ModernUO/Projects/UOContent/Engines/Spawners/ProximitySpawner.cs
Quick 0b34cc4417
feat: Changes Spawner HomeRange to SpawnBounds (#2290)
### Summary

This PR transitions the spawner system from a simple radius-based model to a flexible 3D boundary system.

### Core Changes

* **Replaced `HomeRange` with `SpawnBounds`**: Spawners now use a `Rectangle3D` to define spawn areas instead of a circular integer range.
* **Backward Compatibility**:
* The `HomeRange` property remains as a helper that generates square `SpawnBounds` centered on the spawner.
* Included a migration path (v10 to v11) that automatically converts old range data into new bounds during deserialization.


* **Dynamic Bounds Shifting**: If a spawner is moved, its `SpawnBounds` will automatically shift with it, provided the bounds are currently configured as a centered square.
* **New Spawn Logic**: Added `SpawnLocationIsHome` toggle. If enabled, spawned mobiles treat their exact spawn coordinates as their "Home" rather than the spawner's location.

### Implementation Details

* **Interface Updates**: Updated `ISpawner` to include `WalkingRange`, `SpawnBounds`, and `IsInSpawnBounds()`.
* **UI Enhancements**: The Spawner Controller Gump now displays "Custom" for complex bounds and allows copying of the new boundary properties between spawners.
* **Refactored Constructors**: Streamlined `BaseSpawner`, `ProximitySpawner`, and `RegionSpawner` constructors to support the new data types.
2025-12-26 18:07:26 -08:00

144 lines
4.4 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2023 - 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 System.Text.Json;
using ModernUO.Serialization;
using Server.Json;
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 ProximitySpawner(DynamicJson json, JsonSerializerOptions options) : base(json, options)
{
json.GetProperty("triggerRange", options, out int triggerRange);
json.GetProperty("spawnMessage", options, out TextDefinition spawnMessage);
json.GetProperty("instant", options, out bool instant);
TriggerRange = triggerRange;
SpawnMessage = spawnMessage;
InstantFlag = instant;
}
public override string DefaultName => "Proximity Spawner";
public override bool HandlesOnMovement => Running;
public override void ToJson(DynamicJson json, JsonSerializerOptions options)
{
base.ToJson(json, options);
json.SetProperty("triggerRange", options, TriggerRange);
json.SetProperty("spawnMessage", options, SpawnMessage);
json.SetProperty("instant", options, InstantFlag);
}
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;
}
}
}
}
}
}