fix: Changes Map.Sector.Mobiles to link list & Fixes various related crash bugs (#1553)

### Summary

Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:

```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.

- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
This commit is contained in:
Kamron Batman 2023-10-29 22:42:46 -07:00 • committed by GitHub
parent 27f0cec1fa
commit 28c06c1cc0
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
71 changed files with 796 additions and 591 deletions

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@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Collections;
using Server.Mobiles;
using Server.Network;
using Server.Spells;
@ -605,30 +606,35 @@ public partial class LeverPuzzleController : Item
PlayerSendASCII(m_Player, 1); // A speeding rock ...
PlaySounds(m_Player.Location, !m_Player.Female ? fs2 : ms2);
using var queue = PooledRefQueue<Mobile>.Create();
var j = Utility.Random(6, 10);
for (var i = 0; i < j; i++)
{
IEntity m_IEntity = new Entity(Serial.Zero, RandomPointIn(m_Player.Location, 10), m_Player.Map);
var entity = new Entity(Serial.Zero, RandomPointIn(m_Player.Location, 10), m_Player.Map);
var eable = m_IEntity.Map.GetMobilesInRange(m_IEntity.Location, 2);
var mobiles = new List<Mobile>();
mobiles.AddRange(eable);
for (var k = 0; k < mobiles.Count; k++)
// Queue the mobiles because we cannot modify while iterating through mobiles in range
foreach (var m in entity.Map.GetMobilesInRange(entity.Location, 2))
{
if (IsValidDamagable(mobiles[k]) && mobiles[k] != m_Player)
if (IsValidDamagable(m) && m != m_Player)
{
PlayEffect(m_Player, mobiles[k], Rock(), 8, true);
DoDamage(mobiles[k], 25, 30, false);
if (mobiles[k].Player)
{
POHMessage(mobiles[k], 2); // OUCH!
}
queue.Enqueue(m);
}
}
PlayEffect(m_Player, m_IEntity, Rock(), 8, false);
while (queue.Count > 0)
{
var m = queue.Dequeue();
PlayEffect(m_Player, m, Rock(), 8, true);
DoDamage(m, 25, 30, false);
if (m.Player)
{
POHMessage(m, 2); // OUCH!
}
}
PlayEffect(m_Player, entity, Rock(), 8, false);
}
}
}