### 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
148 lines
4.8 KiB
C#
148 lines
4.8 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2023 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: RegionSpawner.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Text.Json;
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using ModernUO.Serialization;
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using Server.Json;
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using Server.Regions;
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namespace Server.Engines.Spawners;
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[SerializationGenerator(0)]
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public partial class RegionSpawner : Spawner
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{
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[SerializableField(0, getter: "private", setter: "private")]
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private string _spawnRegionName;
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private BaseRegion _spawnRegion;
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public override Region Region => _spawnRegion;
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[Constructible(AccessLevel.Developer)]
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public RegionSpawner()
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{
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}
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[Constructible(AccessLevel.Developer)]
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public RegionSpawner(string spawnedName) : base(spawnedName)
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{
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}
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[Constructible(AccessLevel.Developer)]
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public RegionSpawner(
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int amount,
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TimeSpan minDelay,
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TimeSpan maxDelay,
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int team = 0,
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params ReadOnlySpan<string> spawnedNames
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) : base(amount, minDelay, maxDelay, team, spawnedNames: spawnedNames)
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{
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}
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public RegionSpawner(DynamicJson json, JsonSerializerOptions options) : base(json, options)
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{
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json.GetProperty("map", options, out Map map);
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json.GetProperty("region", options, out string spawnRegion);
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_spawnRegion = Region.Find(spawnRegion, map) as BaseRegion;
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_spawnRegion?.InitRectangles();
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}
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[CommandProperty(AccessLevel.Developer)]
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public BaseRegion SpawnRegion
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{
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get => _spawnRegion;
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set
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{
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_spawnRegion = value;
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SpawnRegionName = _spawnRegion?.Name;
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_spawnRegion?.InitRectangles();
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InvalidateProperties();
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}
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}
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public override void ToJson(DynamicJson json, JsonSerializerOptions options)
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{
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base.ToJson(json, options);
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json.SetProperty("region", options, SpawnRegion.Name);
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}
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public override void GetSpawnerProperties(IPropertyList list)
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{
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base.GetSpawnerProperties(list);
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if (Running && _spawnRegion != null)
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{
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list.Add(1076228, $"{"region:"}\t{_spawnRegion.Name}"); // ~1_DUMMY~ ~2_DUMMY~
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}
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}
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public override Point3D GetSpawnPosition(ISpawnable spawned, Map map)
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{
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if (_spawnRegion == null || map == null || map == Map.Internal || map != _spawnRegion.Map ||
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_spawnRegion.TotalWeight <= 0)
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{
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return Location;
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}
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// Try 10 times to find a valid location.
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for (var i = 0; i < 10; i++)
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{
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var rand = Utility.Random(_spawnRegion.TotalWeight);
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var x = int.MinValue;
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var y = int.MinValue;
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var minZ = (int)sbyte.MinValue;
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var maxZ = (int)sbyte.MaxValue;
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for (var j = 0; j < _spawnRegion.RectangleWeights.Length; j++)
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{
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var curWeight = _spawnRegion.RectangleWeights[j];
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if (rand < curWeight)
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{
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var rect = _spawnRegion.Rectangles[j];
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x = rect.Start.X + rand % rect.Width;
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y = rect.Start.Y + rand / rect.Width;
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// Use rectangle's Z range for multi-floor region support
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minZ = rect.Start.Z;
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maxZ = rect.End.Z - 1;
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break;
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}
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rand -= curWeight;
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}
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if (spawned is Mobile mob && map.CanSpawnMobile(x, y, minZ, maxZ, mob.CanSwim, mob.CantWalk, out var spawnZ)
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|| spawned is Item && map.CanSpawnItem(x, y, minZ, maxZ, out spawnZ))
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{
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return new Point3D(x, y, spawnZ);
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}
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}
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return Location;
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}
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[AfterDeserialization(false)]
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private void AfterDeserialization()
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{
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_spawnRegion = Region.Find(_spawnRegionName, Map) as BaseRegion;
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_spawnRegion?.InitRectangles();
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}
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}
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