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
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16 changed files with 502 additions and 196 deletions

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