Merge pull request 'chore(tools): build guilds, and walk houses into IDOC where the site can see it' (#17) from chore/demo-guilds-and-idoc into main
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Reviewed-on: #17
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
This commit is contained in:
2026-08-25 15:03:35 +00:00

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@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Server.Accounting;
using Server.Commands;
using Server.Guilds;
using Server.Mobiles;
using Server.Multis;
@@ -43,13 +44,29 @@ namespace Server.Custom
///
/// WHAT IT ALSO DOES, AND WHY EACH IS HERE
/// ---------------------------------------
/// - Stages houses back into IDOC. The seeder condemned eighteen of them, but decay is
/// a live process: by the time anybody looks, the stages have moved on and the
/// "Houses in danger" page is empty. Empty is a true state and a poor screenshot, so
/// this puts a handful back.
/// - Walks a few houses into IDOC, in two passes with a wait between them, because the
/// website only records a collapse it watched happen. Decay is a live process: by the
/// time anybody looks the stages have moved on and "Houses in danger" is empty. Empty
/// is a true state and a poor screenshot, so this stages a handful — see PrimeIdoc.
/// - Sets a known password on one seeded account. Logging a character in is the only
/// way to make the online roster non-empty, and it needs a client, and a client needs
/// a password. The seeder gives every account a random GUID nobody kept.
/// - BUILDS GUILDS, which is the one thing here that creates rather than renames. The
/// seeder never made any, so a shard behind these screenshots has an empty guild
/// board and — because the website's Teams are reconciled from that board — no teams
/// either. There is nothing to rename: a guild has to exist before it can be called
/// something. Members are drawn from characters the seeder already made, so the only
/// invention is the association itself.
///
/// A NOTE ON THE GUILD BOARD, FOUND WHILE BUILDING THIS
/// ---------------------------------------------------
/// `BridgeSocial.Signature()` folds name, abbreviation, leader serial, member count and
/// alliance — not member NAMES — and the roster is only re-emitted when the member SET
/// changes. So renaming a guild member never reaches the site: the board keeps the name
/// the member had when the roster was last emitted. Dressing a world that was already
/// published therefore leaves stale rosters behind, and creating the guilds after the
/// rename (as this does) is what avoids it. Raised as a product observation, not fixed
/// here — a rename is rare in a real shard, and the fix belongs in the plugin.
///
/// Flag: `DemoDressOnStart=True` in Config/Bridge.cfg. In game: `[demodress`.
/// </summary>
@@ -72,6 +89,15 @@ namespace Server.Custom
/// <summary>How many condemned houses to put back into the last two decay stages.</summary>
private const int IdocHouses = 4;
/// <summary>
/// How long after boot the second IDOC pass runs. See <see cref="PrimeIdoc"/> —
/// the delay is the whole point, not a politeness.
/// </summary>
private static int IdocDelaySeconds
{
get { return Config.Get("Bridge.DemoDressIdocDelaySeconds", 150); }
}
// ── Name tables ────────────────────────────────────────────────────────────────
//
// Ordinary fantasy given names and English trade-sign nouns. Deliberately dull: the
@@ -115,6 +141,43 @@ namespace Server.Custom
"Foxhollow", "Gravensward"
};
/// <summary>
/// One guild to build, and how many of the seeded characters to put in it.
///
/// Four rather than one, and four of different sizes, because every screen that
/// shows guilds shows a LIST: a board with one row proves nothing about sorting,
/// member counts or the online column. The sizes are the shape a small shard
/// actually has — one large guild, one middling, two small.
/// </summary>
private struct GuildPlan
{
public readonly string Name;
public readonly string Abbr;
public readonly int Size;
public GuildPlan(string name, string abbr, int size)
{
Name = name;
Abbr = abbr;
Size = size;
}
}
private static readonly GuildPlan[] GuildsToBuild =
{
new GuildPlan("The Ashen Compact", "ASH", 14),
new GuildPlan("Hollowell Rangers", "HOL", 9),
new GuildPlan("The Quiet Ledger", "QLG", 6),
new GuildPlan("Wardens of Northrest", "WRD", 4)
};
/// <summary>
/// The first two guilds are allied, because `/uo/guilds` promises "rosters,
/// alliances and who's online" and an alliance column that is empty on every row
/// reads as a feature that does not work.
/// </summary>
private const string AllianceName = "The Northern Compact";
public static void Initialize()
{
CommandSystem.Register("demodress", AccessLevel.Administrator, Dress_OnCommand);
@@ -147,15 +210,29 @@ namespace Server.Custom
int chars = DressCharacters();
int vendors = DressVendors();
int houses = DressHouses();
int idoc = StageIdoc();
// After the rename, never before: the roster the bridge publishes is the one
// that exists when the guild's member set first changes, and that is here.
int guilds = BuildGuilds(to);
bool password = SetLoginPassword(to);
Report(to, String.Format(
"Dressed {0} characters, {1} vendors, {2} house signs; staged {3} IDOC; " +
"login password {4}. ({5:F1}s)",
chars, vendors, houses, idoc, password ? "set" : "skipped",
"Dressed {0} characters, {1} vendors, {2} house signs; " +
"built {3} guilds; login password {4}. ({5:F1}s)",
chars, vendors, houses, guilds, password ? "set" : "skipped",
(DateTime.UtcNow - start).TotalSeconds));
// IDOC is two steps, and at boot the second one is LATE. See PrimeIdoc.
Report(to, "Primed " + PrimeIdoc() + " houses for decay.");
if (save)
Timer.DelayCall(
TimeSpan.FromSeconds(IdocDelaySeconds),
() => Report(to, "Staged " + StageIdoc() + " houses into IDOC."));
else
Report(to, "Staged " + StageIdoc() + " houses into IDOC.");
if (save)
{
Report(to, "Saving world...");
@@ -295,7 +372,10 @@ namespace Server.Custom
{
bool touched = false;
// "Bridge Test Shop" is not the seeder's — it is left over from a hand-run
// smoke test — and it reaches the marketplace exactly like the rest.
if (LooksSeeded(vendor.ShopName, "Seed Shop") ||
LooksSeeded(vendor.ShopName, "Bridge Test") ||
IsOurs(vendor.ShopName, ShopFirst, ShopSecond))
{
var sign = ShopSign(vendor.Serial.Value);
@@ -345,24 +425,100 @@ namespace Server.Custom
}
/// <summary>
/// Puts a few condemned houses back into the final decay stages.
/// The houses this run picked to walk into IDOC, held between the two passes so the
/// second one moves the same houses the first one primed.
/// </summary>
private static readonly List<BaseHouse> _idocPicks = new List<BaseHouse>();
/// <summary>
/// Picks the houses that will collapse and puts them at a MIDDLE decay stage.
///
/// Only houses that CAN decay are touched — an active owner's AutoRefresh house is
/// left alone, because forcing one into IDOC would be inventing a state the game
/// would never produce and the next refresh would undo it anyway.
///
/// WHY THE STAGING IS TWO PASSES, WITH A WAIT BETWEEN THEM
/// ------------------------------------------------------
/// The website's "Houses in danger" page reads a column the ingest only writes when
/// the plugin reports a house CHANGING decay stage (`house.decay`). The richer
/// `house.update` registry frame carries the stage as well, but the ingest
/// deliberately leaves that column to the transition feed so the two cannot clobber
/// each other. A house that is ALREADY in IDOC when the site connects therefore
/// never appears: the plugin's baseline records IDOC as the starting state and no
/// transition is ever emitted. The first run of this pass hit exactly that — the
/// shard plainly had two collapsing houses and the page said none.
///
/// So: prime now, collapse later. The sweep takes its baseline at the middle stage
/// and then sees a real move to IDOC, which is the event the page is built to show.
/// The underlying asymmetry is a product observation, raised rather than patched
/// from here.
/// </summary>
private static int PrimeIdoc()
{
_idocPicks.Clear();
foreach (var house in BaseHouse.AllHouses)
{
if (_idocPicks.Count >= IdocHouses)
break;
if (house == null || house.Deleted || !house.CanDecay)
continue;
_idocPicks.Add(house);
}
// Most of the world cannot decay at all: a house whose owner's account is active
// is AutoRefresh, and AutoRefresh reports Ageless forever. The seeder condemned
// its houses by backdating the owner's last login, which is the same lever a real
// shard pulls when somebody stops playing — so where there are not enough
// candidates, condemn a few more the same way rather than forcing a stage that
// the next refresh would undo.
if (_idocPicks.Count < IdocHouses)
{
foreach (var house in BaseHouse.AllHouses)
{
if (_idocPicks.Count >= IdocHouses)
break;
if (house == null || house.Deleted || house.CanDecay || house.Owner == null)
continue;
var acct = house.Owner.Account as Account;
// Never the account somebody is about to log in with: an inactive account
// is exactly what this is making, and logging in would undo it anyway.
if (acct == null || acct.Username == LoginAccount)
continue;
acct.LastLogin = DateTime.UtcNow - TimeSpan.FromDays(365);
if (house.CanDecay)
_idocPicks.Add(house);
}
}
foreach (var house in _idocPicks)
{
house.SetDynamicDecay(DecayLevel.Fairly);
house.NextDecayStage = DateTime.UtcNow + TimeSpan.FromHours(6);
}
return _idocPicks.Count;
}
/// <summary>Collapses the primed houses. See <see cref="PrimeIdoc"/> for the two-step.</summary>
private static int StageIdoc()
{
int n = 0;
foreach (var house in BaseHouse.AllHouses)
foreach (var house in _idocPicks)
{
if (n >= IdocHouses)
break;
if (!house.CanDecay || house.DecayLevel == DecayLevel.IDOC)
if (house == null || house.Deleted)
continue;
// Alternating, so the page shows a stage column doing something rather than
// four identical rows.
house.SetDynamicDecay(n % 2 == 0 ? DecayLevel.IDOC : DecayLevel.Greatly);
house.NextDecayStage = DateTime.UtcNow + TimeSpan.FromHours(6);
n++;
@@ -371,6 +527,135 @@ namespace Server.Custom
return n;
}
/// <summary>
/// Builds the guilds in <see cref="GuildsToBuild"/> out of seeded characters that
/// are not in a guild already, and allies the first two.
///
/// Idempotent by NAME: a guild that already exists is left exactly as it is, so a
/// second run adds nobody and a guild somebody has since edited in game is not
/// stamped back to the table. A character already in a guild is never moved, which
/// is what keeps a re-run from shuffling the world between screenshots.
///
/// Ranks are set rather than left at the default, because the roster the site draws
/// shows a rank per member and a page where every row says the same word tells a
/// reader nothing about what ranks are for. Real guilds are mostly members with a
/// couple of officers, so that is what this makes.
/// </summary>
private static int BuildGuilds(Mobile to)
{
var pool = UnguildedSeedCharacters();
var cursor = 0;
var made = 0;
var built = new List<Guild>();
foreach (var plan in GuildsToBuild)
{
var existing = FindGuild(plan.Name);
if (existing != null)
{
built.Add(existing);
continue;
}
if (cursor >= pool.Count)
{
Report(to, "Ran out of unguilded characters — " + plan.Name + " not built.");
break;
}
var leader = pool[cursor++];
var guild = new Guild(leader, plan.Name, plan.Abbr);
for (int i = 1; i < plan.Size && cursor < pool.Count; i++)
{
var member = pool[cursor++];
guild.AddMember(member);
var pm = member as PlayerMobile;
if (pm == null)
continue;
// Two officers per guild, then members. RankDefinition.Ranks is
// { Ronin, Member, Emissary, Warlord, Leader } — Ronin is the default a
// fresh member gets, and a board of Ronins looks like nobody has ever
// touched the guild.
pm.GuildRank =
i == 1 ? RankDefinition.Ranks[3] :
i == 2 ? RankDefinition.Ranks[2] :
RankDefinition.Member;
}
built.Add(guild);
made++;
}
if (built.Count >= 2 && built[0].Alliance == null && built[1].Alliance == null)
{
try
{
var alliance = new AllianceInfo(built[0], AllianceName, built[1]);
alliance.TurnToMember(built[1]);
}
catch (Exception ex)
{
Report(to, "Alliance not formed: " + ex.Message);
}
}
return made;
}
/// <summary>
/// Every seeded character with no guild, in a stable order: account name, then
/// character slot. Stable ordering is what makes the same person lead the same
/// guild on every run against the same save.
/// </summary>
private static List<Mobile> UnguildedSeedCharacters()
{
var accounts = new List<Account>();
foreach (Account acct in Accounts.GetAccounts())
{
if (acct.Username.StartsWith(Prefix, StringComparison.Ordinal))
accounts.Add(acct);
}
accounts.Sort((a, b) => String.CompareOrdinal(a.Username, b.Username));
var chars = new List<Mobile>();
foreach (var acct in accounts)
{
for (int i = 0; i < acct.Length; i++)
{
var m = acct[i];
if (m == null || m.Deleted || m.Guild != null)
continue;
chars.Add(m);
}
}
return chars;
}
private static Guild FindGuild(string name)
{
foreach (var bg in BaseGuild.List.Values)
{
var g = bg as Guild;
if (g != null && !g.Disbanded && g.Name == name)
return g;
}
return null;
}
/// <summary>
/// Sets a known password on one seeded account so a character can be logged in with
/// a real client. The seeder assigns a random GUID, which nobody kept.