feat: Add CanSpawnMobile overload with props Z-range support. (#2293)

### Summary

- Adds CanSpawnMobile(x, y, minZ, maxZ, canSwim, cantWalk, out spawnZ) overload for finding spawn surfaces within a Z range
- Adds CanSpawnItem(x, y, minZ, maxZ, out spawnZ) for item spawning with Surface+Impassable support (tables, furniture)
- Uses bitmask optimization inspired by Item.DropToWorld's m_OpenSlots pattern for O(1) surface/blocker checks
- HomeRange spawners now use surface detection to set proper Z bounds

### Key Changes

Map.cs:
- CanSpawnMobile with Z-range finds lowest valid surface for mobiles
- CanSpawnItem with Z-range finds lowest valid surface for items (including tables)
- CanFitItem for point-check item placement on Surface+Impassable tiles
- Bitmask approach eliminates nested loops and stackalloc arrays

Spawners:
- Simplified GetSpawnPosition using new Z-range methods
- HomeRange setter detects surface below spawner for proper Z bounds
- Consistent handling for mobiles and items

### Bug Fixes

- Water tiles (Impassable | Wet) no longer block swimming mobs
- Items can now spawn on tables/furniture (Surface+Impassable)

### Test Plan

- Run dotnet test - 631 tests pass
- Manual testing: multi-story spawning, water mobs, item spawning on tables
- Verify HomeRange spawner movement shifts bounds correctly
This commit is contained in:
Kamron Batman 2025-12-27 17:01:15 -08:00 • committed by GitHub
parent ebaf104935
commit 6d51b33cf8
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
15 changed files with 1604 additions and 214 deletions

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@ -16,6 +16,7 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Numerics;
using System.Runtime.CompilerServices;
using Server.Buffers;
using Server.Collections;
@ -469,6 +470,89 @@ public sealed partial class Map : IComparable<Map>, ISpanFormattable, ISpanParsa
return surface;
}
/// <summary>
/// Gets the Z level of the highest surface that is at or below <paramref name="p" />.
/// </summary>
/// <param name="p">The reference point.</param>
/// <returns>The Z level of the surface, or p.Z if no surface is found below.</returns>
public int GetTopSurfaceZ(Point3D p)
{
if (this == Internal)
{
return p.Z;
}
var surfaceZ = int.MinValue;
var lt = Tiles.GetLandTile(p.X, p.Y);
if (!lt.Ignored)
{
var avgZ = GetAverageZ(p.X, p.Y);
if (avgZ <= p.Z)
{
surfaceZ = avgZ;
if (surfaceZ == p.Z)
{
return surfaceZ;
}
}
}
foreach (var tile in Tiles.GetStaticAndMultiTiles(p.X, p.Y))
{
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (id.Surface || id.Wet)
{
var tileZ = tile.Z + id.CalcHeight;
if (tileZ > surfaceZ && tileZ <= p.Z)
{
surfaceZ = tileZ;
if (surfaceZ == p.Z)
{
return surfaceZ;
}
}
}
}
var sector = GetSector(p.X, p.Y);
foreach (var item in sector.Items)
{
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(p.X, p.Y) ||
item.Movable)
{
continue;
}
var id = item.ItemData;
if (id.Surface || id.Wet)
{
var itemZ = item.Z + id.CalcHeight;
if (itemZ > surfaceZ && itemZ <= p.Z)
{
surfaceZ = itemZ;
if (surfaceZ == p.Z)
{
return surfaceZ;
}
}
}
}
// If no surface found below, return the original Z
return surfaceZ == int.MinValue ? p.Z : surfaceZ;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Bound(int x, int y, out int newX, out int newY)
{
@ -915,6 +999,91 @@ public sealed partial class Map : IComparable<Map>, ISpanFormattable, ISpanParsa
return !requireSurface || hasSurface;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool CanFitItem(Point3D p, int height) => CanFitItem(p.m_X, p.m_Y, p.m_Z, height);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool CanFitItem(Point2D p, int z, int height) => CanFitItem(p.m_X, p.m_Y, z, height);
/// <summary>
/// Checks if an item can be placed at the specified location.
/// Unlike CanFit, this treats Surface+Impassable tiles (tables, furniture) as valid surfaces,
/// matching the behavior of item drop logic.
/// </summary>
public bool CanFitItem(int x, int y, int z, int height)
{
if (this == Internal || x < 0 || y < 0 || x >= Width || y >= Height)
{
return false;
}
var hasSurface = false;
var lt = Tiles.GetLandTile(x, y);
GetAverageZ(x, y, out var lowZ, out var avgZ, out _);
var landFlags = TileData.LandTable[lt.ID & TileData.MaxLandValue].Flags;
// Impassable land still blocks items
if ((landFlags & TileFlag.Impassable) != 0 && avgZ > z && z + height > lowZ)
{
return false;
}
// Passable land is a valid surface
if ((landFlags & TileFlag.Impassable) == 0 && z == avgZ && !lt.Ignored)
{
hasSurface = true;
}
foreach (var tile in Tiles.GetStaticAndMultiTiles(x, y))
{
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var surface = id.Surface;
var impassable = id.Impassable;
// Tiles block if item would intersect with them
if ((surface || impassable) && tile.Z + id.CalcHeight > z && z + height > tile.Z)
{
return false;
}
// Surface tiles (including Surface+Impassable like tables) are valid surfaces for items
if (surface && z == tile.Z + id.CalcHeight)
{
hasSurface = true;
}
}
var sector = GetSector(x, y);
foreach (var item in sector.Items)
{
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(x, y))
{
continue;
}
var id = item.ItemData;
var surface = id.Surface;
var impassable = id.Impassable;
// Items block if placement would intersect
if ((surface || impassable) && item.Z + id.CalcHeight > z && z + height > item.Z)
{
return false;
}
// Surface items (including Surface+Impassable like tables) are valid surfaces
// Must be non-movable to be a stable surface
if (surface && !item.Movable && z == item.Z + id.CalcHeight)
{
hasSurface = true;
}
}
return hasSurface;
}
public bool CanSpawnMobile(Point3D p) => CanSpawnMobile(p.m_X, p.m_Y, p.m_Z);
public bool CanSpawnMobile(Point2D p, int z) => CanSpawnMobile(p.m_X, p.m_Y, z);
@ -922,6 +1091,277 @@ public sealed partial class Map : IComparable<Map>, ISpanFormattable, ISpanParsa
public bool CanSpawnMobile(int x, int y, int z) =>
Region.Find(new Point3D(x, y, z), this).AllowSpawn() && CanFit(x, y, z, 16);
/// <summary>
/// Finds a valid spawn Z within the specified range by checking land, static, multi tiles, and world items.
/// Prefers the lowest valid surface (ground/floor over tables/platforms).
/// </summary>
/// <param name="x">X coordinate</param>
/// <param name="y">Y coordinate</param>
/// <param name="minZ">Minimum Z (inclusive)</param>
/// <param name="maxZ">Maximum Z (inclusive)</param>
/// <param name="canSwim">Whether the spawned entity can swim (water surfaces valid)</param>
/// <param name="cantWalk">Whether the spawned entity cannot walk (water-only)</param>
/// <param name="spawnZ">The valid spawn Z if found</param>
/// <returns>True if a valid spawn Z was found within the range</returns>
public bool CanSpawnMobile(int x, int y, int minZ, int maxZ, bool canSwim, bool cantWalk, out int spawnZ)
{
spawnZ = 0;
if (this == Internal || x < 0 || y < 0 || x >= Width || y >= Height)
{
return false;
}
if (!Region.Find(new Point3D(x, y, minZ), this).AllowSpawn())
{
return false;
}
// Bitmask approach inspired by Item.DropToWorld's m_OpenSlots pattern.
// Each bit represents a Z level relative to minZ.
// openSlots: bit set = Z level is not blocked
// surfaces: bit set = Z level has a valid surface
// Final result: lowest set bit in (surfaces & openSlots)
var openSlots = ulong.MaxValue;
ulong surfaces = 0;
// 1. Land tile
var landTile = Tiles.GetLandTile(x, y);
GetAverageZ(x, y, out var lowZ, out var avgZ, out _);
if (!landTile.Ignored)
{
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var isImpassable = (landFlags & TileFlag.Impassable) != 0;
var isWet = (landFlags & TileFlag.Wet) != 0;
// Impassable land blocks, except water tiles don't block swimming mobs
if (isImpassable && !(canSwim && isWet))
{
// Impassable land blocks z in range (lowZ - 16, avgZ)
openSlots &= ~CreateBlockerMask(lowZ - 16, avgZ, minZ);
}
// Surface: water for swimmers, passable land for walkers
if (avgZ >= minZ && avgZ <= maxZ && (canSwim && isWet || !cantWalk && !isImpassable))
{
surfaces |= 1UL << (avgZ - minZ);
}
}
// 2. Static and multi tiles
foreach (var tile in Tiles.GetStaticAndMultiTiles(x, y))
{
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var tileTop = tile.Z + id.CalcHeight;
var isSurface = id.Surface;
var isImpassable = id.Impassable;
var isWet = id.Wet;
// Blocking: (surface || impassable) tiles block z in range (tile.Z - 16, tileTop)
// Exception: water tiles (Impassable | Wet) don't block swimming mobs
if ((isSurface || isImpassable) && !(canSwim && isWet))
{
openSlots &= ~CreateBlockerMask(tile.Z - 16, tileTop, minZ);
}
// Surface candidate
if (tileTop >= minZ && tileTop <= maxZ &&
(canSwim && isWet || !cantWalk && isSurface && !isImpassable))
{
surfaces |= 1UL << (tileTop - minZ);
}
}
// 3. World items
var sector = GetSector(x, y);
foreach (var item in sector.Items)
{
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(x, y))
{
continue;
}
var id = item.ItemData;
var itemTop = item.Z + id.CalcHeight;
var isSurface = id.Surface;
var isImpassable = id.Impassable;
var isWet = id.Wet;
// Blocking: (surface || impassable) items block z in range (item.Z - 16, itemTop)
// Exception: water items (Impassable | Wet) don't block swimming mobs
if ((isSurface || isImpassable) && !(canSwim && isWet))
{
openSlots &= ~CreateBlockerMask(item.Z - 16, itemTop, minZ);
}
// Surface candidate (non-movable only)
if (!item.Movable && itemTop >= minZ && itemTop <= maxZ &&
(canSwim && isWet || !cantWalk && isSurface && !isImpassable))
{
surfaces |= 1UL << (itemTop - minZ);
}
}
// 4. Mobiles (blockers only)
foreach (var m in sector.Mobiles)
{
if (m.Location.m_X == x && m.Location.m_Y == y &&
(m.AccessLevel == AccessLevel.Player || !m.Hidden))
{
// Mobiles block z in range (m.Z - 16, m.Z + 16)
openSlots &= ~CreateBlockerMask(m.Z - 16, m.Z + 16, minZ);
}
}
// Find the lowest unblocked surface using bit operations
var validSurfaces = surfaces & openSlots;
if (validSurfaces == 0)
{
return false;
}
// TrailingZeroCount gives the position of the lowest set bit
var lowestBit = BitOperations.TrailingZeroCount(validSurfaces);
spawnZ = minZ + lowestBit;
return true;
}
/// <summary>
/// Finds a valid spawn Z for items within the specified range.
/// Unlike CanSpawnMobile, treats Surface+Impassable tiles (tables, furniture) as valid surfaces.
/// </summary>
/// <param name="x">X coordinate</param>
/// <param name="y">Y coordinate</param>
/// <param name="minZ">Minimum Z (inclusive)</param>
/// <param name="maxZ">Maximum Z (inclusive)</param>
/// <param name="spawnZ">The valid spawn Z if found</param>
/// <returns>True if a valid spawn Z was found within the range</returns>
public bool CanSpawnItem(int x, int y, int minZ, int maxZ, out int spawnZ)
{
spawnZ = 0;
if (this == Internal || x < 0 || y < 0 || x >= Width || y >= Height)
{
return false;
}
if (!Region.Find(new Point3D(x, y, minZ), this).AllowSpawn())
{
return false;
}
// Bitmask approach: find surfaces within Z range, check for blockers.
// Unlike CanSpawnMobile, Surface+Impassable tiles (tables) are valid surfaces for items.
var openSlots = ulong.MaxValue;
ulong surfaces = 0;
// 1. Land tile
var landTile = Tiles.GetLandTile(x, y);
GetAverageZ(x, y, out var lowZ, out var avgZ, out _);
if (!landTile.Ignored)
{
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var isImpassable = (landFlags & TileFlag.Impassable) != 0;
// Impassable land blocks
if (isImpassable)
{
openSlots &= ~CreateBlockerMask(lowZ - 16, avgZ, minZ);
}
// Passable land is a valid surface
if (!isImpassable && avgZ >= minZ && avgZ <= maxZ)
{
surfaces |= 1UL << (avgZ - minZ);
}
}
// 2. Static and multi tiles
foreach (var tile in Tiles.GetStaticAndMultiTiles(x, y))
{
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
var tileTop = tile.Z + id.CalcHeight;
var isSurface = id.Surface;
var isImpassable = id.Impassable;
// Blocking: (surface || impassable) tiles block z in range (tile.Z - 16, tileTop)
if (isSurface || isImpassable)
{
openSlots &= ~CreateBlockerMask(tile.Z - 16, tileTop, minZ);
}
// Surface candidate: Surface flag (including Surface+Impassable like tables)
if (isSurface && tileTop >= minZ && tileTop <= maxZ)
{
surfaces |= 1UL << (tileTop - minZ);
}
}
// 3. World items
var sector = GetSector(x, y);
foreach (var item in sector.Items)
{
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(x, y))
{
continue;
}
var id = item.ItemData;
var itemTop = item.Z + id.CalcHeight;
var isSurface = id.Surface;
var isImpassable = id.Impassable;
// Blocking: (surface || impassable) items block
if (isSurface || isImpassable)
{
openSlots &= ~CreateBlockerMask(item.Z - 16, itemTop, minZ);
}
// Surface candidate: non-movable Surface items (including Surface+Impassable)
if (!item.Movable && isSurface && itemTop >= minZ && itemTop <= maxZ)
{
surfaces |= 1UL << (itemTop - minZ);
}
}
// Find the lowest unblocked surface using bit operations
var validSurfaces = surfaces & openSlots;
if (validSurfaces == 0)
{
return false;
}
var lowestBit = BitOperations.TrailingZeroCount(validSurfaces);
spawnZ = minZ + lowestBit;
return true;
}
/// <summary>
/// Creates a bitmask for a blocker range. Blocker blocks Z where blockLow &lt; z &lt; blockHigh.
/// Bits are relative to minZ, clamped to [0, 63].
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static ulong CreateBlockerMask(int blockLow, int blockHigh, int minZ)
{
// Blocked range is (blockLow, blockHigh) exclusive, = [blockLow + 1, blockHigh - 1] inclusive
var startBit = blockLow - minZ + 1;
var endBit = blockHigh - minZ - 1;
if (endBit < 0 || startBit > 63 || startBit > endBit)
{
return 0;
}
startBit = Math.Max(0, startBit);
endBit = Math.Min(63, endBit);
var bitCount = endBit - startBit + 1;
var mask = bitCount >= 64 ? ulong.MaxValue : (1UL << bitCount) - 1;
return mask << startBit;
}
private class ZComparer : IComparer<Item>
{
public static readonly ZComparer Default = new();