modernuo/Projects/Server/Interfaces.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

81 lines
1.7 KiB
C#

using System;
namespace Server;
public interface IPoint2D
{
int X { get; }
int Y { get; }
}
public interface IPoint3D : IPoint2D
{
int Z { get; }
}
public interface ICarvable
{
void Carve(Mobile from, Item item);
}
public interface IWeapon
{
int MaxRange { get; }
void OnBeforeSwing(Mobile attacker, Mobile defender);
TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus = 1.0);
void GetStatusDamage(Mobile from, out int min, out int max);
}
public interface IHued
{
int HuedItemID { get; }
}
public interface ISpell
{
bool BlocksMovement { get; }
bool IsCasting { get; }
void OnCasterHurt();
void OnCasterKilled();
void OnConnectionChanged();
bool OnCasterMoving(Direction d);
bool OnCasterEquipping(Item item);
bool OnCasterUsingObject(IEntity entity);
bool OnCastInTown(Region r);
void FinishSequence();
}
public interface IParty
{
void OnStamChanged(Mobile m);
void OnManaChanged(Mobile m);
void OnStatsQuery(Mobile beholder, Mobile beheld);
}
// TODO: Add SpawnMap and change Spawner.Map to use it
public interface ISpawner : IEntity
{
Guid Guid { get; }
bool UnlinkOnTaming { get; }
int WalkingRange { get; }
Rectangle3D SpawnBounds { get; }
Region Region { get; }
bool ReturnOnDeactivate { get; }
bool Running { get; }
void Remove(ISpawnable spawn);
Point3D GetSpawnPosition(ISpawnable spawned, Map map);
void Respawn();
/// <summary>
/// Checks if the given location is within the spawn bounds.
/// </summary>
bool IsInSpawnBounds(Point3D location);
}
public interface ISpawnable : IEntity
{
ISpawner Spawner { get; set; }
void OnBeforeSpawn(Point3D location, Map map);
void OnAfterSpawn();
}