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:
parent
daf89686d1
commit
23532db603
40 changed files with 585 additions and 447 deletions
|
|
@ -1,5 +1,5 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using Server.Collections;
|
||||
using Server.Spells;
|
||||
|
||||
namespace Server.Items
|
||||
|
|
@ -36,23 +36,30 @@ namespace Server.Items
|
|||
attacker.FixedEffect(0x3728, 10, 15);
|
||||
attacker.PlaySound(0x2A1);
|
||||
|
||||
var targets = attacker.GetMobilesInRange(1)
|
||||
.Where(
|
||||
m =>
|
||||
m?.Deleted == false && m != defender && m != attacker &&
|
||||
SpellHelper.ValidIndirectTarget(attacker, m) &&
|
||||
m.Map == attacker.Map && m.Alive && attacker.CanSee(m) && attacker.CanBeHarmful(m) &&
|
||||
attacker.InRange(m, weapon.MaxRange) && attacker.InLOS(m)
|
||||
)
|
||||
.ToList();
|
||||
var eable = attacker.GetMobilesInRange(1);
|
||||
using var queue = PooledRefQueue<Mobile>.Create();
|
||||
|
||||
if (targets.Count <= 0)
|
||||
foreach (var m in eable)
|
||||
{
|
||||
if (m?.Deleted == false && m != defender && m != attacker &&
|
||||
m.Map == attacker.Map && m.Alive &&
|
||||
SpellHelper.ValidIndirectTarget(attacker, m) &&
|
||||
attacker.CanSee(m) && attacker.CanBeHarmful(m) &&
|
||||
attacker.InRange(m, weapon.MaxRange) && attacker.InLOS(m))
|
||||
{
|
||||
queue.Enqueue(m);
|
||||
}
|
||||
}
|
||||
|
||||
eable.Free();
|
||||
|
||||
if (queue.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var bushido = attacker.Skills.Bushido.Value;
|
||||
var damageBonus = 1.0 + Math.Pow(targets.Count * bushido / 60, 2) / 100;
|
||||
var damageBonus = 1.0 + Math.Pow(queue.Count * bushido / 60, 2) / 100;
|
||||
|
||||
if (damageBonus > 2.0)
|
||||
{
|
||||
|
|
@ -61,10 +68,9 @@ namespace Server.Items
|
|||
|
||||
attacker.RevealingAction();
|
||||
|
||||
for (var i = 0; i < targets.Count; ++i)
|
||||
while (queue.Count > 0)
|
||||
{
|
||||
var m = targets[i];
|
||||
|
||||
var m = queue.Dequeue();
|
||||
attacker.SendLocalizedMessage(1060161); // The whirling attack strikes a target!
|
||||
m.SendLocalizedMessage(1060162); // You are struck by the whirling attack and take damage!
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue