BridgeSeeder builds a world at realistic scale, which is what the bridge needed; it never needed the world to look like anything. So a vendor is `seed vendor` trading as `Seed Shop 810`, a character is `Seed004A` and a house sign reads `Seed House 12` — and every one of those strings travels the whole bridge and lands on the marketplace, the guild roster and the housing pages of the website. That is fine for a protocol test and wrong for the marketing site's screenshots (runicgateway.com PLAN.md §13 phase 9, D42/D46). BridgeDemoDress renames them in place and seeds nothing: prices, listing counts, decay stages, fame and skills stay exactly as the seeder left them, so the data keeps its provenance and only the strings a human reads change. Names come from fixed tables hashed off each object's serial, so a re-run reproduces the same world and screenshots can be retaken later and still match. It also does two things the screenshots needed and nothing else provides: - stages a few condemned houses back into the last decay levels, because decay is a live process and "Houses in danger" is empty by the time anyone looks - sets a known password on seed_000, because logging a character in is the only way to make the online roster non-empty and the seeder assigns a random GUID. The password is read from Bridge.cfg, never compiled in. Test scaffolding, in tools/, never deployed — deploy.ps1 copies overlay/ only. Co-Authored-By: Claude <noreply@anthropic.com>
403 lines
15 KiB
C#
403 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Accounting;
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using Server.Commands;
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using Server.Mobiles;
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using Server.Multis;
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namespace Server.Custom
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{
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/// <summary>
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/// Gives a BridgeSeeder world presentable names, so a shard standing behind a public
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/// screenshot does not read as test data.
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///
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/// Test scaffolding. Not part of the bridge. Never deployed — see tools/README.md.
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///
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/// WHY THIS EXISTS
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/// ---------------
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/// BridgeSeeder builds a world at realistic SCALE, which is what the bridge needed:
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/// 50 accounts, 150 characters, 30 houses, 30 vendors, 1,200 listings. It never needed
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/// the world to look like anything, so a vendor is "seed vendor" trading as
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/// "Seed Shop 810" and a character is "Seed004A". Every one of those names travels the
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/// whole bridge — plugin, sidecar, website — and lands on the marketplace, the guild
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/// roster and the housing pages, which are exactly the pages a screenshot wants.
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///
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/// This pass renames what is already there rather than seeding anything new. That
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/// matters: the data keeps its provenance. The prices, the listing counts, the decay
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/// stages, the fame and the skill sheets are all still whatever BridgeSeeder produced
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/// and whatever the shard has done to them since — only the strings a human reads are
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/// replaced. Nothing here invents shard state that the game did not produce.
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///
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/// IDEMPOTENT, AND DETERMINISTIC
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/// -----------------------------
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/// Names come from fixed tables indexed by the object's own serial, so the same vendor
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/// draws the same shop name on every run against the same save — screenshots retaken
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/// later still match. A second run is therefore a no-op, and a world half-dressed by an
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/// interrupted run finishes cleanly.
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///
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/// Shop and house names are also re-dressed when they are names THIS pass produced, so
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/// a change to the tables or to the hash can be applied to a world that has already been
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/// through here once. Character names are not: a person's name is an ordinary string
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/// with no closed set to recognise it by, so once dressed it is left alone.
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///
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/// WHAT IT ALSO DOES, AND WHY EACH IS HERE
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/// ---------------------------------------
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/// - Stages houses back into IDOC. The seeder condemned eighteen of them, but decay is
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/// a live process: by the time anybody looks, the stages have moved on and the
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/// "Houses in danger" page is empty. Empty is a true state and a poor screenshot, so
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/// this puts a handful back.
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/// - Sets a known password on one seeded account. Logging a character in is the only
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/// way to make the online roster non-empty, and it needs a client, and a client needs
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/// a password. The seeder gives every account a random GUID nobody kept.
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///
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/// Flag: `DemoDressOnStart=True` in Config/Bridge.cfg. In game: `[demodress`.
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/// </summary>
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public static class BridgeDemoDress
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{
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private const string Prefix = "seed_";
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/// <summary>The account whose password is set, so a character can be logged in.</summary>
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private const string LoginAccount = "seed_000";
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/// <summary>
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/// Read from Config/Bridge.cfg (`DemoDressPassword`) so a password never lands in
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/// source control. Absent means the account is left alone.
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/// </summary>
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private static string LoginPassword
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{
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get { return Config.Get("Bridge.DemoDressPassword", default(string)); }
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}
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/// <summary>How many condemned houses to put back into the last two decay stages.</summary>
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private const int IdocHouses = 4;
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// ── Name tables ────────────────────────────────────────────────────────────────
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//
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// Ordinary fantasy given names and English trade-sign nouns. Deliberately dull: the
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// point is that a reader's eye passes over them, which is what a real roster does.
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private static readonly string[] Given =
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{
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"Alaric", "Bess", "Corwin", "Dagna", "Edric", "Fenna", "Garrick", "Halle",
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"Ivo", "Jessa", "Kellen", "Lira", "Marek", "Nessa", "Orrin", "Perrin",
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"Quill", "Rowan", "Sera", "Tamsin", "Ulric", "Vera", "Wendel", "Xanthe",
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"Yorick", "Zara", "Bram", "Caitrin", "Doran", "Elspeth"
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};
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private static readonly string[] Family =
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{
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"Ashdown", "Bellweather", "Crowe", "Dunmore", "Eastgate", "Fairbourne",
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"Grimsby", "Hollowell", "Ironwood", "Larkspur", "Mosswick", "Thornbury"
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};
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private static readonly string[] ShopFirst =
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{
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"The Copper", "The Silver", "The Gilded", "The Iron", "The Rusted", "The Amber",
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"The Quiet", "The Crooked", "The Old", "The Wandering", "The Salted", "The Ember"
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};
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private static readonly string[] ShopSecond =
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{
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"Anvil", "Kettle", "Lantern", "Compass", "Bellows", "Flask", "Ledger",
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"Wagon", "Tankard", "Whetstone", "Sextant", "Coffer"
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};
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private static readonly string[] HouseNames =
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{
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"Ashwood Cottage", "Bramblegate", "Candlewick House", "Dovecote",
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"Eastmarch", "Fernhollow", "Greywater", "Hearthstone",
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"Ivyfall", "Kestrel Lodge", "Longmeadow", "Millrace",
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"Northrest", "Oakenshaw", "Pinefall", "Quarrystone",
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"Riverwatch", "Stonebrook", "Thistledown", "Umberley",
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"Vinesend", "Westbarrow", "Yewcross", "Almsgate",
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"Brightmoor", "Coldspring", "Duskvale", "Elmshade",
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"Foxhollow", "Gravensward"
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};
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public static void Initialize()
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{
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CommandSystem.Register("demodress", AccessLevel.Administrator, Dress_OnCommand);
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if (Config.Get("Bridge.DemoDressOnStart", false))
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EventSink.ServerStarted += () => Run(null, save: true);
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}
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[Usage("demodress")]
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[Description("Renames BridgeSeeder's synthetic world so it is presentable in screenshots.")]
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private static void Dress_OnCommand(CommandEventArgs e)
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{
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Run(e.Mobile, save: false);
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}
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private static void Report(Mobile to, string text)
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{
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Console.WriteLine("[BridgeDemoDress] " + text);
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if (to != null)
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to.SendMessage(text);
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}
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private static void Run(Mobile to, bool save)
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{
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try
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{
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var start = DateTime.UtcNow;
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int chars = DressCharacters();
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int vendors = DressVendors();
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int houses = DressHouses();
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int idoc = StageIdoc();
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bool password = SetLoginPassword(to);
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Report(to, String.Format(
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"Dressed {0} characters, {1} vendors, {2} house signs; staged {3} IDOC; " +
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"login password {4}. ({5:F1}s)",
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chars, vendors, houses, idoc, password ? "set" : "skipped",
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(DateTime.UtcNow - start).TotalSeconds));
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if (save)
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{
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Report(to, "Saving world...");
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World.Save();
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Report(to, "Save complete.");
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}
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}
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catch (Exception ex)
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{
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Report(to, "FAILED: " + ex);
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}
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}
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/// <summary>
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/// A stable index for a world object, salted so that two names drawn for the SAME
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/// object land in unrelated places in their tables.
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///
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/// Serial is the only identifier that survives a save and is identical on every
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/// load, which is what makes the naming reproducible. But serials are dense and
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/// sequential, so a weak mix hands neighbouring objects neighbouring names. The
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/// first attempt derived the second word from `serial / 5`, which is constant
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/// across five consecutive serials — twenty-seven vendors came out as four
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/// Flasks, four Lanterns and three Anvils in a row. Salting and re-mixing per
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/// draw is what fixes that: each word is an independent hash of the pair.
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/// </summary>
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private static int Pick(int serial, int salt, int modulus)
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{
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unchecked
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{
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uint h = (uint)serial ^ ((uint)salt * 0x9E3779B1u);
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h ^= h >> 15;
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h *= 2246822519u;
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h ^= h >> 13;
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h *= 3266489917u;
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h ^= h >> 16;
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return (int)(h % (uint)modulus);
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}
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}
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private static string PersonName(int serial)
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{
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return Given[Pick(serial, 1, Given.Length)] + " " + Family[Pick(serial, 2, Family.Length)];
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}
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private static string ShopSign(int serial)
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{
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return ShopFirst[Pick(serial, 3, ShopFirst.Length)] + " " +
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ShopSecond[Pick(serial, 4, ShopSecond.Length)];
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}
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private static bool LooksSeeded(string name, string marker)
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{
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return name != null && name.StartsWith(marker, StringComparison.OrdinalIgnoreCase);
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}
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/// <summary>
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/// True when a name is one this pass could have produced.
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///
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/// Dressing has to be re-runnable in both directions: a first pass renames what the
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/// seeder left, and a later pass — after the tables or the hash change — has to be
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/// able to rename its own earlier output. A name is recognised by MEMBERSHIP of the
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/// closed tables rather than by a marker on the object, because the object is a
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/// PlayerVendor whose name is a plain string with nowhere to hide a flag, and a
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/// name that is not in the tables was set by a person and is left alone.
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/// </summary>
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private static bool IsOurs(string name, string[] first, string[] second)
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{
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if (String.IsNullOrEmpty(name))
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return false;
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foreach (var a in first)
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{
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if (!name.StartsWith(a + " ", StringComparison.Ordinal))
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continue;
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var rest = name.Substring(a.Length + 1);
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foreach (var b in second)
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{
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if (rest == b)
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return true;
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}
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}
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return false;
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}
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private static bool IsOurHouseName(string name)
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{
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foreach (var h in HouseNames)
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{
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if (h == name)
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return true;
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}
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return false;
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}
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private static int DressCharacters()
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{
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int n = 0;
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foreach (Account acct in Accounts.GetAccounts())
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{
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if (!acct.Username.StartsWith(Prefix, StringComparison.Ordinal))
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continue;
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for (int i = 0; i < acct.Length; i++)
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{
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var m = acct[i];
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if (m == null || !LooksSeeded(m.Name, "Seed"))
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continue;
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// Offset by the slot so an account's three characters are three people
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// rather than three spellings of one.
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m.Name = PersonName(m.Serial.Value + i * 101);
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n++;
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}
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}
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return n;
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}
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private static int DressVendors()
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{
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int n = 0;
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if (PlayerVendor.PlayerVendors == null)
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return 0;
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// PlayerVendors is a live collection; the rename does not add or remove members,
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// but copy anyway so an unrelated vendor placement mid-pass cannot invalidate it.
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var vendors = new List<PlayerVendor>(PlayerVendor.PlayerVendors);
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foreach (var vendor in vendors)
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{
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bool touched = false;
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if (LooksSeeded(vendor.ShopName, "Seed Shop") ||
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IsOurs(vendor.ShopName, ShopFirst, ShopSecond))
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{
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var sign = ShopSign(vendor.Serial.Value);
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if (sign != vendor.ShopName)
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{
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vendor.ShopName = sign;
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touched = true;
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}
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}
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if (LooksSeeded(vendor.Name, "seed vendor"))
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{
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vendor.Name = PersonName(vendor.Serial.Value + 7919);
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touched = true;
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}
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if (touched)
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n++;
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}
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return n;
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}
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private static int DressHouses()
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{
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int n = 0;
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foreach (var house in BaseHouse.AllHouses)
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{
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if (house.Sign == null)
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continue;
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if (!LooksSeeded(house.Sign.Name, "Seed House") && !IsOurHouseName(house.Sign.Name))
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continue;
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var name = HouseNames[Pick(house.Serial.Value, 5, HouseNames.Length)];
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if (name == house.Sign.Name)
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continue;
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house.Sign.Name = name;
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n++;
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}
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return n;
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}
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/// <summary>
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/// Puts a few condemned houses back into the final decay stages.
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///
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/// Only houses that CAN decay are touched — an active owner's AutoRefresh house is
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/// left alone, because forcing one into IDOC would be inventing a state the game
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/// would never produce and the next refresh would undo it anyway.
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/// </summary>
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private static int StageIdoc()
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{
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int n = 0;
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foreach (var house in BaseHouse.AllHouses)
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{
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if (n >= IdocHouses)
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break;
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if (!house.CanDecay || house.DecayLevel == DecayLevel.IDOC)
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continue;
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house.SetDynamicDecay(n % 2 == 0 ? DecayLevel.IDOC : DecayLevel.Greatly);
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house.NextDecayStage = DateTime.UtcNow + TimeSpan.FromHours(6);
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n++;
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}
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return n;
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}
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/// <summary>
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/// Sets a known password on one seeded account so a character can be logged in with
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/// a real client. The seeder assigns a random GUID, which nobody kept.
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/// </summary>
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private static bool SetLoginPassword(Mobile to)
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{
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var password = LoginPassword;
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if (String.IsNullOrEmpty(password))
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return false;
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var acct = Accounts.GetAccount(LoginAccount) as Account;
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if (acct == null)
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{
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Report(to, "No account " + LoginAccount + " — password not set.");
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return false;
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}
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acct.SetPassword(password);
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// The seeder backdates some accounts past InactiveDuration to condemn their
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// houses. This one has to be able to log in, so bring it back to the present.
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acct.LastLogin = DateTime.UtcNow;
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return true;
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}
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}
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}
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