fix(core): Removes some uses of Linq (#421)
- [X] Removes some uses of linq - [X] Creates struct based enumerator for Skills - [X] Creates a struct based enumerator for TypeCache - [X] Changes HarvestDefinition to an init array instead of List - [X] Changes HeritageTokenGump Response from List to Array
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50 changed files with 1006 additions and 507 deletions
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@ -1,6 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Mobiles;
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using Server.Network;
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using Server.Spells;
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@ -192,12 +191,20 @@ namespace Server.Engines.Doom
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[Usage("GenLeverPuzzle"), Description("Generates lamp room and lever puzzle in doom.")]
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public static void GenLampPuzzle_OnCommand(CommandEventArgs e)
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{
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if (Map.Malas.GetItemsInRange(lp_Center, 0).OfType<LeverPuzzleController>().Any())
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var eable = Map.Malas.GetItemsInRange(lp_Center, 0);
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foreach (var item in eable)
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{
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e.Mobile.SendMessage("Lamp room puzzle already exists: please delete the existing controller first ...");
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return;
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if (item is LeverPuzzleController)
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{
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eable.Free();
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e.Mobile.SendMessage("Lamp room puzzle already exists: please delete the existing controller first ...");
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return;
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}
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}
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eable.Free();
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e.Mobile.SendMessage("Generating Lamp Room puzzle...");
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new LeverPuzzleController().MoveToWorld(lp_Center, Map.Malas);
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@ -634,7 +641,10 @@ namespace Server.Engines.Doom
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{
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IEntity m_IEntity = new Entity(Serial.Zero, RandomPointIn(m_Player.Location, 10), m_Player.Map);
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var mobiles = m_IEntity.Map.GetMobilesInRange(m_IEntity.Location, 2).ToList();
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var eable = m_IEntity.Map.GetMobilesInRange(m_IEntity.Location, 2);
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var mobiles = new List<Mobile>();
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mobiles.AddRange(eable);
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eable.Free();
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for (var k = 0; k < mobiles.Count; k++)
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{
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