### 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
372 lines
10 KiB
C#
372 lines
10 KiB
C#
using Server.Items;
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using Xunit;
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namespace Server.Tests.Tests.Maps;
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/// <summary>
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/// Tests for CanSpawnMobile that require TileData (client files) to be loaded.
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/// These tests will be skipped if client files are not available.
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/// Configure client path via MODERNUO_CLIENT_PATH environment variable or place files at C:\Ultima Online Classic.
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/// </summary>
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[Collection("Sequential Server Tests")]
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public class CanSpawnMobileTileDataTests
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{
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private readonly ServerFixture _fixture;
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public CanSpawnMobileTileDataTests(ServerFixture fixture)
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{
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_fixture = fixture;
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}
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private void SkipIfNoTileData()
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{
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Skip.If(!ServerFixture.TileDataLoaded, "TileData not loaded - client files required");
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}
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#region Multi-Based Tests
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[SkippableFact]
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public void CanSpawnMobile_FindsSurfaceOnMulti()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1100;
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const int y = 1100;
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TestMulti multi = null;
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try
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{
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// Create a multi with a floor at Z=20 using a real surface tile
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multi = CreateFloorMulti(map, new Point3D(x, y, 0), floorZ: 20);
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var result = map.CanSpawnMobile(x, y, 15, 30, false, false, out var spawnZ);
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Assert.True(result);
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Assert.True(spawnZ >= 15 && spawnZ <= 30);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanSpawnMobile_FindsLowestValidSurface()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1200;
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const int y = 1200;
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TestMulti multi = null;
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try
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{
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// Create a multi with floors at Z=10 and Z=50
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// Need 16+ units between floors for mobile clearance
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multi = CreateTwoFloorMulti(map, new Point3D(x, y, 0), floor1Z: 10, floor2Z: 50);
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var result = map.CanSpawnMobile(x, y, 5, 60, false, false, out var spawnZ);
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Assert.True(result);
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// Should find the lowest floor (around Z=10 + tile height)
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Assert.True(spawnZ <= 20, $"Expected lowest floor around Z=10-15, got {spawnZ}");
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanSpawnMobile_ZRangeSelectsCorrectFloor()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1300;
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const int y = 1300;
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TestMulti multi = null;
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try
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{
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// Create a multi with floors at Z=10 and Z=50
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// Need 16+ units between floors for mobile clearance
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multi = CreateTwoFloorMulti(map, new Point3D(x, y, 0), floor1Z: 10, floor2Z: 50);
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// Request Z range that only includes the second floor
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var result = map.CanSpawnMobile(x, y, 45, 60, false, false, out var spawnZ);
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Assert.True(result);
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Assert.True(spawnZ >= 45 && spawnZ <= 60, $"Expected second floor around Z=50, got {spawnZ}");
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanSpawnMobile_LowCeilingBlocksSpawn()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1400;
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const int y = 1400;
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TestMulti multi = null;
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try
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{
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// Create a multi with floor at Z=20 and ceiling at Z=28 (only 8 units clearance)
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// Mobile height is 16, so this should block
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multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 28);
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// The low ceiling should block spawning (need 16 units clearance for mobiles)
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out var spawnZ);
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Assert.False(result);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanSpawnMobile_HighCeilingAllowsSpawn()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1450;
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const int y = 1450;
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TestMulti multi = null;
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try
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{
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// Create a multi with floor at Z=20 and ceiling at Z=50 (30 units clearance)
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multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 50);
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out var spawnZ);
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Assert.True(result);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanSpawnMobile_BlockerOutsideZRangeIgnored()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1475;
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const int y = 1475;
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TestMulti multi = null;
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try
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{
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// Create a multi with floor at Z=20 and a blocker at Z=100 (outside our search range)
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multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 100);
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// The blocker at Z=100 shouldn't affect spawning in range 15-35
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out var spawnZ);
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Assert.True(result);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanSpawnMobile_WaterSurfaceForSwimmingMob()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1550;
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const int y = 1550;
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TestMulti multi = null;
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try
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{
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// Create a multi with a water tile at Z=0
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multi = CreateWaterMulti(map, new Point3D(x, y, 0), waterZ: 0);
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// canSwim=true should find the water surface
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var result = map.CanSpawnMobile(x, y, -10, 10, true, false, out var spawnZ);
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Assert.True(result);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanSpawnMobile_WorldItemSurfaceWorks()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1650;
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const int y = 1650;
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Item surfaceItem = null;
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try
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{
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// Create a non-movable item that acts as a surface using a real surface tile ID
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surfaceItem = new Item(ServerFixture.SurfaceTileId)
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{
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Movable = false
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};
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surfaceItem.MoveToWorld(new Point3D(x, y, 10), map);
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var result = map.CanSpawnMobile(x, y, 5, 30, false, false, out var spawnZ);
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// Should find either land at Z=0 or the item surface, whichever is lowest
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Assert.True(result);
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}
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finally
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{
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surfaceItem?.Delete();
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}
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}
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#endregion
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#region Real Map Data Tests
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[SkippableFact]
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public void CanSpawnMobile_MalasBuilding_FindsGroundFloor()
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{
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SkipIfNoTileData();
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var map = Map.Malas;
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const int x = 991;
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const int y = 519;
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var result = map.CanSpawnMobile(x, y, -60, -40, false, false, out var spawnZ);
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Assert.True(result);
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Assert.True(spawnZ >= -60 && spawnZ <= -40, $"Expected ground floor around -50, got {spawnZ}");
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}
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[SkippableFact]
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public void CanSpawnMobile_MalasBuilding_FindsSecondFloor()
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{
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SkipIfNoTileData();
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var map = Map.Malas;
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const int x = 991;
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const int y = 519;
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var result = map.CanSpawnMobile(x, y, -30, 0, false, false, out var spawnZ);
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Assert.True(result);
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Assert.True(spawnZ >= -30 && spawnZ <= 0, $"Expected second floor, got {spawnZ}");
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}
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[SkippableFact]
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public void CanSpawnMobile_MalasBuilding_LowestFloorPreferred()
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{
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SkipIfNoTileData();
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var map = Map.Malas;
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const int x = 991;
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const int y = 519;
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var result = map.CanSpawnMobile(x, y, -60, 0, false, false, out var spawnZ);
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Assert.True(result);
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Assert.True(spawnZ <= -40, $"Expected lowest floor around -50, got {spawnZ}");
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}
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#endregion
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#region Helper Methods and Classes
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private TestMulti CreateFloorMulti(Map map, Point3D location, int floorZ)
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{
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var multi = new TestMulti(CreateFloorComponents(floorZ));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private TestMulti CreateTwoFloorMulti(Map map, Point3D location, int floor1Z, int floor2Z)
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{
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var multi = new TestMulti(CreateTwoFloorComponents(floor1Z, floor2Z));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private TestMulti CreateFloorWithCeilingMulti(Map map, Point3D location, int floorZ, int ceilingZ)
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{
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var multi = new TestMulti(CreateFloorWithCeilingComponents(floorZ, ceilingZ));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private TestMulti CreateWaterMulti(Map map, Point3D location, int waterZ)
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{
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var multi = new TestMulti(CreateWaterComponents(waterZ));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private MultiComponentList CreateFloorComponents(int floorZ)
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{
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return new MultiComponentList(
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[
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new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floorZ, TileFlag.Surface)
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]);
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}
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private MultiComponentList CreateTwoFloorComponents(int floor1Z, int floor2Z)
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{
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return new MultiComponentList(
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[
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new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floor1Z, TileFlag.Surface),
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new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floor2Z, TileFlag.Surface)
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]);
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}
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private MultiComponentList CreateFloorWithCeilingComponents(int floorZ, int ceilingZ)
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{
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return new MultiComponentList(
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[
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new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floorZ, TileFlag.Surface),
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new MultiTileEntry(ServerFixture.ImpassableTileId, 0, 0, (short)ceilingZ, TileFlag.Impassable)
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]);
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}
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private MultiComponentList CreateWaterComponents(int waterZ)
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{
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return new MultiComponentList(
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[
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new MultiTileEntry(ServerFixture.WetTileId, 0, 0, (short)waterZ, TileFlag.Wet)
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]);
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}
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private class TestMulti : BaseMulti
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{
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private readonly MultiComponentList _components;
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public TestMulti(MultiComponentList components) : base(0x1)
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{
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_components = components ?? MultiComponentList.Empty;
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}
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public override MultiComponentList Components => _components;
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}
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#endregion
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}
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