fix: Cleans up LINQ calls. (#965)
- [X] Removes several `ToList()` uses with `PooledRefQueue` - [X] Adds a `PeekRandom` to PooledRefQueue - [X] Updates EV/BS so they dispel each other in a more efficient manner. - [X] Fixes Firebomb so it works like a normal firefield. - [X] Fixes field spells so they aren't unnecessarily using a Point3D ref more than necessary. - [X] Removes extra allocation in campfire by using reverse loop. - [X] Removes other LINQ calls that aren't needed.
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daf89686d1
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40 changed files with 585 additions and 447 deletions
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@ -920,6 +920,7 @@ namespace Server
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return total + bonus;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Shuffle<T>(this IList<T> list)
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{
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var count = list.Count;
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@ -930,6 +931,7 @@ namespace Server
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Shuffle<T>(this Span<T> list)
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{
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var count = list.Length;
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@ -1094,6 +1096,15 @@ namespace Server
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static double RandomDouble() => RandomSources.Source.NextDouble();
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Point3D RandomPointIn(Rectangle2D rect, Map map)
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{
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var x = Random(rect.X, rect.Width);
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var y = Random(rect.Y, rect.Height);
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return new Point3D(x, y, map.GetAverageZ(x, y));
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}
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/// <summary>
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/// Random pink, blue, green, orange, red or yellow hue
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/// </summary>
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