### Summary
Moves inventory insurance out of `Mobile`/`PlayerMobile` into its own system at `Projects/UOContent/Engines/Insurance/`, wires it into the feature flag system, and makes disabling it actually disable it everywhere.
### Changes
**New `Server.Engines.Insurance.Insurance` system**
* Owns its own `Configure()`, seeding from the existing `insurance.enable` setting (default `Core.AOS`), so no config migration is needed. `Mobile.InsuranceEnabled` is gone, along with its line in `ExpansionConfiguration`.
* `CanInsure`, `GetInsuranceCost`, `ToggleItemInsurance`, `AutoRenewInventoryInsurance`, `CancelRenewInventoryInsurance` and `OpenItemInsuranceMenu` move here from `PlayerMobile`, which keeps four one-line shims for the context-menu callbacks.
* Every entry point is gated on `Insurance.Enabled`, and the death-time state is only allocated when insurance is on — a shard without insurance pays nothing for it.
**Feature flag integration**
Insurance is now a first-class feature flag: `ServerFeatureFlags.InsuranceEnabled`, registered under the `insurance` key in `FeatureFlagManager.SyncStaticFlag`, so it can be inspected and toggled through the normal flag command/gump rather than only at boot. `Insurance.Enabled` reads through to the flag, so there is one source of truth for every consumer.
**Fixes a memory leak from PvP**
`PlayerMobile.m_InsuranceAward` was a `Mobile` field assigned on every death and never cleared, so every player permanently pinned a strong reference to the last player who killed them. Killers were kept alive by their victims indefinitely.
Death-time insurance state now lives in a `Dictionary<Mobile, InsuranceContext>` owned by the insurance system: the entry is created in `OnBeforeDeath` and removed in `OnDeath`, so nothing outlives the death that created it.
**Removes insurance fields from every PlayerMobile**
`m_InsuranceAward`, `m_InsuranceBonus` and `m_NonAutoreinsuredItems` were carried by every `PlayerMobile` whether or not the shard ran insurance. All three are gone; the equivalent state is allocated per-death, only for players who actually die with insured items, only when insurance is enabled.
**Stale `Insured` flags are inert when insurance is off**
`Item.Insured` is a persisted flag, so items stay marked after a shard turns insurance off. Every read path now checks the flag first, so those items behave exactly as if they were never insured:
* `Item.CheckBlessed` / `Item.IsStandardLoot` — they drop again instead of acting blessed
* `Item.AddLootTypeProperty` — no more phantom "insured" tooltip
* `PlayerMobile.FindItems_Callback` — not yanked out of nested bags on death
* `DestroyEquipment` — no longer immune
* `ClothingBlessDeed` — no longer reports "that item is already blessed"
**Gumps promoted out of `PlayerMobile`**
`ItemInsuranceMenuGump`, `ItemInsuranceMenuConfirmGump` and `CancelRenewInventoryInsuranceGump` were private nested classes reaching into `PlayerMobile` privates. They are now public types in `Engines/Insurance/Gumps/`, talking to the insurance system through its public API. `ItemInsuranceMenuGump.ToggleSelected()` replaces the confirm gump's reach-in to the parent's `_items`/`_insure` arrays.
### Behavior changes
* The per-item "You lack the funds to purchase the insurance" message on failed auto-renewal is no longer sent during death; players get the single 1061115 summary instead. Marked with a TODO pending a decision on whether the per-item message should spam.
* The killer's insurance bonus is deposited once at the end of death processing rather than 300 gold at a time per insured item, and the "gold has been deposited" message is now conditional on the deposit succeeding. Same total.
### Drive-by cleanups
`PoisonImpl.IncreaseLevel` -> `Poison.IncreaseLevel`, a redundant `is NetState { } ns` pattern, `new List<Item>(Items)` -> collection expression, alignment of the `SyncStaticFlag` switch arms, and some comment/formatting fixes in `PlayerMobile`.
323 lines
9.2 KiB
C#
323 lines
9.2 KiB
C#
using System.Collections.Generic;
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using Server.Collections;
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using Server.Factions;
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using Server.Gumps;
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using Server.Items;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Engines.Insurance;
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public static class Insurance
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{
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public static bool Enabled => ServerFeatureFlags.InsuranceEnabled;
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private static readonly Dictionary<Mobile, InsuranceContext> _insuranceContexts = [];
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public static void Configure()
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{
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// Legacy, but not expected to be used anymore in favor of the feature flag system
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ServerFeatureFlags.InsuranceEnabled = ServerConfiguration.GetSetting("insurance.enable", Core.AOS);
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}
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public static int GetInsuranceCost(Mobile from, Item item) => 600;
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public static void CheckInsuranceBeforeDeath(Mobile from)
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{
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if (!Enabled)
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{
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return;
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}
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var recentDamager = from.FindMostRecentDamager(false);
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if (recentDamager == null)
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{
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return;
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}
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if (recentDamager is BaseCreature creature)
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{
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recentDamager = creature.GetMaster();
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}
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if (recentDamager != from && recentDamager is PlayerMobile insuranceReward)
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{
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_insuranceContexts[from] = new InsuranceContext(insuranceReward);
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}
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}
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public static void CheckInsuranceOnDeath(Mobile from)
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{
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if (!Enabled || !_insuranceContexts.Remove(from, out var context))
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{
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return;
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}
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if (context.MissedAutoRenewal)
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{
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from.SendLocalizedMessage(1061115); // You do not have the gold to automatically reinsure all your items.
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}
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if (context.InsuranceReward != null && context.InsuranceBonus > 0 &&
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Banker.Deposit(context.InsuranceReward, context.InsuranceBonus))
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{
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// ~1_AMOUNT~ gold has been deposited into your bank box.
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context.InsuranceReward.SendLocalizedMessage(1060397, $"{context.InsuranceBonus}");
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}
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}
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public static bool CheckItemInsuranceOnDeath(PlayerMobile from, Item item)
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{
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if (!Enabled || !item.Insured)
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{
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return false;
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}
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if (from.DuelContext?.Registered == true && from.DuelContext.Started && from.DuelPlayer?.Eliminated != true)
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{
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return true;
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}
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if (!_insuranceContexts.TryGetValue(from, out var context))
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{
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_insuranceContexts[from] = context = new InsuranceContext();
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}
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if (from.AutoRenewInsurance)
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{
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var cost = Insurance.GetInsuranceCost(from, item);
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if (context.InsuranceReward != null)
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{
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cost /= 2;
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}
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if (Banker.Withdraw(from, cost))
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{
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item.PaidInsurance = true;
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// ~1_AMOUNT~ gold has been withdrawn from your bank box.
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from.SendLocalizedMessage(1060398, $"{cost}");
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}
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else
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{
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// TODO: Should this spam?
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// from.SendLocalizedMessage(1061079, "", 0x23); // You lack the funds to purchase the insurance
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item.PaidInsurance = false;
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item.Insured = false;
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context.MissedAutoRenewal = true;
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}
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}
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else
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{
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item.PaidInsurance = false;
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item.Insured = false;
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}
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context.InsuranceBonus += 300;
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return true;
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}
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public static bool CanInsure(Mobile from, Item item)
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{
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if (!Enabled)
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{
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return false;
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}
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if (item is Container && item is not BaseQuiver || item is BagOfSending or KeyRing or PotionKeg or Sigil)
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{
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return false;
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}
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if (item.Stackable)
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{
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return false;
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}
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if (item.LootType == LootType.Cursed)
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{
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return false;
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}
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if (item.ItemID == 0x204E) // death shroud
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{
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return false;
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}
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if (item.Layer == Layer.Mount)
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{
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return false;
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}
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return item.LootType != LootType.Blessed && item.LootType != LootType.Newbied && item.BlessedFor != from;
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}
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public static void ToggleItemInsurance(Mobile from)
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{
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if (!from.CheckAlive())
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{
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return;
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}
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from.BeginTarget(-1, false, TargetFlags.None, ToggleItemInsurance);
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from.SendLocalizedMessage(1060868); // Target the item you wish to toggle insurance status on <ESC> to cancel
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}
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public static void ToggleItemInsurance(Mobile from, object obj)
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{
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if (!from.CheckAlive())
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{
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return;
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}
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ToggleItemInsurance(from, obj as Item, true);
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}
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public static void ToggleItemInsurance(Mobile from, Item item, bool target)
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{
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if (item?.IsChildOf(from) != true)
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{
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if (target)
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{
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from.BeginTarget(-1, false, TargetFlags.None, ToggleItemInsurance);
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}
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// You can only insure items that you have equipped or that are in your backpack
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from.SendLocalizedMessage(1060871, "", 0x23);
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}
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else if (item.Insured)
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{
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item.Insured = false;
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from.SendLocalizedMessage(1060874, "", 0x35); // You cancel the insurance on the item
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if (target)
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{
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from.BeginTarget(-1, false, TargetFlags.None, ToggleItemInsurance);
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// Target the item you wish to toggle insurance status on <ESC> to cancel
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from.SendLocalizedMessage(1060868, "", 0x23);
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}
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}
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else if (!CanInsure(from, item))
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{
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if (target)
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{
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from.BeginTarget(-1, false, TargetFlags.None, ToggleItemInsurance);
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}
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from.SendLocalizedMessage(1060869, "", 0x23); // You cannot insure that
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}
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else
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{
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if (!item.PaidInsurance)
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{
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var cost = GetInsuranceCost(from, item);
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if (Banker.Withdraw(from, cost))
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{
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// ~1_AMOUNT~ gold has been withdrawn from your bank box.
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from.SendLocalizedMessage(1060398, $"{cost}");
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item.PaidInsurance = true;
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}
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else
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{
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from.SendLocalizedMessage(1061079, "", 0x23); // You lack the funds to purchase the insurance
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return;
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}
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}
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item.Insured = true;
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from.SendLocalizedMessage(1060873, "", 0x23); // You have insured the item
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if (target)
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{
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from.BeginTarget(-1, false, TargetFlags.None, ToggleItemInsurance);
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// Target the item you wish to toggle insurance status on <ESC> to cancel
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from.SendLocalizedMessage(1060868, "", 0x23);
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}
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}
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}
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public static void AutoRenewInventoryInsurance(Mobile from)
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{
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if (!from.CheckAlive())
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{
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return;
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}
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// You have selected to automatically reinsure all insured items upon death
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from.SendLocalizedMessage(1060881, "", 0x23);
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(from as PlayerMobile)?.AutoRenewInsurance = true;
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}
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public static void CancelRenewInventoryInsurance(Mobile from)
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{
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if (!from.CheckAlive())
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{
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return;
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}
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if (Core.SE)
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{
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from.SendGump(new CancelRenewInventoryInsuranceGump(null));
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}
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else
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{
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// You have cancelled automatically reinsuring all insured items upon death
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from.SendLocalizedMessage(1061075, "", 0x23);
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(from as PlayerMobile)?.AutoRenewInsurance = false;
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}
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}
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public static void OpenItemInsuranceMenu(Mobile from)
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{
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if (!from.CheckAlive() || from.NetState == null)
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{
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return;
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}
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using var queue = PooledRefQueue<Item>.Create(128);
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foreach (var item in from.Items)
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{
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if (DisplayInItemInsuranceGump(from, item))
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{
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queue.Enqueue(item);
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}
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}
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var pack = from.Backpack;
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if (pack != null)
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{
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foreach (var item in pack.FindItems())
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{
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if (DisplayInItemInsuranceGump(from, item))
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{
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queue.Enqueue(item);
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}
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}
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}
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if (queue.Count == 0)
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{
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// None of your current items meet the requirements for insurance.
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from.SendLocalizedMessage(1114915, "", 0x35);
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}
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else if (from is PlayerMobile pm)
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{
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// TODO: Investigate item sorting
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from.SendGump(new ItemInsuranceMenuGump(pm, queue.ToArray()));
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}
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}
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private static bool DisplayInItemInsuranceGump(Mobile from, Item item) =>
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(item.Visible || from.AccessLevel >= AccessLevel.GameMaster) && (item.Insured || CanInsure(from, item));
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private class InsuranceContext(PlayerMobile insuranceReward = null)
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{
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public PlayerMobile InsuranceReward = insuranceReward;
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public int InsuranceBonus { get; set; }
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public bool MissedAutoRenewal { get; set; }
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}
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}
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