ModernUO/Projects/UOContent/Engines/Spawners/ProximitySpawner.cs
Kamron Batman d8a64f3316
refactor(spawners): replace DynamicJson with typed SpawnerDto records (#2505)
## Summary

Removes the dated `DynamicJson` JSON helper and migrates spawner JSON (de)serialization to a polymorphic `record SpawnerDto` hierarchy. `DynamicJson` was the last remaining consumer (regions moved off it in #1400).

The key correctness improvement: **System.Text.Json deserializes plain DTO records, never a live `Item`.** Previously, deserializing directly into an `Item` meant STJ constructed world-registered objects *before* the data was validated — a malformed/hand-edited spawn file could leave orphaned spawner Items in the world save. Now a parse failure is GC-only; `dto.ToSpawner()` constructs the spawner only from a fully-validated DTO and self-cleans on failure.

## What changed

- **New:** `SpawnerDto` (abstract) + `SpawnerDataDto` / `RegionSpawnerDto` / `ProximitySpawnerDto`, each marked with a reusable `[JsonDiscoverableType]` opt-in attribute. Auto-discovered at the `Configure` phase — no manual registration list (avoids the regions `Register<T>()` footgun), open to custom spawner subtypes.
- **Symmetric mapping:** `BaseSpawner.ToDto()` (export) ⇄ `SpawnerDto.ToSpawner()` (import). `ToSpawner()` deletes-and-rethrows on any failure, so the importer can never orphan an Item.
- **`SpawnerJsonSerializer`** wires `$type` polymorphism on the `SpawnerDto` root with loud collision/constructibility validation.
- **Import/export commands** rewired to the typed DTO path (reflection `FindTypeByName`/`CreateInstance` removed).
- **Data migration:** the 109 `Distribution/Data/Spawns/**` files moved from `"type"`→`"$type"` and legacy `homeRange`→`spawnBounds`. The runtime still *reads* legacy `homeRange` for external files. The `homeRange→spawnBounds` formula is proven equivalent to the runtime conversion (`BoundsEquivalenceTests`, hr=0/1/3/7).
- **Deleted:** `Projects/Server/Json/DynamicJson.cs`.

Sparse export output matches the legacy `ToJson` (nullable DTO properties + `WhenWritingNull`). Binary world-save serialization is untouched.

## Tests

- DTO round-trip per spawner type; sparse-default omission; legacy `homeRange` read; export/import file round-trip.
- `Import_MalformedFile_LeaksNoWorldItems` — proves a mid-array parse failure constructs zero world Items.
- `AllSpawnFilesLoadTests` — every migrated spawn file deserializes and builds.
- Duplicate-discriminator validation.
- UOContent.Tests 485/485, Server.Tests 710/710, build clean.

## Follow-up (not in this PR)

`Rectangle3DConverter.Write` (in `Projects/Server/`) omits `z1/z2` when `Start.Z == -128`, so a future server-side export of a `homeRange`-style spawner round-trips depth 256→255. Pre-existing and out of scope here (Server change); the migrated data reads correctly. Worth a separate small converter PR.
2026-06-25 23:24:45 -07:00

123 lines
3.6 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: ProximitySpawner.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 ModernUO.Serialization;
using Server.Mobiles;
namespace Server.Engines.Spawners;
[SerializationGenerator(0)]
public partial class ProximitySpawner : Spawner
{
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.Developer)]
private int _triggerRange;
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.Developer)]
private TextDefinition _spawnMessage;
[SerializableField(2)]
[SerializedCommandProperty(AccessLevel.Developer)]
private bool _instantFlag;
[Constructible(AccessLevel.Developer)]
public ProximitySpawner()
{
}
[Constructible(AccessLevel.Developer)]
public ProximitySpawner(string spawnName) : base(spawnName)
{
}
[Constructible(AccessLevel.Developer)]
public ProximitySpawner(
int amount,
TimeSpan minDelay,
TimeSpan maxDelay,
int team = 0,
Rectangle3D spawnBounds = default,
int triggerRange = 0,
TextDefinition spawnMessage = null,
bool instantFlag = false,
params ReadOnlySpan<string> spawnedNames
) : base(amount, minDelay, maxDelay, team, spawnBounds, spawnedNames)
{
TriggerRange = triggerRange;
SpawnMessage = spawnMessage;
InstantFlag = instantFlag;
}
public override string DefaultName => "Proximity Spawner";
public override bool HandlesOnMovement => Running;
public override void DoTimer(TimeSpan delay)
{
if (!Running)
{
return;
}
End = Core.Now + delay;
}
public override void Respawn()
{
RemoveSpawns();
End = Core.Now;
}
public virtual bool ValidTrigger(Mobile m)
{
if (m is BaseCreature bc && (bc.IsDeadBondedPet || !(bc.Controlled || bc.Summoned)))
{
return false;
}
return m.AccessLevel == AccessLevel.Player && (m.Player || m.Alive && !m.Hidden && m.CanBeDamaged());
}
public override void OnMovement(Mobile m, Point3D oldLocation)
{
if (!Running)
{
return;
}
if (IsEmpty && End <= Core.Now && m.InRange(GetWorldLocation(), TriggerRange) &&
m.Location != oldLocation && ValidTrigger(m))
{
SpawnMessage.SendMessageTo(m);
DoTimer();
Spawn();
if (InstantFlag)
{
foreach (var spawned in Spawned.Keys)
{
if (spawned is Mobile mobile)
{
mobile.Combatant = m;
}
}
}
}
}
}