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}");
}
```
This commit is contained in:
Kamron Batman 2025-11-28 10:57:54 -08:00 • committed by GitHub
parent d3fdb180b3
commit f2ce860c18
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13 changed files with 2415 additions and 12 deletions

View file

@ -188,6 +188,63 @@ public class MobileEnumeratorTests
}
}
[Fact]
public void MobileEnumerator_ZeroRangeReturnsOnlyCenter()
{
var map = Map.Felucca;
var center = new Point3D(700, 700, 0);
const int range = 0;
var mobiles = new Mobile[2];
try
{
mobiles[0] = CreateMobile(map, center); // Exact center
mobiles[1] = CreateMobile(map, new Point3D(701, 700, 0)); // 1 tile away
var found = new List<Mobile>();
foreach (var mobile in map.GetMobilesInRange<Mobile>(center, range))
{
found.Add(mobile);
}
Assert.Single(found);
Assert.Equal(mobiles[0], found[0]);
}
finally
{
DeleteAll(mobiles);
}
}
[Fact]
public void MobileEnumerator_NegativeRangeCreates1x1Bounds()
{
var map = Map.Felucca;
var center = new Point3D(750, 750, 0);
const int range = -5;
var mobiles = new Mobile[2];
try
{
mobiles[0] = CreateMobile(map, center);
mobiles[1] = CreateMobile(map, new Point3D(751, 750, 0)); // 1 tile away
var found = new List<Mobile>();
foreach (var mobile in map.GetMobilesInRange<Mobile>(center, range))
{
found.Add(mobile);
}
// With negative range creating a 1x1 bounds, only exact center matches
Assert.Single(found);
Assert.Equal(mobiles[0], found[0]);
}
finally
{
DeleteAll(mobiles);
}
}
private static Mobile CreateMobile(Map map, Point3D location)
{
var mobile = new Mobile((Serial)Utility.RandomMinMax(0x100u, 0xFFFu));