feat: Changes Spawner HomeRange to SpawnBounds (#2290)

### Summary

This PR transitions the spawner system from a simple radius-based model to a flexible 3D boundary system.

### Core Changes

* **Replaced `HomeRange` with `SpawnBounds`**: Spawners now use a `Rectangle3D` to define spawn areas instead of a circular integer range.
* **Backward Compatibility**:
* The `HomeRange` property remains as a helper that generates square `SpawnBounds` centered on the spawner.
* Included a migration path (v10 to v11) that automatically converts old range data into new bounds during deserialization.


* **Dynamic Bounds Shifting**: If a spawner is moved, its `SpawnBounds` will automatically shift with it, provided the bounds are currently configured as a centered square.
* **New Spawn Logic**: Added `SpawnLocationIsHome` toggle. If enabled, spawned mobiles treat their exact spawn coordinates as their "Home" rather than the spawner's location.

### Implementation Details

* **Interface Updates**: Updated `ISpawner` to include `WalkingRange`, `SpawnBounds`, and `IsInSpawnBounds()`.
* **UI Enhancements**: The Spawner Controller Gump now displays "Custom" for complex bounds and allows copying of the new boundary properties between spawners.
* **Refactored Constructors**: Streamlined `BaseSpawner`, `ProximitySpawner`, and `RegionSpawner` constructors to support the new data types.
This commit is contained in:
Quick 2025-12-26 20:07:26 -06:00 • committed by GitHub
parent bde072f81c
commit 0b34cc4417
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
16 changed files with 502 additions and 196 deletions

View file

@ -57,8 +57,8 @@ public interface ISpawner : IEntity
{
Guid Guid { get; }
bool UnlinkOnTaming { get; }
Point3D HomeLocation { get; }
int HomeRange { get; }
int WalkingRange { get; }
Rectangle3D SpawnBounds { get; }
Region Region { get; }
bool ReturnOnDeactivate { get; }
bool Running { get; }
@ -66,6 +66,11 @@ public interface ISpawner : IEntity
void Remove(ISpawnable spawn);
Point3D GetSpawnPosition(ISpawnable spawned, Map map);
void Respawn();
/// <summary>
/// Checks if the given location is within the spawn bounds.
/// </summary>
bool IsInSpawnBounds(IPoint3D location);
}
public interface ISpawnable : IEntity