fix: Removes GetObjectsInRange and fixes boat planks closing (#1579)
## BREAKING CHANGE - Deletes `map.GetObjectsInRange` and `map.GetObejctsInBounds` ### Notes Developers are expected to enumerate mobiles and items separately now using `map.GetMobilesInRange` and `map.GetItemsInRange`. This helps keep the code streamlined so we don't have to maintain multiple copies of ref struct enumerators that do the same thing. ### Fixes - [X] Fixes bug with planks closing - [X] Fixes issue with iterating items/mobiles from a null map
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21 changed files with 543 additions and 461 deletions
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@ -1,9 +1,11 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Server.Collections;
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using Server.Engines.Spawners;
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using Server.Items;
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using Server.Multis.Boats;
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using Server.Network;
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namespace Server.Multis
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{
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@ -731,12 +733,9 @@ namespace Server.Multis
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return DryDockResult.Items;
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}
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using var ents = GetMovingEntities();
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var enumerator = ents.GetEnumerator();
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if (enumerator.MoveNext())
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foreach (var ent in GetMovingEntities())
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{
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return enumerator.Current is Mobile ? DryDockResult.Mobiles : DryDockResult.Items;
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return ent is Mobile ? DryDockResult.Mobiles : DryDockResult.Items;
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}
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return DryDockResult.Valid;
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@ -1794,7 +1793,16 @@ namespace Server.Multis
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}
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else
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{
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using var eable = GetMovingEntities(true);
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// We use a list because GetMovingEntities uses Map.GetItemsInRange which isn't safe for
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// moving items while iterating.
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using var list = PooledRefList<IEntity>.Create(64);
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foreach (var e in GetMovingEntities(true))
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{
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list.Add(e);
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}
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Span<byte> moveBoatPacket = stackalloc byte[BoatPackets.GetMoveBoatHSPacketLength(list.Count)]
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.InitializePacket();
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// Packet must be sent before actual locations are changed
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foreach (var ns in Map.GetClientsInRange(Location, GetMaxUpdateRange()))
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@ -1803,47 +1811,69 @@ namespace Server.Multis
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if (ns.HighSeas && m.CanSee(this) && m.InRange(Location, GetUpdateRange(m)))
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{
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ns.SendMoveBoatHS(m, this, d, clientSpeed, eable, xOffset, yOffset);
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eable.Reset();
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ns.SendMoveBoatHSUsingCache(moveBoatPacket, this, list, d, clientSpeed, xOffset, yOffset);
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}
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}
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foreach (var e in eable)
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for (var i = 0; i < list.Count; i++)
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{
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var e = list[i];
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if (e is Item item)
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{
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item.NoMoveHS = true;
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if (item is not (Server.Items.TillerMan or Server.Items.Hold or Plank))
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// We want to enable smooth movement for boat parts, but they are ACTUALLY moved when the boat moves
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if (item is not Server.Items.TillerMan and not Server.Items.Hold and not Plank)
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{
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item.NoMoveHS = true;
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item.Location = new Point3D(item.X + xOffset, item.Y + yOffset, item.Z);
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item.NoMoveHS = false;
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}
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}
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else if (e is Mobile m)
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{
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m.NoMoveHS = true;
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m.Location = new Point3D(m.X + xOffset, m.Y + yOffset, m.Z);
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m.NoMoveHS = false;
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}
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}
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if (TillerMan != null)
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{
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TillerMan.NoMoveHS = true;
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}
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if (SPlank != null)
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{
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SPlank.NoMoveHS = true;
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}
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if (PPlank != null)
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{
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PPlank.NoMoveHS = true;
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}
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if (Hold != null)
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{
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Hold.NoMoveHS = true;
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}
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NoMoveHS = true;
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Location = new Point3D(X + xOffset, Y + yOffset, Z);
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eable.Reset();
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foreach (var e in eable)
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{
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if (e is Item item)
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{
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item.NoMoveHS = false;
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}
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else if (e is Mobile mobile)
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{
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mobile.NoMoveHS = false;
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}
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}
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NoMoveHS = false;
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if (TillerMan != null)
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{
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TillerMan.NoMoveHS = false;
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}
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if (SPlank != null)
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{
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SPlank.NoMoveHS = false;
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}
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if (PPlank != null)
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{
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PPlank.NoMoveHS = false;
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}
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if (Hold != null)
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{
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Hold.NoMoveHS = false;
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}
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}
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return true;
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@ -1851,8 +1881,16 @@ namespace Server.Multis
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public void Teleport(int xOffset, int yOffset, int zOffset)
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{
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using var queue = PooledRefQueue<IEntity>.Create(64);
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foreach (var e in GetMovingEntities())
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{
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queue.Enqueue(e);
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}
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while (queue.Count > 0)
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{
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var e = queue.Dequeue();
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if (e is Item item)
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{
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item.Location = new Point3D(item.X + xOffset, item.Y + yOffset, item.Z + zOffset);
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@ -1872,93 +1910,95 @@ namespace Server.Multis
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if (map == null || map == Map.Internal)
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{
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return new MovingEntitiesEnumerable(this, includeBoat, null);
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return new MovingEntitiesEnumerable(this, includeBoat, Rectangle2D.Empty);
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}
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var mcl = Components;
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var eable = map.GetObjectsInBounds(new Rectangle2D(X + mcl.Min.X, Y + mcl.Min.Y, mcl.Width, mcl.Height));
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return new MovingEntitiesEnumerable(this, includeBoat, eable);
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var rect = new Rectangle2D(X + mcl.Min.X, Y + mcl.Min.Y, mcl.Width, mcl.Height);
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return new MovingEntitiesEnumerable(this, includeBoat, rect);
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}
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public ref struct MovingEntitiesEnumerable
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{
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private readonly IPooledEnumerable<IEntity> _entities;
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private readonly IEnumerator<IEntity> _enumerator;
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private readonly bool _includeBoat;
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private BaseBoat _boat;
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private readonly BaseBoat _boat;
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private readonly Rectangle2D _bounds;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public MovingEntitiesEnumerable(BaseBoat boat, bool includeBoat, IPooledEnumerable<IEntity> entities)
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public MovingEntitiesEnumerable(BaseBoat boat, bool includeBoat, Rectangle2D bounds)
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{
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_entities = entities;
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_enumerator = entities?.GetEnumerator();
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_bounds = bounds;
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_boat = boat;
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_includeBoat = includeBoat;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public MovingEntitiesEnumerator GetEnumerator() => new(_boat, _includeBoat, _enumerator);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Dispose()
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{
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_entities?.Dispose();
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_enumerator?.Dispose();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Reset()
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{
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_enumerator?.Reset();
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}
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public MovingEntitiesEnumerator GetEnumerator() => new(_boat, _includeBoat, _bounds);
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}
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public ref struct MovingEntitiesEnumerator
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{
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private readonly IEnumerator<IEntity> _enumerator;
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private IEntity? _current;
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private readonly bool _includeBoat;
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private readonly BaseBoat _boat;
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private bool _iterateMobiles;
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private bool _iterateItems;
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private Map.MobileEnumerator<Mobile> _mobiles;
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private Map.ItemEnumerator<Item> _items;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public MovingEntitiesEnumerator(BaseBoat boat, bool includeBoat, IEnumerator<IEntity> enumerator = null)
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public MovingEntitiesEnumerator(BaseBoat boat, bool includeBoat, Rectangle2D bounds)
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{
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_enumerator = enumerator;
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_current = default;
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_includeBoat = includeBoat;
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_boat = boat;
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_mobiles = boat.Map.GetMobilesInBounds(bounds).GetEnumerator();
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_items = boat.Map.GetItemsInBounds(bounds).GetEnumerator();
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_iterateMobiles = true;
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_iterateItems = true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool MoveNext()
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{
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IEntity current;
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while (_enumerator?.MoveNext() == true)
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if (_iterateMobiles)
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{
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current = _enumerator.Current;
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// Skip the boat, effects, spawners, or parts of the boat
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if (current == _boat || current is EffectItem or BaseSpawner ||
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!_includeBoat && current is Server.Items.TillerMan or Server.Items.Hold or Plank)
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while (_mobiles.MoveNext())
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{
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continue;
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}
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if (current is Item item)
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{
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// TODO: Remove visible check and use something better, like check for spawners, or other things in the ocean we shouldn't pick up on accident
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if (_boat!.Contains(item) && item.Visible && item.Z >= _boat.Z)
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var current = _mobiles.Current;
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if (_boat.Contains(current))
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{
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_current = current;
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return true;
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}
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}
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else if (current is Mobile m && _boat!.Contains(m))
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_iterateMobiles = false;
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}
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if (_iterateItems)
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{
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while (_items.MoveNext())
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{
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_current = current;
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return true;
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var current = _items.Current;
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// Skip the boat, effects, spawners, or parts of the boat
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if (current == _boat || current is EffectItem or BaseSpawner ||
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!_includeBoat && (current == _boat.TillerMan || current == _boat.SPlank || current == _boat.PPlank || current == _boat.Hold))
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{
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continue;
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}
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// TODO: Remove visible check and use something better, like check for spawners, or other things in the ocean we shouldn't pick up on accident
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if (_boat!.Contains(current) && current.Visible && current.Z >= _boat.Z)
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{
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_current = current;
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return true;
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}
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}
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_iterateItems = false;
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}
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return false;
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