ModernUO/Projects/Server.Tests/Tests/Maps/CanSpawnMobileTests.cs
Kamron Batman 6d51b33cf8
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
2025-12-27 17:01:15 -08:00

179 lines
5.5 KiB
C#

using Xunit;
namespace Server.Tests.Tests.Maps;
/// <summary>
/// Tests for CanSpawnMobile that don't require TileData (client files).
/// For tests that require client files, see CanSpawnMobileTileDataTests.
/// </summary>
[Collection("Sequential Server Tests")]
public class CanSpawnMobileTests
{
#region Basic Validation Tests
[Fact]
public void CanSpawnMobile_InternalMapReturnsFalse()
{
var result = Map.Internal.CanSpawnMobile(100, 100, -128, 127, false, false, out var spawnZ);
Assert.False(result);
Assert.Equal(0, spawnZ);
}
[Fact]
public void CanSpawnMobile_InvalidCoordinatesReturnsFalse()
{
var map = Map.Felucca;
Assert.False(map.CanSpawnMobile(-1, 100, -128, 127, false, false, out _));
Assert.False(map.CanSpawnMobile(100, -1, -128, 127, false, false, out _));
Assert.False(map.CanSpawnMobile(map.Width + 1, 100, -128, 127, false, false, out _));
Assert.False(map.CanSpawnMobile(100, map.Height + 1, -128, 127, false, false, out _));
}
#endregion
#region Land Surface Tests
// Use coordinates near Britain which should be walkable land in both test and real data
private const int TestLandX = 1500;
private const int TestLandY = 1600;
[Fact]
public void CanSpawnMobile_EmptyLocationWithLandReturnsTrue()
{
var map = Map.Felucca;
map.GetAverageZ(TestLandX, TestLandY, out _, out var landZ, out _);
// Test with full Z range to find land
var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, false, out var spawnZ);
// Should find a valid spawn point (land surface)
Assert.True(result, $"Expected to find valid spawn point on land at ({TestLandX}, {TestLandY})");
}
[Fact]
public void CanSpawnMobile_ZRangeExcludingLandFails()
{
var map = Map.Felucca;
map.GetAverageZ(TestLandX, TestLandY, out _, out var avgZ, out _);
// Use a Z range that excludes the land surface (50+ units above land)
var result = map.CanSpawnMobile(TestLandX, TestLandY, avgZ + 50, avgZ + 100, false, false, out var spawnZ);
Assert.False(result, $"Expected no spawn point above land at Z={avgZ}");
}
[Fact]
public void CanSpawnMobile_CantWalkSkipsLandSurface()
{
var map = Map.Felucca;
// cantWalk=true means the mob can only swim, so land shouldn't be valid
var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, true, out var spawnZ);
Assert.False(result, "cantWalk=true should not find land as valid surface");
}
#endregion
#region Mobile Blocking Tests
[Fact]
public void CanSpawnMobile_MobileBlocksSpawn()
{
var map = Map.Felucca;
// Use the same test coordinates
map.GetAverageZ(TestLandX, TestLandY, out _, out var landZ, out _);
Mobile blockingMobile = null;
try
{
// Create a mobile at the land surface
blockingMobile = new TestMobile();
blockingMobile.MoveToWorld(new Point3D(TestLandX, TestLandY, landZ), map);
// The mobile should block spawning at its location and Z
var result = map.CanSpawnMobile(TestLandX, TestLandY, landZ - 16, landZ + 16, false, false, out var spawnZ);
// Land surface is blocked by mobile at the same Z
Assert.False(result, "Mobile should block spawn at same location");
}
finally
{
blockingMobile?.Delete();
}
}
[Fact]
public void CanSpawnMobile_HiddenGMDoesNotBlock()
{
var map = Map.Felucca;
// Use slightly different coordinates to avoid test interference
const int x = TestLandX + 10;
const int y = TestLandY + 10;
map.GetAverageZ(x, y, out _, out var landZ, out _);
Mobile gm = null;
try
{
// Create a hidden GM mobile
gm = new TestMobile
{
AccessLevel = AccessLevel.GameMaster,
Hidden = true
};
gm.MoveToWorld(new Point3D(x, y, landZ), map);
// Hidden GM should not block spawning
var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out var spawnZ);
Assert.True(result, "Hidden GM should not block spawn");
}
finally
{
gm?.Delete();
}
}
[Fact]
public void CanSpawnMobile_MobileAtDifferentZDoesNotBlock()
{
var map = Map.Felucca;
// Use slightly different coordinates to avoid test interference
const int x = TestLandX + 20;
const int y = TestLandY + 20;
map.GetAverageZ(x, y, out _, out var landZ, out _);
Mobile blockingMobile = null;
try
{
// Create a mobile at Z=landZ+50 (far above the land)
blockingMobile = new TestMobile();
blockingMobile.MoveToWorld(new Point3D(x, y, landZ + 50), map);
// Land should still be valid (mobile above doesn't block ground level)
var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out var spawnZ);
Assert.True(result, "Mobile at different Z should not block");
}
finally
{
blockingMobile?.Delete();
}
}
#endregion
#region Helper Classes
private class TestMobile : Mobile
{
public TestMobile()
{
AccessLevel = AccessLevel.Player;
Hidden = false;
}
}
#endregion
}