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