fix: Adds multis to map iterators, fixes searching empty nested containers (#1581)

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

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


### Bug Fixes
- [X] Fixes an issue with searching through nested empty containers.
This commit is contained in:
Kamron Batman 2023-11-05 08:17:34 -08:00 • committed by GitHub
parent 1f04a13f67
commit ca3df9cfa7
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12 changed files with 960 additions and 860 deletions

View file

@ -243,11 +243,9 @@ namespace Server.Multis
public static BaseBoat FindBoatAt(Point3D loc, Map map)
{
var sector = map.GetSector(loc);
for (var i = 0; i < sector.Multis.Count; i++)
foreach (var boat in map.GetMultisAt<BaseBoat>(loc))
{
if (sector.Multis[i] is BaseBoat boat && boat.Contains(loc.X, loc.Y))
if (boat.Contains(loc.X, loc.Y))
{
return boat;
}

View file

@ -1401,11 +1401,9 @@ namespace Server.Multis
return null;
}
var sector = map.GetSector(loc);
for (var i = 0; i < sector.Multis.Count; ++i)
foreach (var house in map.GetMultisAt<BaseHouse>(loc))
{
if (sector.Multis[i] is BaseHouse house && house.IsInside(loc, height))
if (house.IsInside(loc, height))
{
return house;
}

View file

@ -370,58 +370,35 @@ namespace Server.Multis
}
}
var _sectors = new List<Map.Sector>();
var _houses = new List<BaseHouse>();
for (var i = 0; i < yard.Count; i++)
{
var sector = map.GetSector(yard[i]);
var yardPoint = yard[i];
if (!_sectors.Contains(sector))
foreach (var house in map.GetMultisAt<BaseHouse>(yardPoint))
{
_sectors.Add(sector);
for (var j = 0; j < sector.Multis?.Count; j++)
{
if (sector.Multis[j] is BaseHouse)
{
var _house = (BaseHouse)sector.Multis[j];
if (!_houses.Contains(_house))
{
_houses.Add(_house);
}
}
}
}
}
for (var i = 0; i < yard.Count; ++i)
{
foreach (var b in _houses)
{
if (b.Contains(yard[i]))
if (house.Contains(yard[i]))
{
return HousePlacementResult.BadStatic; // Broke rule #3
}
}
}
/*Point2D yardPoint = yard[i];
IPooledEnumerable eable = map.GetMultiTilesAt( yardPoint.X, yardPoint.Y );
foreach ( StaticTile[] tile in eable )
{
for ( int j = 0; j < tile.Length; ++j )
{
if ((TileData.ItemTable[tile[j].ID & TileData.MaxItemValue].Flags & (TileFlag.Impassable | TileFlag.Surface)) != 0)
{
eable.Free();
return HousePlacementResult.BadStatic; // Broke rule #3
}
}
}
eable.Free();*/
// TODO: Should we check for MultiTilesAt each yard point?
// for (var i = 0; i < yard.Count; i++)
// {
// var yardPoint = yard[i];
//
// foreach (var tiles in map.GetMultiTilesAt(yardPoint))
// {
// for (int j = 0; j < tiles.Length; ++j)
// {
// if ((TileData.ItemTable[tiles[j].ID & TileData.MaxItemValue].Flags & (TileFlag.Impassable | TileFlag.Surface)) != 0)
// {
// return HousePlacementResult.BadStatic; // Broke rule #3
// }
// }
// }
// }
return HousePlacementResult.Valid;
}