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.
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@ -3610,7 +3610,7 @@ namespace Server.Mobiles
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if (ReturnsToHome && IsSpawnerBound() && !InRange(Home, RangeHome))
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{
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if (Combatant == null && Warmode == false && Utility.RandomDouble() < .10) /* some throttling */
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if (Combatant == null && !Warmode && Utility.RandomDouble() < .10) /* some throttling */
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{
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m_FailedReturnHome = !Move(GetDirectionTo(Home.X, Home.Y)) ? m_FailedReturnHome + 1 : 0;
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