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:
parent
ebaf104935
commit
6d51b33cf8
15 changed files with 1604 additions and 214 deletions
|
|
@ -1,38 +1,43 @@
|
|||
using System;
|
||||
using System.Reflection;
|
||||
using Xunit;
|
||||
|
||||
namespace Server.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// Fixture for all server tests. Attempts to load TileData from client files if available.
|
||||
/// Configure client path via MODERNUO_CLIENT_PATH environment variable or place files at C:\Ultima Online Classic.
|
||||
/// </summary>
|
||||
[CollectionDefinition("Sequential Server Tests", DisableParallelization = true)]
|
||||
public class ServerFixture : ICollectionFixture<ServerFixture>, IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// True if TileData was successfully loaded from client files.
|
||||
/// </summary>
|
||||
public static bool TileDataLoaded => TestServerInitializer.TileDataLoaded;
|
||||
|
||||
/// <summary>
|
||||
/// A tile ID known to have the Surface flag. 0 if not found.
|
||||
/// </summary>
|
||||
public static ushort SurfaceTileId => TestServerInitializer.SurfaceTileId;
|
||||
|
||||
/// <summary>
|
||||
/// A tile ID known to have the Impassable flag. 0 if not found.
|
||||
/// </summary>
|
||||
public static ushort ImpassableTileId => TestServerInitializer.ImpassableTileId;
|
||||
|
||||
/// <summary>
|
||||
/// A tile ID known to have the Wet flag (water). 0 if not found.
|
||||
/// </summary>
|
||||
public static ushort WetTileId => TestServerInitializer.WetTileId;
|
||||
|
||||
/// <summary>
|
||||
/// A tile ID known to have both Surface and Impassable flags (tables, furniture). 0 if not found.
|
||||
/// </summary>
|
||||
public static ushort SurfaceImpassableTileId => TestServerInitializer.SurfaceImpassableTileId;
|
||||
|
||||
public ServerFixture()
|
||||
{
|
||||
Core.ApplicationAssembly = Assembly.GetExecutingAssembly(); // Server.Tests.dll
|
||||
|
||||
// Load Configurations
|
||||
ServerConfiguration.Load(true);
|
||||
|
||||
// Load an empty assembly list into the resolver
|
||||
ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
|
||||
AssemblyHandler.LoadAssemblies(["Server.dll"]);
|
||||
|
||||
Core.LoopContext = new EventLoopContext();
|
||||
Core.Expansion = Expansion.EJ;
|
||||
|
||||
// Configure / Initialize
|
||||
TestMapDefinitions.ConfigureTestMapDefinitions();
|
||||
|
||||
// Configure the world
|
||||
World.Configure();
|
||||
|
||||
Timer.Init(0);
|
||||
|
||||
// Load the world
|
||||
World.Load();
|
||||
|
||||
World.ExitSerializationThreads();
|
||||
TestServerInitializer.Initialize(loadTileData: true);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue