player);
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context.PingPongs = Math.Max(pingPong, 0);
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UpdateMurderContext(context);
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}
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public static void ManuallySetShortTermMurders(PlayerMobile player, int shortTermMurders)
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{
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var context = GetOrCreateMurderContext(player);
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context.ShortTermMurders = shortTermMurders;
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context.ResetKillTime();
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UpdateMurderContext(context);
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}
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public static void OnPlayerMurder(PlayerMobile player)
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{
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var context = GetOrCreateMurderContext(player);
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context.ShortTermMurders++;
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player.Kills++;
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if (PingPongEnabled && player.Kills == 5)
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{
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context.PingPongs++;
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}
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context.LastMurderTime = Core.Now;
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context.ResetKillTime();
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UpdateMurderContext(context);
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}
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public static bool IsRecentlyReported(Mobile reporter, Mobile killer) =>
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_recentlyReported.Contains((reporter, killer));
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public static bool ReportMurder(PlayerMobile reporter, Mobile killer)
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{
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if (killer?.Deleted != false || killer is not PlayerMobile pk)
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{
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return false;
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}
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if (!_recentlyReported.Add((reporter, killer)))
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{
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return false;
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}
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Timer.DelayCall(
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_recentlyReportedDelay,
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static (f, k) => _recentlyReported.Remove((f, k)),
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reporter,
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killer
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);
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var wasMurderer = killer.Murderer;
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OnPlayerMurder(pk);
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pk.SendLocalizedMessage(1049067); // You have been reported for murder!
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if (!wasMurderer && killer.Murderer)
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{
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pk.SendLocalizedMessage(502134); // You are now known as a murderer!
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}
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// with the introduction of PingPongs, a red can technically have 1 kill.
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if (Stealing.SuspendOnMurder && pk.Kills == 1 && pk.NpcGuild == NpcGuild.ThievesGuild)
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{
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pk.SendLocalizedMessage(501562); // You have been suspended by the Thieves Guild.
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}
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return true;
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}
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private static void UpdateMurderContext(MurderContext context)
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{
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var player = context.Player;
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if (!context.CheckStart())
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{
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if (context.CanRemove())
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{
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_murderContexts.Remove(player);
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}
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_contextTerms.Remove(context);
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}
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else if (player.NetState != null)
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{
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_contextTerms.Add(context);
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}
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}
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public static void ReportKillsToSelf(PlayerMobile player)
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{
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if (Core.SA)
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{
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player.SendLocalizedMessage(1114370, $"{player.ShortTermMurders}\t{player.Kills}");
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}
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else if (Core.SE)
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{
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player.SendMessage($"Short Term Murders: {player.ShortTermMurders} Long Term Murders: {player.Kills}");
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}
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else if (Core.AOS)
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{
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player.SendMessage($"Short Term Murders: {player.ShortTermMurders}");
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player.SendMessage($"Long Term Murders: {player.Kills}");
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if (PingPongEnabled)
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{
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player.SendMessage($"Ping Pongs: {player.PingPongs}");
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}
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}
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else if (!Core.T2A)
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{
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// No "i must consider my sins" before t2a
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}
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else if (PingPongEnabled && player.PingPongs >= 5)
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{
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// Thou art known throughout the land as a murderous brigand.
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player.SendLocalizedMessage(502123, "", player.ShortTermMurders >= 5 ? 0x22 : 0x59);
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}
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else if (player.ShortTermMurders >= 5)
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{
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// If thou should return to the land of the living, the innocent shall wreak havoc upon thy soul
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player.SendLocalizedMessage(502126, "", 0x22);
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}
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else if (player.ShortTermMurders > 0)
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{
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// Although thou hast slain the innocent, thy deeds shall not bring retribution upon thy return to the living
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player.SendLocalizedMessage(502125, "", 0x59);
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}
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else if (player.Kills > 0)
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{
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// Fear not, thou hast not slain the innocent in some time...
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player.SendLocalizedMessage(502124, "", 0x59);
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}
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else // no kills
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{
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// Fear not, thou hast not slain the innocent.
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player.SendLocalizedMessage(502122, "", 0x59);
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}
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}
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private class MurdererTimer : Timer
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{
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public MurdererTimer() : base(TimeSpan.FromMinutes(5.0), TimeSpan.FromMinutes(5.0))
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{
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}
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public static void Initialize()
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{
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new MurdererTimer().Start();
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}
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protected override void OnTick()
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{
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if (_contextTerms.Count == 0)
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{
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return;
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}
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using var queue = PooledRefQueue<Mobile>.Create();
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foreach (var context in _contextTerms)
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{
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context.DecayKills();
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if (!context.CheckStart())
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{
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queue.Enqueue(context.Player);
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}
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}
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while (queue.Count > 0)
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{
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var pm = (PlayerMobile)queue.Dequeue();
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if (_murderContexts.TryGetValue(pm, out var ctx))
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{
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if (ctx.CanRemove())
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{
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_murderContexts.Remove(pm);
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}
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_contextTerms.Remove(ctx);
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}
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}
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}
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~MurdererTimer()
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{
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PlayerMurderSystem.logger.Error($"{nameof(MurdererTimer)} is no longer running!");
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}
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}
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}
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