mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
## Summary
Fixes the pathfinding step-cache (`.swb`) prebake so it bakes **once** and skips when a valid cache already exists, instead of re-baking on every boot. The root cause was the staleness fingerprint hashing mutable in-memory tile data rather than the on-disk files. This PR makes the fingerprint a pure function of the client data files and separates dynamic multis (houses/boats) from the static cache.
> This branch builds on the `ConfigurePrompts` first-boot-prompt unification (commit `5df8d0bd`, also included here) — that commit accounts for the `ServerConfiguration.cs` and `dev-docs/server-lifecycle.md` changes in the diff.
## The bug
With `pathfinding.prebakeMaps` set, the cache re-baked on **every** boot. The `.swb` staleness fingerprint hashed the live `TileData.LandTable`/`ItemTable` flags, which the server patches at runtime (`ItemFixes`, `LOSBlocker`, `PotionKeg`, `CTF`) at nondeterministic lifecycle points (Initialize-phase methods share a priority; static ctors fire lazily). So a fingerprint stamped at runtime (`[PathBake`) never matched the one recomputed during startup `Initialize()`, and the cache rebaked every time.
## Changes
**1. Fingerprint the files, not the in-memory tables** (`fix`)
Hash `tiledata.mul` (cached, computed once) plus the per-map `.mul`/`.uop` files — never the runtime-mutated `TileData` tables. The fingerprint is now lifecycle-stable. Existing `.swb` files rebake once after deploy, then stay stable.
**2. Compute the fingerprint once per boot** (`refactor`)
`Configure()`'s `AutoLoadAtStartup()` already opens and fingerprint-validates a reader for every up-to-date `.swb`. `Initialize()` now skips baking any map that already has an open reader (`StepCache.HasLazyReader`) instead of recomputing the fingerprint a second time.
**3. Bake static-only; route multis to the live path** (`refactor`)
Multis (houses/boats) are dynamic, so they're no longer baked into the static chunk cache — they were tagged with `BuiltMultisVersion`, a non-persisted session counter, which made persisting them unsafe (false matches / wasted re-bakes).
- Chunks bake land + `statics.mul` only.
- At query time, any cell whose sector (or its 1-cell halo) contains a multi routes to `Fallthrough_Multi` → the existing live, multi-aware `CheckMovement` path. The halo prevents a cell proposing a walkable edge into a neighbouring wall; interior (multi-free) cells pay one sector lookup.
- Adds `Sector.HasMultis` (one engine accessor); `.swb` format → v9 (rejects old multi-baked files); new `Fallthrough_Multi` telemetry.
- Behaviour-preserving: multis use the same live path the engine used before the cache existed.
**4. Comment polish** (`style`) — no behaviour change.
## Testing
All green: **92** pathfinding (incl. a new fingerprint-stability test and a multi-halo fallthrough test), **423** UOContent, **708** Server.
## Follow-ups (not in this PR)
- **Background bake worker** — make `[PathBake` and the boot prebake non-blocking (game thread serves tile reads to an off-thread worker).
- **Per-multi MCL cache** — cache walkability in each multi's own frame (keyed by multiID, movement-invariant) so houses/boats get a fast path instead of the live fallback.
- **House-pathfinding equivalence tests** — the one area not yet covered by a dedicated automated test; multi pathing is currently correct by delegation to the live path.
2064 lines
59 KiB
C#
2064 lines
59 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: Map.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.Collections.Generic;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using Server.Buffers;
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using Server.Collections;
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using Server.Items;
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using Server.Logging;
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using Server.Network;
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using Server.Targeting;
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namespace Server;
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[Flags]
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public enum MapRules
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{
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None = 0x0000,
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Internal = 0x0001, // Internal map (used for dragging, commodity deeds, etc)
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FreeMovement = 0x0002, // Anyone can move over anyone else without taking stamina loss
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BeneficialRestrictions = 0x0004, // Disallow performing beneficial actions on criminals/murderers
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HarmfulRestrictions = 0x0008, // Disallow performing harmful actions on innocents
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TrammelRules = FreeMovement | BeneficialRestrictions | HarmfulRestrictions,
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FeluccaRules = None
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}
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/// <summary>
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/// Indicates why a spawn position check failed. Used by spawners to determine
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/// if optimization (caching) should be enabled.
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/// </summary>
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[Flags]
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public enum SpawnFailureReason
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{
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None = 0,
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InvalidMap = 1 << 0, // Internal map or out of bounds
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RegionBlocked = 1 << 1, // Region doesn't allow spawning
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TransientBlocker = 1 << 2, // Mobile or movable item blocking
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NonTransientBlocker = 1 << 3 // Static, multi, impassable land, or non-movable item
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}
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public sealed partial class Map : IComparable<Map>, ISpanFormattable, ISpanParsable<Map>
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{
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public const int SectorSize = 16;
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public const int SectorShift = 4;
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public const int SectorActiveRange = 2;
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private static ILogger logger = LogFactory.GetLogger(typeof(Map));
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private readonly int m_FileIndex;
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private readonly Sector[][] m_Sectors;
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private readonly int m_SectorsHeight;
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private readonly int m_SectorsWidth;
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private Region m_DefaultRegion;
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private string m_Name;
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private TileMatrix m_Tiles;
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public Map(int mapID, int mapIndex, int fileIndex, int width, int height, int season, string name, MapRules rules)
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{
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MapID = mapID;
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MapIndex = mapIndex;
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m_FileIndex = fileIndex;
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Width = width;
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Height = height;
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Season = season;
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m_Name = name;
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Rules = rules;
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Regions = new Dictionary<string, Region>(StringComparer.OrdinalIgnoreCase);
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_invalidSector = new Sector(0, 0, this);
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m_SectorsWidth = width >> SectorShift;
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m_SectorsHeight = height >> SectorShift;
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m_Sectors = new Sector[m_SectorsWidth][];
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}
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public static Map[] Maps { get; } = new Map[0x100];
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public static Map Felucca => Maps[0];
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public static Map Trammel => Maps[1];
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public static Map Ilshenar => Maps[2];
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public static Map Malas => Maps[3];
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public static Map Tokuno => Maps[4];
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public static Map TerMur => Maps[5];
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public static Map Internal => Maps[0x7F];
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public static List<Map> AllMaps { get; } = new();
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public int Season { get; set; }
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public TileMatrix Tiles => m_Tiles ??= new TileMatrix(this, m_FileIndex, MapID, Width, Height);
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public int MapID { get; }
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public int MapIndex { get; }
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public int Width { get; }
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public int Height { get; }
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public Dictionary<string, Region> Regions { get; }
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public Region DefaultRegion
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{
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get => m_DefaultRegion ??= new Region(null, this, 0, Array.Empty<Rectangle3D>());
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set => m_DefaultRegion = value;
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}
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public MapRules Rules { get; set; }
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private readonly Sector _invalidSector;
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public string Name
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{
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get
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{
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if (this == Internal && m_Name != "Internal")
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{
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logger.Warning(
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$"Internal map name was '{{Name}}'{Environment.NewLine}{{StackTrace}}",
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m_Name,
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new StackTrace()
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);
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m_Name = "Internal";
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}
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return m_Name;
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}
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set
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{
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if (this == Internal && value != "Internal")
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{
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logger.Warning(
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$"Attempted to set internal map name to '{{Value}}'{Environment.NewLine}{{StackTrace}}",
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value,
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new StackTrace()
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);
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value = "Internal";
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}
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m_Name = value;
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}
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}
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public static int[] InvalidLandTiles { get; set; } = { 0x244 };
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public static int MaxLOSDistance { get; set; } = 25;
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public int CompareTo(Map other) => other == null ? -1 : MapID.CompareTo(other.MapID);
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public static string[] GetMapNames()
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{
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var mapCount = 0;
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for (var i = 0; i < Maps.Length; i++)
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{
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var map = Maps[i];
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if (map != null)
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{
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mapCount++;
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}
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}
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var mapNames = new string[mapCount];
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for (int i = 0, mIndex = 0; i < Maps.Length; i++)
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{
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var map = Maps[i];
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if (map != null)
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{
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mapNames[mIndex++] = map.Name;
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}
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}
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return mapNames;
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}
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public static Map[] GetMapValues()
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{
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var mapCount = 0;
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for (var i = 0; i < Maps.Length; i++)
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{
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var map = Maps[i];
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if (map != null)
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{
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mapCount++;
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}
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}
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var mapValues = new Map[mapCount];
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for (int i = 0, mIndex = 0; i < Maps.Length; i++)
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{
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var map = Maps[i];
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if (map != null)
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{
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mapValues[mIndex++] = map;
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}
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}
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return mapValues;
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}
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public bool TryFormat(Span<char> destination, out int charsWritten, ReadOnlySpan<char> format, IFormatProvider provider)
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{
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if (destination.Length >= Name.Length)
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{
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Name.CopyTo(destination);
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charsWritten = Name.Length;
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return true;
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}
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charsWritten = 0;
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return false;
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}
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public override string ToString() => Name;
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public string ToString(string format, IFormatProvider formatProvider)
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{
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// format and formatProvider are not doing anything right now, so use the
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// default ToString implementation.
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return ToString();
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}
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public int GetAverageZ(int x, int y)
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{
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GetAverageZ(x, y, out _, out var avg, out _);
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return avg;
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}
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public void GetAverageZ(int x, int y, out int z, out int avg, out int top)
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{
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var zTop = Tiles.GetLandTile(x, y).Z;
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var zLeft = Tiles.GetLandTile(x, y + 1).Z;
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var zRight = Tiles.GetLandTile(x + 1, y).Z;
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var zBottom = Tiles.GetLandTile(x + 1, y + 1).Z;
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z = zTop;
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if (zLeft < z)
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{
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z = zLeft;
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}
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if (zRight < z)
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{
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z = zRight;
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}
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if (zBottom < z)
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{
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z = zBottom;
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}
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top = zTop;
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if (zLeft > top)
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{
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top = zLeft;
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}
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if (zRight > top)
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{
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top = zRight;
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}
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if (zBottom > top)
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{
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top = zBottom;
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}
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avg = (zTop - zBottom).Abs() > (zLeft - zRight).Abs()
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? FloorAverage(zLeft, zRight)
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: FloorAverage(zTop, zBottom);
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}
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private static int FloorAverage(int a, int b)
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{
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var v = a + b;
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if (v < 0)
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{
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--v;
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}
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return v / 2;
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}
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private static void AcquireFixItems(Map map, int x, int y, Item[] pool, out int length)
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{
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length = 0;
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if (map == null || map == Internal || x < 0 || x > map.Width || y < 0 || y > map.Height)
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{
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return;
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}
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foreach (var item in map.GetItemsAt(x, y))
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{
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if (item is not BaseMulti && item.ItemID <= TileData.MaxItemValue)
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{
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if (length == 128)
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{
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break;
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}
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pool[length++] = item;
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}
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}
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Array.Sort(pool, 0, length, ZComparer.Default);
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}
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public void FixColumn(int x, int y)
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{
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var landTile = Tiles.GetLandTile(x, y);
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GetAverageZ(x, y, out _, out var landAvg, out _);
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var items = STArrayPool<Item>.Shared.Rent(128);
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AcquireFixItems(this, x, y, items, out var length);
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for (var i = 0; i < length; i++)
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{
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var toFix = items[i];
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if (!toFix.Movable)
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{
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continue;
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}
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var z = int.MinValue;
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var currentZ = toFix.Z;
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if (!landTile.Ignored && landAvg <= currentZ)
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{
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z = landAvg;
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}
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foreach (var tile in Tiles.GetStaticAndMultiTiles(x, y))
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{
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var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var checkZ = tile.Z;
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var checkTop = checkZ + id.CalcHeight;
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if (checkTop == checkZ && !id.Surface)
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{
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++checkTop;
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}
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if (checkTop > z && checkTop <= currentZ)
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{
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z = checkTop;
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}
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}
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for (var j = 0; j < length; ++j)
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{
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if (j == i)
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{
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continue;
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}
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var item = items[j];
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var id = item.ItemData;
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var checkZ = item.Z;
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var checkTop = checkZ + id.CalcHeight;
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if (checkTop == checkZ && !id.Surface)
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{
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++checkTop;
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}
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if (checkTop > z && checkTop <= currentZ)
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{
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z = checkTop;
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}
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}
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if (z != int.MinValue)
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{
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toFix.Location = new Point3D(toFix.X, toFix.Y, z);
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}
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}
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STArrayPool<Item>.Shared.Return(items, true);
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}
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/// <summary>
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/// Gets the highest surface that is lower than <paramref name="p" />.
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/// </summary>
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/// <param name="p">The reference point.</param>
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/// <returns>A surface <typeparamref name="Tile" /> or <typeparamref name="Item" />.</returns>
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public object GetTopSurface(Point3D p)
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{
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if (this == Internal)
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{
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return null;
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}
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object surface = null;
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var surfaceZ = int.MinValue;
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var lt = Tiles.GetLandTile(p.X, p.Y);
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if (!lt.Ignored)
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{
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var avgZ = GetAverageZ(p.X, p.Y);
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if (avgZ <= p.Z)
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{
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surface = lt;
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surfaceZ = avgZ;
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if (surfaceZ == p.Z)
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{
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return surface;
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}
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}
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}
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foreach (var tile in Tiles.GetStaticAndMultiTiles(p.X, p.Y))
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{
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var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (id.Surface || id.Wet)
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{
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var tileZ = tile.Z + id.CalcHeight;
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if (tileZ > surfaceZ && tileZ <= p.Z)
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{
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surface = tile;
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surfaceZ = tileZ;
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if (surfaceZ == p.Z)
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{
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return surface;
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}
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}
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}
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}
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var sector = GetSector(p.X, p.Y);
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foreach (var item in sector.Items)
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{
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if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(p.X, p.Y) ||
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item.Movable)
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{
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continue;
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}
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var id = item.ItemData;
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if (id.Surface || id.Wet)
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{
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var itemZ = item.Z + id.CalcHeight;
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if (itemZ > surfaceZ && itemZ <= p.Z)
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{
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surface = item;
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surfaceZ = itemZ;
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if (surfaceZ == p.Z)
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{
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return surface;
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}
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}
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}
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}
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return surface;
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}
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/// <summary>
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/// Gets the Z level of the highest surface that is at or below <paramref name="p" />.
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/// </summary>
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/// <param name="p">The reference point.</param>
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/// <returns>The Z level of the surface, or p.Z if no surface is found below.</returns>
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public int GetTopSurfaceZ(Point3D p)
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{
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if (this == Internal)
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{
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return p.Z;
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}
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var surfaceZ = int.MinValue;
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var lt = Tiles.GetLandTile(p.X, p.Y);
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if (!lt.Ignored)
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{
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var avgZ = GetAverageZ(p.X, p.Y);
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if (avgZ <= p.Z)
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{
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surfaceZ = avgZ;
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|
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if (surfaceZ == p.Z)
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{
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return surfaceZ;
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}
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}
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}
|
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|
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foreach (var tile in Tiles.GetStaticAndMultiTiles(p.X, p.Y))
|
|
{
|
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var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
|
|
|
if (id.Surface || id.Wet)
|
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{
|
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var tileZ = tile.Z + id.CalcHeight;
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if (tileZ > surfaceZ && tileZ <= p.Z)
|
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{
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surfaceZ = tileZ;
|
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|
|
if (surfaceZ == p.Z)
|
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{
|
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return surfaceZ;
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}
|
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}
|
|
}
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}
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|
|
var sector = GetSector(p.X, p.Y);
|
|
|
|
foreach (var item in sector.Items)
|
|
{
|
|
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(p.X, p.Y) ||
|
|
item.Movable)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var id = item.ItemData;
|
|
|
|
if (id.Surface || id.Wet)
|
|
{
|
|
var itemZ = item.Z + id.CalcHeight;
|
|
|
|
if (itemZ > surfaceZ && itemZ <= p.Z)
|
|
{
|
|
surfaceZ = itemZ;
|
|
|
|
if (surfaceZ == p.Z)
|
|
{
|
|
return surfaceZ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If no surface found below, return the original Z
|
|
return surfaceZ == int.MinValue ? p.Z : surfaceZ;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public void Bound(int x, int y, out int newX, out int newY)
|
|
{
|
|
newX = Math.Clamp(x, 0, Width - 1);
|
|
newY = Math.Clamp(y, 0, Height - 1);
|
|
}
|
|
|
|
public Point2D Bound(Point3D p)
|
|
{
|
|
Bound(p.m_X, p.m_Y, out var x, out var y);
|
|
return new Point2D(x, y);
|
|
}
|
|
|
|
public Point2D Bound(Point2D p)
|
|
{
|
|
Bound(p.m_X, p.m_Y, out var x, out var y);
|
|
return new Point2D(x, y);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void CalculateSectors(
|
|
Rectangle2D bounds,
|
|
out int sectorStartX, out int sectorStartY,
|
|
out int sectorEndX, out int sectorEndY)
|
|
{
|
|
var left = bounds.Start.X;
|
|
var top = bounds.Start.Y;
|
|
var right = bounds.End.X;
|
|
var bottom = bounds.End.Y;
|
|
|
|
// Limit the coordinates to inside the valid map region
|
|
Bound(left, top, out left, out top);
|
|
Bound(right - 1, bottom - 1, out right, out bottom);
|
|
|
|
// Calculate the top left sector
|
|
sectorStartX = left >> SectorShift;
|
|
sectorStartY = top >> SectorShift;
|
|
|
|
// Calculate the bottom right sector.
|
|
sectorEndX = right >> SectorShift;
|
|
sectorEndY = bottom >> SectorShift;
|
|
}
|
|
|
|
public void ActivateSectors(int cx, int cy)
|
|
{
|
|
for (var x = cx - SectorActiveRange; x <= cx + SectorActiveRange; ++x)
|
|
{
|
|
for (var y = cy - SectorActiveRange; y <= cy + SectorActiveRange; ++y)
|
|
{
|
|
var sect = GetRealSector(x, y);
|
|
if (sect != _invalidSector)
|
|
{
|
|
sect.Activate();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void DeactivateSectors(int cx, int cy)
|
|
{
|
|
for (var x = cx - SectorActiveRange; x <= cx + SectorActiveRange; ++x)
|
|
{
|
|
for (var y = cy - SectorActiveRange; y <= cy + SectorActiveRange; ++y)
|
|
{
|
|
var sect = GetRealSector(x, y);
|
|
if (sect != _invalidSector && !PlayersInRange(sect, SectorActiveRange))
|
|
{
|
|
sect.Deactivate();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool PlayersInRange(Sector sect, int range)
|
|
{
|
|
for (var x = sect.X - range; x <= sect.X + range; ++x)
|
|
{
|
|
for (var y = sect.Y - range; y <= sect.Y + range; ++y)
|
|
{
|
|
var check = GetRealSector(x, y);
|
|
if (check != _invalidSector && check.Clients.Count > 0)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnClientChange(NetState oldState, NetState newState, Mobile m)
|
|
{
|
|
if (this != Internal)
|
|
{
|
|
GetSector(m.Location).OnClientChange(oldState, newState);
|
|
}
|
|
}
|
|
|
|
internal void OnEnter(Mobile m)
|
|
{
|
|
OnEnter(m.Location, m);
|
|
}
|
|
|
|
internal void OnEnter(Point3D p, Mobile m)
|
|
{
|
|
if (this != Internal)
|
|
{
|
|
GetSector(p).OnEnter(m);
|
|
}
|
|
}
|
|
|
|
internal void OnEnter(Item item)
|
|
{
|
|
OnEnter(item.Location, item);
|
|
}
|
|
|
|
internal void OnEnter(Point3D p, Item item)
|
|
{
|
|
if (this == Internal || item.Parent != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GetSector(p).OnEnter(item);
|
|
|
|
if (item is BaseMulti m)
|
|
{
|
|
var mcl = m.Components;
|
|
|
|
var start = GetMultiMinSector(m.Location, mcl);
|
|
var end = GetMultiMaxSector(m.Location, mcl);
|
|
|
|
AddMulti(m, start, end);
|
|
}
|
|
}
|
|
|
|
internal void OnLeave(Mobile m)
|
|
{
|
|
OnLeave(m.Location, m);
|
|
}
|
|
|
|
internal void OnLeave(Point3D p, Mobile m)
|
|
{
|
|
if (this != Internal)
|
|
{
|
|
GetSector(p).OnLeave(m);
|
|
}
|
|
}
|
|
|
|
internal void OnLeave(Item item)
|
|
{
|
|
OnLeave(item.Location, item);
|
|
}
|
|
|
|
internal void OnLeave(Point3D p, Item item)
|
|
{
|
|
if (this == Internal || item.Parent != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GetSector(p).OnLeave(item);
|
|
|
|
if (item is BaseMulti m)
|
|
{
|
|
var mcl = m.Components;
|
|
|
|
var start = GetMultiMinSector(m.Location, mcl);
|
|
var end = GetMultiMaxSector(m.Location, mcl);
|
|
|
|
RemoveMulti(m, start, end);
|
|
}
|
|
}
|
|
|
|
private void RemoveMulti(BaseMulti m, Sector start, Sector end)
|
|
{
|
|
if (this == Internal)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var x = start.X; x <= end.X; ++x)
|
|
{
|
|
for (var y = start.Y; y <= end.Y; ++y)
|
|
{
|
|
InternalGetSector(x, y).OnMultiLeave(m);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void AddMulti(BaseMulti m, Sector start, Sector end)
|
|
{
|
|
if (this == Internal)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var x = start.X; x <= end.X; ++x)
|
|
{
|
|
for (var y = start.Y; y <= end.Y; ++y)
|
|
{
|
|
InternalGetSector(x, y).OnMultiEnter(m);
|
|
}
|
|
}
|
|
}
|
|
|
|
public Sector GetMultiMinSector(Point3D loc, MultiComponentList mcl) =>
|
|
GetSector(Bound(new Point2D(loc.m_X + mcl.Min.m_X, loc.m_Y + mcl.Min.m_Y)));
|
|
|
|
public Sector GetMultiMaxSector(Point3D loc, MultiComponentList mcl) =>
|
|
GetSector(Bound(new Point2D(loc.m_X + mcl.Max.m_X, loc.m_Y + mcl.Max.m_Y)));
|
|
|
|
public void OnMove(Point3D oldLocation, Mobile m)
|
|
{
|
|
if (this == Internal)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var oldSector = GetSector(oldLocation);
|
|
var newSector = GetSector(m.Location);
|
|
|
|
if (oldSector != newSector)
|
|
{
|
|
oldSector.OnLeave(m);
|
|
newSector.OnEnter(m);
|
|
}
|
|
}
|
|
|
|
public void OnMove(Point3D oldLocation, Item item)
|
|
{
|
|
if (this == Internal)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var oldSector = GetSector(oldLocation);
|
|
var newSector = GetSector(item.Location);
|
|
|
|
if (oldSector != newSector)
|
|
{
|
|
oldSector.OnLeave(item);
|
|
newSector.OnEnter(item);
|
|
}
|
|
|
|
if (item is BaseMulti m)
|
|
{
|
|
var mcl = m.Components;
|
|
|
|
var start = GetMultiMinSector(m.Location, mcl);
|
|
var end = GetMultiMaxSector(m.Location, mcl);
|
|
|
|
var oldStart = GetMultiMinSector(oldLocation, mcl);
|
|
var oldEnd = GetMultiMaxSector(oldLocation, mcl);
|
|
|
|
if (oldStart != start || oldEnd != end)
|
|
{
|
|
RemoveMulti(m, oldStart, oldEnd);
|
|
AddMulti(m, start, end);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void RegisterRegion(Region reg)
|
|
{
|
|
var regName = reg.Name;
|
|
|
|
if (regName == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Regions.ContainsKey(regName))
|
|
{
|
|
logger.Warning("Duplicate region name '{RegionName}' for map '{MapName}'", regName, Name);
|
|
}
|
|
else
|
|
{
|
|
Regions[regName] = reg;
|
|
}
|
|
}
|
|
|
|
public void UnregisterRegion(Region reg)
|
|
{
|
|
var regName = reg.Name;
|
|
|
|
if (regName != null)
|
|
{
|
|
Regions.Remove(regName);
|
|
}
|
|
}
|
|
|
|
public Point3D GetPoint(object o, bool eye)
|
|
{
|
|
Point3D p;
|
|
|
|
if (o is Mobile mobile)
|
|
{
|
|
p = mobile.Location;
|
|
p.Z += 14; // eye ? 15 : 10;
|
|
}
|
|
else if (o is Item item)
|
|
{
|
|
// Calculate the height based on the container, not the item inside.
|
|
var rootParent = item.RootParent;
|
|
if (rootParent != null)
|
|
{
|
|
p = GetPoint(rootParent, eye);
|
|
}
|
|
else
|
|
{
|
|
p = item.GetWorldLocation();
|
|
p.Z += item.ItemData.Height / 2 + 1;
|
|
}
|
|
}
|
|
else if (o is Point3D point3D)
|
|
{
|
|
p = point3D;
|
|
}
|
|
else if (o is LandTarget target)
|
|
{
|
|
p = target.Location;
|
|
|
|
GetAverageZ(p.X, p.Y, out _, out _, out var top);
|
|
|
|
p.Z = top + 1;
|
|
}
|
|
else if (o is StaticTarget st)
|
|
{
|
|
var id = TileData.ItemTable[st.ItemID & TileData.MaxItemValue];
|
|
|
|
p = new Point3D(st.X, st.Y, st.Z - id.CalcHeight + id.Height / 2 + 1);
|
|
}
|
|
else if (o is IPoint3D d)
|
|
{
|
|
p = new Point3D(d.X, d.Y, d.Z);
|
|
}
|
|
else
|
|
{
|
|
logger.Warning("Warning: Invalid object ({Object}) in line of sight", o);
|
|
p = Point3D.Zero;
|
|
}
|
|
|
|
return p;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool CanFit(
|
|
Point3D p, int height, bool checkBlocksFit = false, bool checkMobiles = true, bool requireSurface = true
|
|
) => CanFit(p.m_X, p.m_Y, p.m_Z, height, checkBlocksFit, checkMobiles, requireSurface);
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool CanFit(
|
|
Point2D p, int z, int height, bool checkBlocksFit = false, bool checkMobiles = true, bool requireSurface = true
|
|
) => CanFit(p.m_X, p.m_Y, z, height, checkBlocksFit, checkMobiles, requireSurface);
|
|
|
|
public bool CanFit(
|
|
int x, int y, int z, int height, bool checkBlocksFit = false, bool checkMobiles = true,
|
|
bool requireSurface = true
|
|
)
|
|
{
|
|
if (this == Internal)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (x < 0 || y < 0 || x >= Width || y >= Height)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var hasSurface = false;
|
|
|
|
var lt = Tiles.GetLandTile(x, y);
|
|
GetAverageZ(x, y, out var lowZ, out var avgZ, out _);
|
|
var landFlags = TileData.LandTable[lt.ID & TileData.MaxLandValue].Flags;
|
|
|
|
if ((landFlags & TileFlag.Impassable) != 0 && avgZ > z && z + height > lowZ)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ((landFlags & TileFlag.Impassable) == 0 && z == avgZ && !lt.Ignored)
|
|
{
|
|
hasSurface = true;
|
|
}
|
|
|
|
bool surface, impassable;
|
|
|
|
foreach (var tile in Tiles.GetStaticAndMultiTiles(x, y))
|
|
{
|
|
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
|
surface = id.Surface;
|
|
impassable = id.Impassable;
|
|
|
|
if ((surface || impassable) && tile.Z + id.CalcHeight > z && z + height > tile.Z)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (surface && !impassable && z == tile.Z + id.CalcHeight)
|
|
{
|
|
hasSurface = true;
|
|
}
|
|
}
|
|
|
|
var sector = GetSector(x, y);
|
|
|
|
foreach (var item in sector.Items)
|
|
{
|
|
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(x, y))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var id = item.ItemData;
|
|
surface = id.Surface;
|
|
impassable = id.Impassable;
|
|
|
|
if ((surface || impassable || checkBlocksFit && item.BlocksFit) && item.Z + id.CalcHeight > z &&
|
|
z + height > item.Z)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (surface && !impassable && !item.Movable && z == item.Z + id.CalcHeight)
|
|
{
|
|
hasSurface = true;
|
|
}
|
|
}
|
|
|
|
if (checkMobiles)
|
|
{
|
|
foreach (var m in sector.Mobiles)
|
|
{
|
|
if (m.Location.m_X == x && m.Location.m_Y == y && (m.AccessLevel == AccessLevel.Player || !m.Hidden) &&
|
|
m.Z + 16 > z && z + height > m.Z)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return !requireSurface || hasSurface;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool CanFitItem(Point3D p, int height) => CanFitItem(p.m_X, p.m_Y, p.m_Z, height);
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool CanFitItem(Point2D p, int z, int height) => CanFitItem(p.m_X, p.m_Y, z, height);
|
|
|
|
/// <summary>
|
|
/// Checks if an item can be placed at the specified location.
|
|
/// Unlike CanFit, this treats Surface+Impassable tiles (tables, furniture) as valid surfaces,
|
|
/// matching the behavior of item drop logic.
|
|
/// </summary>
|
|
public bool CanFitItem(int x, int y, int z, int height)
|
|
{
|
|
if (this == Internal || x < 0 || y < 0 || x >= Width || y >= Height)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var hasSurface = false;
|
|
|
|
var lt = Tiles.GetLandTile(x, y);
|
|
GetAverageZ(x, y, out var lowZ, out var avgZ, out _);
|
|
var landFlags = TileData.LandTable[lt.ID & TileData.MaxLandValue].Flags;
|
|
|
|
// Impassable land still blocks items
|
|
if ((landFlags & TileFlag.Impassable) != 0 && avgZ > z && z + height > lowZ)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Passable land is a valid surface
|
|
if ((landFlags & TileFlag.Impassable) == 0 && z == avgZ && !lt.Ignored)
|
|
{
|
|
hasSurface = true;
|
|
}
|
|
|
|
foreach (var tile in Tiles.GetStaticAndMultiTiles(x, y))
|
|
{
|
|
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
|
var surface = id.Surface;
|
|
var impassable = id.Impassable;
|
|
|
|
// Tiles block if item would intersect with them
|
|
if ((surface || impassable) && tile.Z + id.CalcHeight > z && z + height > tile.Z)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Surface tiles (including Surface+Impassable like tables) are valid surfaces for items
|
|
if (surface && z == tile.Z + id.CalcHeight)
|
|
{
|
|
hasSurface = true;
|
|
}
|
|
}
|
|
|
|
var sector = GetSector(x, y);
|
|
|
|
foreach (var item in sector.Items)
|
|
{
|
|
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(x, y))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var id = item.ItemData;
|
|
var surface = id.Surface;
|
|
var impassable = id.Impassable;
|
|
|
|
// Items block if placement would intersect
|
|
if ((surface || impassable) && item.Z + id.CalcHeight > z && z + height > item.Z)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Surface items (including Surface+Impassable like tables) are valid surfaces
|
|
// Must be non-movable to be a stable surface
|
|
if (surface && !item.Movable && z == item.Z + id.CalcHeight)
|
|
{
|
|
hasSurface = true;
|
|
}
|
|
}
|
|
|
|
return hasSurface;
|
|
}
|
|
|
|
public bool CanSpawnMobile(Point3D p) => CanSpawnMobile(p.m_X, p.m_Y, p.m_Z);
|
|
|
|
public bool CanSpawnMobile(Point2D p, int z) => CanSpawnMobile(p.m_X, p.m_Y, z);
|
|
|
|
public bool CanSpawnMobile(int x, int y, int z) =>
|
|
Region.Find(new Point3D(x, y, z), this).AllowSpawn() && CanFit(x, y, z, 16);
|
|
|
|
/// <summary>
|
|
/// Finds a valid spawn Z within the specified range by checking land, static, multi tiles, and world items.
|
|
/// Prefers the lowest valid surface (ground/floor over tables/platforms).
|
|
/// </summary>
|
|
/// <param name="x">X coordinate</param>
|
|
/// <param name="y">Y coordinate</param>
|
|
/// <param name="minZ">Minimum Z (inclusive)</param>
|
|
/// <param name="maxZ">Maximum Z (inclusive)</param>
|
|
/// <param name="canSwim">Whether the spawned entity can swim (water surfaces valid)</param>
|
|
/// <param name="cantWalk">Whether the spawned entity cannot walk (water-only)</param>
|
|
/// <param name="spawnZ">The valid spawn Z if found</param>
|
|
/// <returns>True if a valid spawn Z was found within the range</returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool CanSpawnMobile(int x, int y, int minZ, int maxZ, bool canSwim, bool cantWalk, out int spawnZ)
|
|
=> CanSpawnMobile(x, y, minZ, maxZ, canSwim, cantWalk, out spawnZ, out _);
|
|
|
|
/// <summary>
|
|
/// Finds a valid spawn Z within the specified range by checking land, static, multi tiles, and world items.
|
|
/// Prefers the lowest valid surface (ground/floor over tables/platforms).
|
|
/// Also reports the reason for failure if no valid position is found.
|
|
/// </summary>
|
|
/// <param name="x">X coordinate</param>
|
|
/// <param name="y">Y coordinate</param>
|
|
/// <param name="minZ">Minimum Z (inclusive)</param>
|
|
/// <param name="maxZ">Maximum Z (inclusive)</param>
|
|
/// <param name="canSwim">Whether the spawned entity can swim (water surfaces valid)</param>
|
|
/// <param name="cantWalk">Whether the spawned entity cannot walk (water-only)</param>
|
|
/// <param name="spawnZ">The valid spawn Z if found</param>
|
|
/// <param name="failureReason">Indicates why spawn failed (if it did)</param>
|
|
/// <returns>True if a valid spawn Z was found within the range</returns>
|
|
public bool CanSpawnMobile(int x, int y, int minZ, int maxZ, bool canSwim, bool cantWalk, out int spawnZ, out SpawnFailureReason failureReason)
|
|
{
|
|
spawnZ = 0;
|
|
failureReason = SpawnFailureReason.None;
|
|
|
|
if (this == Internal || x < 0 || y < 0 || x >= Width || y >= Height)
|
|
{
|
|
failureReason = SpawnFailureReason.InvalidMap;
|
|
return false;
|
|
}
|
|
|
|
if (!Region.Find(new Point3D(x, y, minZ), this).AllowSpawn())
|
|
{
|
|
failureReason = SpawnFailureReason.RegionBlocked;
|
|
return false;
|
|
}
|
|
|
|
// 256-bit bitmask approach for full Z range support (-128 to 127).
|
|
// Each bit represents a Z level relative to minZ.
|
|
// openSlots: bit set = Z level is not blocked
|
|
// surfaces: bit set = Z level has a valid surface
|
|
// Final result: lowest set bit in (surfaces & openSlots)
|
|
var openSlots = BitMask256.AllSet();
|
|
var surfaces = BitMask256.AllClear();
|
|
|
|
// Track what types of blockers we encounter (for failure reason)
|
|
var hasNonTransientBlocker = false;
|
|
var hasTransientBlocker = false;
|
|
|
|
// 1. Land tile
|
|
var landTile = Tiles.GetLandTile(x, y);
|
|
GetAverageZ(x, y, out var lowZ, out var avgZ, out _);
|
|
|
|
if (!landTile.Ignored)
|
|
{
|
|
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
|
|
var isImpassable = (landFlags & TileFlag.Impassable) != 0;
|
|
var isWet = (landFlags & TileFlag.Wet) != 0;
|
|
|
|
// Impassable land blocks, except water tiles don't block swimming mobs
|
|
if (isImpassable && !(canSwim && isWet))
|
|
{
|
|
// Impassable land blocks z in range (lowZ - 16, avgZ)
|
|
ApplyBlockerMask(ref openSlots, lowZ - 16, avgZ, minZ);
|
|
hasNonTransientBlocker = true;
|
|
}
|
|
|
|
// Surface: water for swimmers, passable land for walkers
|
|
if (avgZ >= minZ && avgZ <= maxZ && (canSwim && isWet || !cantWalk && !isImpassable))
|
|
{
|
|
surfaces.SetBit(avgZ - minZ);
|
|
}
|
|
}
|
|
|
|
// 2. Static and multi tiles (always non-transient)
|
|
foreach (var tile in Tiles.GetStaticAndMultiTiles(x, y))
|
|
{
|
|
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
|
var tileTop = tile.Z + id.CalcHeight;
|
|
var isSurface = id.Surface;
|
|
var isImpassable = id.Impassable;
|
|
var isWet = id.Wet;
|
|
|
|
// Blocking: (surface || impassable) tiles block z in range (tile.Z - 16, tileTop)
|
|
// Exception: water tiles (Impassable | Wet) don't block swimming mobs
|
|
if ((isSurface || isImpassable) && !(canSwim && isWet))
|
|
{
|
|
ApplyBlockerMask(ref openSlots, tile.Z - 16, tileTop, minZ);
|
|
hasNonTransientBlocker = true;
|
|
}
|
|
|
|
// Surface candidate
|
|
if (tileTop >= minZ && tileTop <= maxZ &&
|
|
(canSwim && isWet || !cantWalk && isSurface && !isImpassable))
|
|
{
|
|
surfaces.SetBit(tileTop - minZ);
|
|
}
|
|
}
|
|
|
|
// 3. World items
|
|
var sector = GetSector(x, y);
|
|
foreach (var item in sector.Items)
|
|
{
|
|
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(x, y))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var id = item.ItemData;
|
|
var itemTop = item.Z + id.CalcHeight;
|
|
var isSurface = id.Surface;
|
|
var isImpassable = id.Impassable;
|
|
var isWet = id.Wet;
|
|
|
|
// Blocking: (surface || impassable) items block z in range (item.Z - 16, itemTop)
|
|
// Exception: water items (Impassable | Wet) don't block swimming mobs
|
|
if ((isSurface || isImpassable) && !(canSwim && isWet))
|
|
{
|
|
ApplyBlockerMask(ref openSlots, item.Z - 16, itemTop, minZ);
|
|
|
|
// Movable items are transient, non-movable are permanent
|
|
if (item.Movable || item.CanDecay())
|
|
{
|
|
hasTransientBlocker = true;
|
|
}
|
|
else
|
|
{
|
|
hasNonTransientBlocker = true;
|
|
}
|
|
}
|
|
|
|
// Surface candidate (non-movable only)
|
|
if (!item.Movable && itemTop >= minZ && itemTop <= maxZ &&
|
|
(canSwim && isWet || !cantWalk && isSurface && !isImpassable))
|
|
{
|
|
surfaces.SetBit(itemTop - minZ);
|
|
}
|
|
}
|
|
|
|
// 4. Mobiles (always transient blockers)
|
|
foreach (var m in sector.Mobiles)
|
|
{
|
|
if (m.Location.m_X == x && m.Location.m_Y == y &&
|
|
(m.AccessLevel == AccessLevel.Player || !m.Hidden))
|
|
{
|
|
// Mobiles block z in range (m.Z - 16, m.Z + 16)
|
|
ApplyBlockerMask(ref openSlots, m.Z - 16, m.Z + 16, minZ);
|
|
hasTransientBlocker = true;
|
|
}
|
|
}
|
|
|
|
// Find the lowest unblocked surface
|
|
var validSurfaces = surfaces.And(in openSlots);
|
|
var lowestBit = validSurfaces.LowestSetBit();
|
|
|
|
if (lowestBit < 0)
|
|
{
|
|
// Determine failure reason based on what blockers we encountered
|
|
// If no surfaces existed at all, that's also a non-transient issue (map geometry)
|
|
if (hasNonTransientBlocker || surfaces.IsEmpty())
|
|
{
|
|
failureReason |= SpawnFailureReason.NonTransientBlocker;
|
|
}
|
|
|
|
if (hasTransientBlocker)
|
|
{
|
|
failureReason |= SpawnFailureReason.TransientBlocker;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
spawnZ = minZ + lowestBit;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds a valid spawn Z for items within the specified range.
|
|
/// Unlike CanSpawnMobile, treats Surface+Impassable tiles (tables, furniture) as valid surfaces.
|
|
/// </summary>
|
|
/// <param name="x">X coordinate</param>
|
|
/// <param name="y">Y coordinate</param>
|
|
/// <param name="minZ">Minimum Z (inclusive)</param>
|
|
/// <param name="maxZ">Maximum Z (inclusive)</param>
|
|
/// <param name="spawnZ">The valid spawn Z if found</param>
|
|
/// <returns>True if a valid spawn Z was found within the range</returns>
|
|
public bool CanSpawnItem(int x, int y, int minZ, int maxZ, out int spawnZ)
|
|
{
|
|
spawnZ = 0;
|
|
|
|
if (this == Internal || x < 0 || y < 0 || x >= Width || y >= Height)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!Region.Find(new Point3D(x, y, minZ), this).AllowSpawn())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// 256-bit bitmask approach for full Z range support.
|
|
// Unlike CanSpawnMobile, Surface+Impassable tiles (tables) are valid surfaces for items.
|
|
var openSlots = BitMask256.AllSet();
|
|
var surfaces = BitMask256.AllClear();
|
|
|
|
// 1. Land tile
|
|
var landTile = Tiles.GetLandTile(x, y);
|
|
GetAverageZ(x, y, out var lowZ, out var avgZ, out _);
|
|
|
|
if (!landTile.Ignored)
|
|
{
|
|
var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
|
|
var isImpassable = (landFlags & TileFlag.Impassable) != 0;
|
|
|
|
// Impassable land blocks
|
|
if (isImpassable)
|
|
{
|
|
ApplyBlockerMask(ref openSlots, lowZ - 16, avgZ, minZ);
|
|
}
|
|
|
|
// Passable land is a valid surface
|
|
if (!isImpassable && avgZ >= minZ && avgZ <= maxZ)
|
|
{
|
|
surfaces.SetBit(avgZ - minZ);
|
|
}
|
|
}
|
|
|
|
// 2. Static and multi tiles
|
|
foreach (var tile in Tiles.GetStaticAndMultiTiles(x, y))
|
|
{
|
|
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
|
var tileTop = tile.Z + id.CalcHeight;
|
|
var isSurface = id.Surface;
|
|
var isImpassable = id.Impassable;
|
|
|
|
// Blocking: (surface || impassable) tiles block z in range (tile.Z - 16, tileTop)
|
|
if (isSurface || isImpassable)
|
|
{
|
|
ApplyBlockerMask(ref openSlots, tile.Z - 16, tileTop, minZ);
|
|
}
|
|
|
|
// Surface candidate: Surface flag (including Surface+Impassable like tables)
|
|
if (isSurface && tileTop >= minZ && tileTop <= maxZ)
|
|
{
|
|
surfaces.SetBit(tileTop - minZ);
|
|
}
|
|
}
|
|
|
|
// 3. World items
|
|
var sector = GetSector(x, y);
|
|
foreach (var item in sector.Items)
|
|
{
|
|
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue || !item.AtWorldPoint(x, y))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var id = item.ItemData;
|
|
var itemTop = item.Z + id.CalcHeight;
|
|
var isSurface = id.Surface;
|
|
var isImpassable = id.Impassable;
|
|
|
|
// Blocking: (surface || impassable) items block
|
|
if (isSurface || isImpassable)
|
|
{
|
|
ApplyBlockerMask(ref openSlots, item.Z - 16, itemTop, minZ);
|
|
}
|
|
|
|
// Surface candidate: non-movable Surface items (including Surface+Impassable)
|
|
if (!item.Movable && isSurface && itemTop >= minZ && itemTop <= maxZ)
|
|
{
|
|
surfaces.SetBit(itemTop - minZ);
|
|
}
|
|
}
|
|
|
|
// Find the lowest unblocked surface
|
|
var validSurfaces = surfaces.And(in openSlots);
|
|
var lowestBit = validSurfaces.LowestSetBit();
|
|
|
|
if (lowestBit < 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
spawnZ = minZ + lowestBit;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears bits in the mask for Z levels blocked by an object.
|
|
/// Converts (blockLow, blockHigh) exclusive world Z range to bit indices relative to minZ.
|
|
/// </summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private static void ApplyBlockerMask(ref BitMask256 mask, int blockLow, int blockHigh, int minZ)
|
|
{
|
|
// Blocked range is (blockLow, blockHigh) exclusive = [blockLow + 1, blockHigh - 1] inclusive
|
|
var startBit = blockLow - minZ + 1;
|
|
var endBit = blockHigh - minZ - 1;
|
|
|
|
if (endBit < 0 || startBit > 255 || startBit > endBit)
|
|
{
|
|
return;
|
|
}
|
|
|
|
mask.ClearRange(Math.Max(0, startBit), Math.Min(255, endBit));
|
|
}
|
|
|
|
private class ZComparer : IComparer<Item>
|
|
{
|
|
public static readonly ZComparer Default = new();
|
|
|
|
public int Compare(Item x, Item y) => x!.Z.CompareTo(y!.Z);
|
|
}
|
|
|
|
public Sector GetSector(Point3D p) => InternalGetSector(p.m_X >> SectorShift, p.m_Y >> SectorShift);
|
|
|
|
public Sector GetSector(Point2D p) => InternalGetSector(p.m_X >> SectorShift, p.m_Y >> SectorShift);
|
|
|
|
public Sector GetSector(int x, int y) => InternalGetSector(x >> SectorShift, y >> SectorShift);
|
|
|
|
public Sector GetRealSector(int x, int y) => InternalGetSector(x, y);
|
|
|
|
private Sector InternalGetSector(int x, int y)
|
|
{
|
|
if (x >= 0 && x < m_SectorsWidth && y >= 0 && y < m_SectorsHeight)
|
|
{
|
|
var xSectors = m_Sectors[x];
|
|
|
|
if (xSectors == null)
|
|
{
|
|
m_Sectors[x] = xSectors = new Sector[m_SectorsHeight];
|
|
}
|
|
|
|
var sec = xSectors[y];
|
|
|
|
if (sec == null)
|
|
{
|
|
xSectors[y] = sec = new Sector(x, y, this);
|
|
}
|
|
|
|
return sec;
|
|
}
|
|
|
|
return _invalidSector;
|
|
}
|
|
|
|
public bool LineOfSight(Point3D origin, Point3D destination)
|
|
{
|
|
if (this == Internal)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!Utility.InRange(origin, destination, MaxLOSDistance))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (origin == destination)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var end = destination;
|
|
|
|
if (origin.X > destination.X || origin.X == destination.X && origin.Y > destination.Y || origin.X == destination.X
|
|
&& origin.Y == destination.Y && origin.Z > destination.Z)
|
|
{
|
|
(origin, destination) = (destination, origin);
|
|
}
|
|
|
|
var path = new Point3DList();
|
|
|
|
var xd = destination.X - origin.X;
|
|
var yd = destination.Y - origin.Y;
|
|
var zd = destination.Z - origin.Z;
|
|
var zslp = Math.Sqrt(xd * xd + yd * yd);
|
|
var sq3d = zd != 0 ? Math.Sqrt(zslp * zslp + zd * zd) : zslp;
|
|
|
|
var rise = yd / sq3d;
|
|
var run = xd / sq3d;
|
|
zslp = zd / sq3d;
|
|
|
|
double y = origin.Y;
|
|
double z = origin.Z;
|
|
double x = origin.X;
|
|
while (Utility.NumberBetween(x, destination.X, origin.X, 0.5) &&
|
|
Utility.NumberBetween(y, destination.Y, origin.Y, 0.5) &&
|
|
Utility.NumberBetween(z, destination.Z, origin.Z, 0.5))
|
|
{
|
|
var ix = (int)Math.Round(x);
|
|
var iy = (int)Math.Round(y);
|
|
var iz = (int)Math.Round(z);
|
|
|
|
if (path.Count > 0)
|
|
{
|
|
var p = path.Last;
|
|
|
|
if (p.X != ix || p.Y != iy || p.Z != iz)
|
|
{
|
|
path.Add(ix, iy, iz);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
path.Add(ix, iy, iz);
|
|
}
|
|
|
|
x += run;
|
|
y += rise;
|
|
z += zslp;
|
|
}
|
|
|
|
if (path.Count == 0)
|
|
{
|
|
return true; // <--should never happen, but to be safe.
|
|
}
|
|
|
|
if (path.Last != destination)
|
|
{
|
|
path.Add(destination);
|
|
}
|
|
|
|
var pathCount = path.Count;
|
|
var endTop = end.Z + 1;
|
|
|
|
for (var i = 0; i < pathCount; ++i)
|
|
{
|
|
var point = path[i];
|
|
var pointTop = point.Z + 1;
|
|
|
|
var landTile = Tiles.GetLandTile(point.X, point.Y);
|
|
GetAverageZ(point.X, point.Y, out var landZ, out _, out var landTop);
|
|
|
|
if (landZ <= pointTop && landTop >= point.m_Z &&
|
|
(point.X != end.X || point.Y != end.Y || landZ > endTop || landTop < end.Z) &&
|
|
!landTile.Ignored)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/* --Do land tiles need to be checked? There is never land between two people, always statics.--
|
|
LandTile landTile = Tiles.GetLandTile( point.X, point.Y );
|
|
if (landTile.Z-1 >= point.Z && landTile.Z+1 <= point.Z && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) != 0)
|
|
return false;
|
|
*/
|
|
|
|
var contains = false;
|
|
var ltID = landTile.ID;
|
|
|
|
for (var j = 0; !contains && j < InvalidLandTiles.Length; ++j)
|
|
{
|
|
contains = ltID == InvalidLandTiles[j];
|
|
}
|
|
|
|
var foundStatic = false;
|
|
|
|
foreach (var t in Tiles.GetStaticAndMultiTiles(point.X, point.Y))
|
|
{
|
|
foundStatic = true;
|
|
|
|
var id = TileData.ItemTable[t.ID & TileData.MaxItemValue];
|
|
|
|
var flags = id.Flags;
|
|
|
|
if (
|
|
t.Z <= pointTop && t.Z + id.CalcHeight >= point.Z &&
|
|
(flags & (TileFlag.Window | TileFlag.NoShoot)) != 0 &&
|
|
(point.X != end.X ||
|
|
point.Y != end.Y ||
|
|
t.Z > endTop || t.Z + id.CalcHeight < end.Z)
|
|
)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (contains && !foundStatic)
|
|
{
|
|
foreach (var item in GetItemsAt(point))
|
|
{
|
|
if (item.Visible)
|
|
{
|
|
contains = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (contains)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
var pTop = origin;
|
|
var pBottom = destination;
|
|
Utility.FixPoints(ref pTop, ref pBottom);
|
|
|
|
var rect = new Rectangle2D(pTop.X, pTop.Y, pBottom.X - pTop.X + 1, pBottom.Y - pTop.Y + 1);
|
|
|
|
foreach (var item in GetItemsInBounds(rect))
|
|
{
|
|
if (!item.Visible)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var id = item.ItemData;
|
|
var flags = id.Flags;
|
|
|
|
if ((flags & (TileFlag.Window | TileFlag.NoShoot)) == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (var i = 0; i < path.Count; ++i)
|
|
{
|
|
var pathPoint = path[i];
|
|
var pointTop = pathPoint.Z + 1;
|
|
var itemLocation = item.Location;
|
|
|
|
if (
|
|
// Item is on same tile as this point along the LOS path
|
|
itemLocation.X == pathPoint.X &&
|
|
itemLocation.Y == pathPoint.Y &&
|
|
itemLocation.Z <= pointTop &&
|
|
|
|
// Item rests on the same level as the path
|
|
itemLocation.Z + id.CalcHeight >= pathPoint.Z &&
|
|
|
|
// Fix door bugging monsters when door is at the START or END of the LOS path by allowing LOS
|
|
!(flags.HasFlag(TileFlag.Door) &&
|
|
itemLocation.X == origin.X && itemLocation.Y == origin.Y ||
|
|
itemLocation.X == destination.X && itemLocation.Y == destination.Y) &&
|
|
|
|
// Item is at some point along the path BEFORE the target
|
|
(itemLocation.X != end.X ||
|
|
itemLocation.Y != end.Y ||
|
|
|
|
// Item is diagonally looking DOWN at the target
|
|
itemLocation.Z > endTop ||
|
|
|
|
// Item is diagonally looking UP at the target
|
|
itemLocation.Z + id.CalcHeight < end.Z)
|
|
)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool LineOfSight(object from, object dest) =>
|
|
from == dest || (from as Mobile)?.AccessLevel > AccessLevel.Player ||
|
|
(dest as Item)?.RootParent == from || LineOfSight(GetPoint(from, true), GetPoint(dest, false));
|
|
|
|
public bool LineOfSight(Mobile from, Point3D target)
|
|
{
|
|
if (from.AccessLevel > AccessLevel.Player)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var eye = from.Location;
|
|
|
|
eye.Z += 14;
|
|
|
|
return LineOfSight(eye, target);
|
|
}
|
|
|
|
public bool LineOfSight(Mobile from, Mobile to)
|
|
{
|
|
if (from == to || from.AccessLevel > AccessLevel.Player)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var eye = from.Location;
|
|
var target = to.Location;
|
|
|
|
eye.Z += 14;
|
|
target.Z += 14; // 10;
|
|
|
|
return LineOfSight(eye, target);
|
|
}
|
|
|
|
public Point3D GetRandomNearbyLocation(
|
|
Point3D loc, int maxRange = 2, int minRange = 0, int retryCount = 10,
|
|
int height = 16, bool checkBlocksFit = false,
|
|
bool checkMobiles = false
|
|
)
|
|
{
|
|
var j = 0;
|
|
var range = maxRange - minRange;
|
|
var locs = range <= 10 ? new bool[range + 1, range + 1] : null;
|
|
|
|
do
|
|
{
|
|
var xRand = Utility.Random(range);
|
|
var yRand = Utility.Random(range);
|
|
|
|
if (locs?[xRand, yRand] != true)
|
|
{
|
|
var x = loc.X + xRand + minRange;
|
|
var y = loc.Y + yRand + minRange;
|
|
|
|
if (CanFit(x, y, loc.Z, height, checkBlocksFit, checkMobiles))
|
|
{
|
|
loc = new Point3D(x, y, loc.Z);
|
|
break;
|
|
}
|
|
|
|
var z = GetAverageZ(x, y);
|
|
|
|
if (CanFit(x, y, z, height, checkBlocksFit, checkMobiles))
|
|
{
|
|
loc = new Point3D(x, y, z);
|
|
break;
|
|
}
|
|
|
|
if (locs != null)
|
|
{
|
|
locs[xRand, yRand] = true;
|
|
}
|
|
}
|
|
|
|
j++;
|
|
} while (j < retryCount);
|
|
|
|
return loc;
|
|
}
|
|
|
|
#pragma warning restore CA1000 // Do not declare static members on generic types
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static Map Parse(string s) => Parse(s, null);
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static Map Parse(string s, IFormatProvider provider) => Parse(s.AsSpan(), provider);
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static bool TryParse(string s, IFormatProvider provider, out Map result) =>
|
|
TryParse(s.AsSpan(), provider, out result);
|
|
|
|
public static Map Parse(ReadOnlySpan<char> s, IFormatProvider provider)
|
|
{
|
|
s = s.Trim();
|
|
|
|
if (s.Length == 0)
|
|
{
|
|
throw new FormatException($"The input string '{s}' was not in a correct format.");
|
|
}
|
|
|
|
if (s.InsensitiveEquals("Internal"))
|
|
{
|
|
return Internal;
|
|
}
|
|
|
|
if (!int.TryParse(s, provider, out var index))
|
|
{
|
|
index = -1;
|
|
}
|
|
else if (index == 127)
|
|
{
|
|
return Internal;
|
|
}
|
|
|
|
for (var i = 0; i < Maps.Length; i++)
|
|
{
|
|
var map = Maps[i];
|
|
if (map == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (index >= 0 && map.MapIndex == index || s.InsensitiveEquals(map.Name))
|
|
{
|
|
return map;
|
|
}
|
|
}
|
|
|
|
throw new FormatException($"The input string '{s}' was not in a correct format.");
|
|
}
|
|
|
|
public static bool TryParse(ReadOnlySpan<char> s, IFormatProvider provider, out Map result)
|
|
{
|
|
s = s.Trim();
|
|
|
|
if (s.Length == 0)
|
|
{
|
|
result = default;
|
|
return false;
|
|
}
|
|
|
|
if (s.InsensitiveEquals("Internal"))
|
|
{
|
|
result = Internal;
|
|
return true;
|
|
}
|
|
|
|
if (!int.TryParse(s, provider, out var index))
|
|
{
|
|
index = -1;
|
|
}
|
|
else if (index == 127)
|
|
{
|
|
result = Internal;
|
|
return true;
|
|
}
|
|
|
|
for (var i = 0; i < Maps.Length; i++)
|
|
{
|
|
var map = Maps[i];
|
|
if (map == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (index >= 0 && map.MapIndex == index || s.InsensitiveEquals(map.Name))
|
|
{
|
|
result = map;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
result = default;
|
|
return false;
|
|
}
|
|
|
|
public class Sector
|
|
{
|
|
// TODO: Can we avoid this?
|
|
private static readonly List<Region> m_DefaultRectList = new();
|
|
private static readonly List<BaseMulti> m_DefaultMultiList = new();
|
|
private bool m_Active;
|
|
private ValueLinkList<NetState> _clients;
|
|
private ValueLinkList<Item> _items;
|
|
private ValueLinkList<Mobile> _mobiles;
|
|
private List<BaseMulti> _multis;
|
|
private int _multisVersion;
|
|
private List<Region> _regions;
|
|
|
|
public Sector(int x, int y, Map owner)
|
|
{
|
|
X = x;
|
|
Y = y;
|
|
Owner = owner;
|
|
m_Active = false;
|
|
}
|
|
|
|
public List<Region> Regions => _regions ?? m_DefaultRectList;
|
|
|
|
internal List<BaseMulti> Multis => _multis ?? m_DefaultMultiList;
|
|
|
|
// Cheap public "does this sector currently contain any multi" check. MultisVersion can't
|
|
// answer this (it counts enter AND leave, so a place-then-remove leaves it non-zero with
|
|
// zero multis). Used by the pathfinding step cache to route multi-covered cells to the
|
|
// live movement path instead of the static-only chunk cache.
|
|
public bool HasMultis => _multis is { Count: > 0 };
|
|
|
|
public int MultisVersion => _multisVersion;
|
|
|
|
internal ref readonly ValueLinkList<Mobile> Mobiles => ref _mobiles;
|
|
|
|
internal ref readonly ValueLinkList<Item> Items => ref _items;
|
|
|
|
internal ref readonly ValueLinkList<NetState> Clients => ref _clients;
|
|
|
|
public bool Active => m_Active && Owner != Internal;
|
|
|
|
public Map Owner { get; }
|
|
|
|
public int X { get; }
|
|
|
|
public int Y { get; }
|
|
|
|
public void OnClientChange(NetState oldState, NetState newState)
|
|
{
|
|
var count = _clients.Count;
|
|
|
|
if (oldState != null)
|
|
{
|
|
_clients.Remove(oldState);
|
|
}
|
|
|
|
if (newState != null)
|
|
{
|
|
_clients.AddLast(newState);
|
|
}
|
|
|
|
if (_clients.Count == 0 && count > 0)
|
|
{
|
|
Owner.DeactivateSectors(X, Y);
|
|
}
|
|
else if (count == 0 && _clients.Count > 0)
|
|
{
|
|
Owner.ActivateSectors(X, Y);
|
|
}
|
|
}
|
|
|
|
public void OnEnter(Item item)
|
|
{
|
|
_items.AddLast(item);
|
|
}
|
|
|
|
public void OnLeave(Item item)
|
|
{
|
|
_items.Remove(item);
|
|
}
|
|
|
|
public void OnEnter(Mobile mob)
|
|
{
|
|
_mobiles.AddLast(mob);
|
|
|
|
if (mob.NetState != null)
|
|
{
|
|
_clients.AddLast(mob.NetState);
|
|
|
|
Owner.ActivateSectors(X, Y);
|
|
}
|
|
}
|
|
|
|
public void OnLeave(Mobile mob)
|
|
{
|
|
_mobiles.Remove(mob);
|
|
|
|
if (mob.NetState != null)
|
|
{
|
|
_clients.Remove(mob.NetState);
|
|
|
|
Owner.DeactivateSectors(X, Y);
|
|
}
|
|
}
|
|
|
|
public void OnEnter(Region region, Rectangle3D rect)
|
|
{
|
|
if (_regions?.Contains(region) == true)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Utility.Add(ref _regions, region);
|
|
|
|
_regions.Sort();
|
|
|
|
UpdateMobileRegions();
|
|
}
|
|
|
|
public void OnLeave(Region region)
|
|
{
|
|
if (_regions != null)
|
|
{
|
|
for (var i = _regions.Count - 1; i >= 0; i--)
|
|
{
|
|
var r = _regions[i];
|
|
|
|
if (r == region)
|
|
{
|
|
_regions.RemoveAt(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (_regions.Count == 0)
|
|
{
|
|
_regions = null;
|
|
}
|
|
}
|
|
|
|
UpdateMobileRegions();
|
|
}
|
|
|
|
private void UpdateMobileRegions()
|
|
{
|
|
if (_mobiles.Count > 0)
|
|
{
|
|
using var queue = PooledRefQueue<Mobile>.Create(_mobiles.Count);
|
|
foreach (var mob in _mobiles)
|
|
{
|
|
queue.Enqueue(mob);
|
|
}
|
|
|
|
while (queue.Count > 0)
|
|
{
|
|
queue.Dequeue().UpdateRegion();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void OnMultiEnter(BaseMulti multi)
|
|
{
|
|
_multis ??= new List<BaseMulti>();
|
|
_multis.Add(multi);
|
|
_multisVersion++;
|
|
}
|
|
|
|
public void OnMultiLeave(BaseMulti multi)
|
|
{
|
|
if (_multis?.Remove(multi) == true)
|
|
{
|
|
_multisVersion++;
|
|
}
|
|
}
|
|
|
|
public void Activate()
|
|
{
|
|
if (!Active)
|
|
{
|
|
foreach (var item in _items)
|
|
{
|
|
item.OnSectorActivate();
|
|
}
|
|
|
|
foreach (var mob in _mobiles)
|
|
{
|
|
mob.OnSectorActivate();
|
|
}
|
|
|
|
m_Active = true;
|
|
}
|
|
}
|
|
|
|
public void Deactivate()
|
|
{
|
|
if (Active)
|
|
{
|
|
foreach (var item in _items)
|
|
{
|
|
item.OnSectorDeactivate();
|
|
}
|
|
|
|
foreach (var mob in _mobiles)
|
|
{
|
|
mob.OnSectorDeactivate();
|
|
}
|
|
|
|
m_Active = false;
|
|
}
|
|
}
|
|
}
|
|
}
|