### 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.
67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
using System.Collections.Generic;
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using Server.Items;
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namespace Server.Engines.Spawners;
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public abstract partial class BaseSpawner
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{
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// Static dictionary to track pending HomeRange migrations from v10
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// Keyed by spawner instance, stores the HomeRange value to convert to SpawnBounds
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private static readonly Dictionary<BaseSpawner, int> _pendingHomeRangeMigrations = new();
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private void MigrateFrom(V10Content content)
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{
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_guid = content.Guid;
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_returnOnDeactivate = content.ReturnOnDeactivate;
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_entries = content.Entries;
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_walkingRange = content.WalkingRange;
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_wayPoint = content.WayPoint;
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_group = content.Group;
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_minDelay = content.MinDelay;
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_maxDelay = content.MaxDelay;
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_team = content.Team;
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_end = content.End;
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// Defer SpawnBounds calculation to AfterDeserialization when Location is available
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if (content.HomeRange > 0)
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{
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_pendingHomeRangeMigrations[this] = content.HomeRange;
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}
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_spawnLocationIsHome = false;
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_guid = reader.ReadGuid();
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_returnOnDeactivate = reader.ReadBool();
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var count = reader.ReadInt();
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_entries = new List<SpawnerEntry>(count);
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for (var i = 0; i < count; ++i)
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{
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var entry = new SpawnerEntry(this);
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entry.Deserialize(reader);
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_entries.Add(entry);
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}
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_walkingRange = reader.ReadInt();
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_wayPoint = reader.ReadEntity<WayPoint>();
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_group = reader.ReadBool();
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_minDelay = reader.ReadTimeSpan();
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_maxDelay = reader.ReadTimeSpan();
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_count = reader.ReadInt();
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_team = reader.ReadInt();
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// Store homeRange for migration in AfterDeserialization when Location is available
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var homeRange = reader.ReadInt();
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if (homeRange > 0)
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{
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_pendingHomeRangeMigrations[this] = homeRange;
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}
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_running = reader.ReadBool();
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_end = _running ? reader.ReadDeltaTime() : Core.Now;
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}
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}
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