### 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
69 lines
2.2 KiB
C#
69 lines
2.2 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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_count = content.Count;
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_team = content.Team;
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_running = content.Running;
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_end = _running ? content.End : Core.Now;
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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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