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.Items;
using Server.Mobiles;
using Server.Spells.Necromancy;
@ -46,11 +46,21 @@ namespace Server.Spells.Chivalry
var chiv = Caster.Skills.Chivalry.Value;
var targets = Caster.GetMobilesInRange(8)
.Where(m => Caster != m && SpellHelper.ValidIndirectTarget(Caster, m) && Caster.CanBeHarmful(m, false));
foreach (var m in targets)
var eable = Caster.GetMobilesInRange(8);
using var queue = PooledRefQueue<Mobile>.Create();
foreach (var m in eable)
{
if (Caster != m && SpellHelper.ValidIndirectTarget(Caster, m) && Caster.CanBeHarmful(m, false))
{
queue.Enqueue(m);
}
}
eable.Free();
while (queue.Count > 0)
{
var m = queue.Dequeue();
if (m is BaseCreature bc)
{
if (bc.Summoned && !bc.IsAnimatedDead)