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.
This commit is contained in:
Kamron Batman 2022-03-20 19:20:54 -07:00 • committed by GitHub
parent daf89686d1
commit 23532db603
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40 changed files with 585 additions and 447 deletions

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@ -1,5 +1,5 @@
using System;
using System.Linq;
using Server.Collections;
using Server.Network;
using Server.Spells;
using Server.Targeting;
@ -100,27 +100,23 @@ namespace Server.Items
true
);
var eable = from.Map.GetMobilesInRange(new Point3D(loc), 2);
var playerVsPlayer = false;
var targets = eable.Where(
m =>
var eable = from.Map.GetMobilesInRange(loc, 2);
using var targets = PooledRefQueue<Mobile>.Create();
foreach (var m in eable)
{
if (from != m && SpellHelper.ValidIndirectTarget(from, m) && from.CanBeHarmful(m, false) &&
(!Core.AOS || from.InLOS(m)))
{
targets.Enqueue(m);
if (m.Player)
{
if (from == m || !SpellHelper.ValidIndirectTarget(from, m) || !from.CanBeHarmful(m, false)
|| Core.AOS && !from.InLOS(m))
{
return false;
}
if (m.Player)
{
playerVsPlayer = true;
}
return true;
playerVsPlayer = true;
}
)
.ToList();
}
}
eable.Free();
@ -178,9 +174,9 @@ namespace Server.Items
damage /= targets.Count;
}
for (var i = 0; i < targets.Count; ++i)
while (targets.Count > 0)
{
var m = targets[i];
var m = targets.Dequeue();
var toDeal = damage;