feat: Adds Map.GetXByDistance (for tracking skill). Fixes negative range checks. (#2252)
### Summary
Adds `XInRangeByDistance` and `XInBoundsByDistance` methods to `Map.cs`:
**Item Distance Enumeration:**
```cs
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(Point3D p);
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(Point3D p, int range);
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(Point3D p) where T : Item;
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(Point3D p, int range) where T : Item;
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(Point2D p);
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(Point2D p, int range);
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(Point2D p) where T : Item;
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(Point2D p, int range) where T : Item;
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(int x, int y, int range);
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(int x, int y, int range) where T : Item;
ItemDistanceEnumerable<Item> GetItemsInBoundsByDistance(Rectangle2D bounds, , bool makeBoundsInclusive = false);
ItemDistanceEnumerable<T> GetItemsInBoundsByDistance<T>(Rectangle2D bounds, bool makeBoundsInclusive = false) where T : Item;
```
**Mobile Distance Enumeration:**
```cs
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(Point3D p);
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(Point3D p, int range);
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(Point3D p) where T : Mobile;
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(Point3D p, int range) where T : Mobile;
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(Point2D p);
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(Point2D p, int range);
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(Point2D p) where T : Mobile;
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(Point2D p, int range) where T : Mobile;
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(int x, int y, int range);
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(int x, int y, int range) where T : Mobile;
MobileDistanceEnumerable<Mobile> GetMobilesInBoundsByDistance(Rectangle2D bounds, bool makeBoundsInclusive = false);
MobileDistanceEnumerable<T> GetMobilesInBoundsByDistance<T>(Rectangle2D bounds, bool makeBoundsInclusive = false) where T : Mobile;
```
**Client Distance Enumeration:**
```cs
ClientDistanceEnumerable GetClientsInRangeByDistance(Point3D p);
ClientDistanceEnumerable GetClientsInRangeByDistance(Point3D p, int range);
ClientDistanceEnumerable GetClientsInRangeByDistance(Point2D p);
ClientDistanceEnumerable GetClientsInRangeByDistance(Point2D p, int range);
ClientDistanceEnumerable GetClientsInRangeByDistance(int x, int y, int range);
ClientDistanceEnumerable GetClientsInBoundsByDistance(Rectangle2D bounds, bool makeBoundsInclusive = false);
```
**Example Usage:**
How to use `minDistance` to terminate early when all subsequent mobiles in the iteration will be at an increasing min distance.
```csharp
var playerLocation = player.Location;
const int maxRange = 100;
const int maxMobiles = 12;
var closestMobiles = new SortedSet<Mobile>(Comparer<Mobile>.Create((x, y) =>
{
var distX = x.GetDistanceToSqrt(playerLocation);
var distY = y.GetDistanceToSqrt(playerLocation);
int result = distX.CompareTo(distY);
if (result == 0)
{
result = (x?.Serial ?? Serial.MinusOne).CompareTo(y?.Serial ?? Serial.MinusOne);
}
return result;
}));
int lastMinDistance = 0;
foreach (var (mobile, minDistance) in map.GetMobilesInRangeByDistance(playerLocation, maxRange))
{
// Stop if we have enough and distance starts increasing
if (closestMobiles.Count >= maxMobiles && minDistance > lastMinDistance)
{
break;
}
closestMobiles.Add(mobile);
lastMinDistance = minDistance;
}
// Results are already ordered by proximity
foreach (var mobile in closestMobiles)
{
var actualDistance = mobile.GetDistanceToSqrt(playerLocation);
Console.WriteLine($"{mobile.Name}: ActualDist={actualDistance:F2}");
}
```
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13 changed files with 2415 additions and 12 deletions
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@ -476,6 +476,63 @@ public class ClientEnumeratorTests
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return (ns, mobile);
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}
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[Fact]
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public void ClientEnumerator_ZeroRangeReturnsOnlyCenter()
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{
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var map = Map.Felucca;
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var center = new Point3D(950, 950, 0);
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const int range = 0;
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var clients = new (NetState, Mobile)[2];
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try
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{
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clients[0] = CreateClientWithMobile(map, center); // Exact center
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clients[1] = CreateClientWithMobile(map, new Point3D(951, 950, 0)); // 1 tile away
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var found = new List<NetState>();
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foreach (var ns in map.GetClientsInRange(center, range))
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{
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found.Add(ns);
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}
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Assert.Single(found);
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Assert.Equal(clients[0].Item1, found[0]);
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}
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finally
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{
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DeleteAll(clients);
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}
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}
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[Fact]
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public void ClientEnumerator_NegativeRangeCreates1x1Bounds()
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{
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var map = Map.Felucca;
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var center = new Point3D(1050, 1050, 0);
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const int range = -5;
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var clients = new (NetState, Mobile)[2];
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try
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{
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clients[0] = CreateClientWithMobile(map, center);
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clients[1] = CreateClientWithMobile(map, new Point3D(1051, 1050, 0)); // 1 tile away
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var found = new List<NetState>();
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foreach (var ns in map.GetClientsInRange(center, range))
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{
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found.Add(ns);
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}
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// With negative range creating a 1x1 bounds, only exact center matches
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Assert.Single(found);
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Assert.Equal(clients[0].Item1, found[0]);
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}
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finally
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{
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DeleteAll(clients);
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}
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}
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private static void DeleteAll((NetState, Mobile)[] clients)
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{
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for (var i = 0; i < clients.Length; i++)
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