ModernUO/Projects/UOContent/Engines/Spawners/RegionSpawner.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

148 lines
4.8 KiB
C#

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