/************************************************************************* * ModernUO * * Copyright 2019-2026 - ModernUO Development Team * * Email: hi@modernuo.com * * File: BaseMulti.cs * * * * This program is free software: you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation, either version 3 of the License, or * * (at your option) any later version. * * * * You should have received a copy of the GNU General Public License * * along with this program. If not, see . * *************************************************************************/ using System; using System.Runtime.CompilerServices; using ModernUO.Serialization; namespace Server.Items; /// /// Whether a multi instance's footprint is eligible for the pathfinding interior-mask cache /// (Server.Engines.Pathing.Cache.MultiMaskCache). Stored on /// ; recomputed when it is /// (e.g. after a move resets it). /// public enum MultiInteriorCacheState : byte { /// Not yet determined; recompute on next use. Unknown = 0, /// Whole footprint terrain is below the floor → interior cells may serve from the cache. Clean = 1, /// Terrain intrudes into the footprint → fall back to live synthesis. Dirty = 2 } [SerializationGenerator(0, false)] public abstract partial class BaseMulti : Item { public BaseMulti(int itemID) : base(itemID) => Movable = false; [CommandProperty(AccessLevel.GameMaster)] public override int ItemID { get => base.ItemID; set { if (base.ItemID != value) { Map?.OnLeave(this); base.ItemID = value; Map?.OnEnter(this); // The footprint shape changes with ItemID (e.g. a boat's heading swaps the MCL), so // the pathfinding interior-cache clean/dirty status must be recomputed. PathInteriorCacheState = MultiInteriorCacheState.Unknown; } } } public override int LabelNumber { get { var mcl = Components; if (mcl.List.Length > 0) { int id = mcl.List[0].ItemId; if (id < 0x4000) { return 1020000 + id; } return 1078872 + id; } return base.LabelNumber; } } public virtual bool AllowsRelativeDrop => false; public virtual MultiComponentList Components => MultiData.GetComponents(ItemID); /// /// Pathfinding interior-mask cache gate (Server.Engines.Pathing.Cache.MultiMaskCache). /// Reset to whenever the footprint's world-terrain /// relationship can change — a location change, a map change, or an ItemID change (e.g. a boat's /// heading swaps the MCL). Subclasses that override / /// MUST call base for the reset to fire. /// public MultiInteriorCacheState PathInteriorCacheState { get; set; } public override void OnLocationChange(Point3D oldLocation) { base.OnLocationChange(oldLocation); PathInteriorCacheState = MultiInteriorCacheState.Unknown; } public override void OnMapChange() { base.OnMapChange(); PathInteriorCacheState = MultiInteriorCacheState.Unknown; } public override int GetMaxUpdateRange() => 22; public override int GetUpdateRange(Mobile m) => 22; public virtual bool Contains(Point2D p) => Contains(p.m_X, p.m_Y); public virtual bool Contains(Point3D p) => Contains(p.m_X, p.m_Y); public virtual bool Contains(IPoint3D p) => Contains(p.X, p.Y); public virtual bool Contains(int x, int y) { var mcl = Components; x -= X + mcl.Min.m_X; y -= Y + mcl.Min.m_Y; return x >= 0 && x < mcl.Width && y >= 0 && y < mcl.Height && mcl.Tiles[x][y].Length > 0; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Contains(Mobile m) => m.Map == Map && Contains(m.X, m.Y); [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Contains(Item item) => item.Map == Map && Contains(item.X, item.Y); public bool Intersects(Rectangle2D bounds) { if (bounds.X > Location.X + Components.Max.X || bounds.X + bounds.Width < Location.X + Components.Min.X) { return false; } if (bounds.Y > Location.Y + Components.Max.Y || bounds.Y + bounds.Height < Location.Y + Components.Min.Y) { return false; } var minX = Math.Max(bounds.X, Location.X + Components.Min.X); var maxX = Math.Min(bounds.X + bounds.Width, Location.X + Components.Max.X); var minY = Math.Max(bounds.Y, Location.Y + Components.Min.Y); var maxY = Math.Min(bounds.Y + bounds.Height, Location.Y + Components.Max.Y); for (var x = minX; x <= maxX; x++) { for (var y = minY; y <= maxY; y++) { var offsetX = x - Location.X - Components.Min.X; var offsetY = y - Location.Y - Components.Min.Y; if (offsetX < 0 || offsetY < 0 || offsetX >= Components.Width || offsetY >= Components.Height) { continue; } // TODO: Use a ref struct var tiles = Components.Tiles[offsetX][offsetY]; if (tiles.Length > 0) { return true; } } } return false; } }