# Bounty Boards
<img width="717" height="382" alt="image" src="https://github.com/user-attachments/assets/455e5206-47d8-4449-805c-19b143d059e5" />
<img width="918" height="637" alt="image" src="https://github.com/user-attachments/assets/e78e1ca2-62b8-4abf-8f69-21438bb1b759" />
<img width="340" height="296" alt="image" src="https://github.com/user-attachments/assets/fd17d7e6-8c53-47df-ac58-a89ea3ef665e" />
## Setup
* Setup as part of decorate when bounty system is enabled
* Several bounty board locations with a WarriorGuard spawner in front of the board. Guard spawns and idles around 5 range.
## Tests
### ReportBountyMurdererGump
* Follows same behaviour as ReportMurdererGump
* Extracted common logic
* Didn't use staticgump due to several dynamic parts including input
* Optional bounty with validation >0 and <bankbox.total
* Murder report is honored either way
### Bounty boards
* Open bounty board with many bounties, no bounties
* Keep a bounty board open, invalidate a bounty by turning in the head, then try to click on the post of the now invalid post. As expected: does nothing
* Bounty messages use the last murder time as their post date and expire in 14 days
* Bounty boards/messages are not reliant on serialization; they use serialized fields from MurderContext to build messages when clicked.
* Bounty messages use synthetic serials so they do not have to persist bounty messages as items. They are constructed and sent as raw packets when needed.
* Players only appear on the bounty board if they are a murderer (though a non-murderer can technically still have a bounty if they decayed kills)
* Tested skin/hair color descriptions vs a dozen spot checks
### Head turn in behaviour
* Guard accepts head
* Bounty -> gives bounty
* No bounty -> generic response
* Expired head (24h) -> generic response
NOTE: CUO "latest" has a bug with bounty/bulletinmessages that causes overflow outside of the container. It has nothing to do with this PR. It is fixed here in CUO https://github.com/ClassicUO/ClassicUO/pull/1871
# Murderer title
Bounty system and "murderer" title eliminated in [pub16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/). So UO:LBR and before had bounties and murderer title.
# Pre-T2A caveat
There were differences in pre-T2A, but this cannot be currently implemented because we do not have any pre-T2A systems in general, so at least for now, behavior is consistent with later eras. Pre-T2A was a whole other ballgame, but the bounty system still worked similarly.
### 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.
### Summary
- Fixes infinite teleport from guard refactor for spawners
- Fixes guards not attacking Always Murderer creatures
- Fixes crash when calling guards due to map modification while enumeration