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;
namespace Server.Spells.Eighth
{
@ -37,14 +37,21 @@ namespace Server.Spells.Eighth
return;
}
var targets = Caster.GetMobilesInRange(1 + (int)(Caster.Skills.Magery.Value / 15.0))
.Where(
m => Caster != m && SpellHelper.ValidIndirectTarget(Caster, m) && Caster.CanBeHarmful(m, false) &&
(!Core.AOS || Caster.InLOS(m))
);
foreach (var m in targets)
var eable = Caster.GetMobilesInRange(1 + (int)(Caster.Skills.Magery.Value / 15.0));
using var queue = PooledRefQueue<Mobile>.Create();
foreach (var m in eable)
{
if (Caster != m && SpellHelper.ValidIndirectTarget(Caster, m) && Caster.CanBeHarmful(m, false) &&
(!Core.AOS || Caster.InLOS(m)))
{
queue.Enqueue(m);
}
}
while (queue.Count > 0)
{
var m = queue.Dequeue();
int damage;
if (Core.AOS)