### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
84 lines
2.5 KiB
C#
84 lines
2.5 KiB
C#
using System;
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using Server.Collections;
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using Server.Items;
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namespace Server.Spells.Chivalry
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{
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public class HolyLightSpell : PaladinSpell
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{
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private static readonly SpellInfo _info = new(
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"Holy Light",
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"Augus Luminos",
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-1,
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9002
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);
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public HolyLightSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.75);
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public override double RequiredSkill => 55.0;
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public override int RequiredMana => 10;
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public override int RequiredTithing => 10;
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public override int MantraNumber => 1060724; // Augus Luminos
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public override bool BlocksMovement => false;
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public override bool DelayedDamage => false;
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public override void OnCast()
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{
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if (CheckSequence())
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{
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Caster.PlaySound(0x212);
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Caster.PlaySound(0x206);
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Effects.SendLocationParticles(
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EffectItem.Create(Caster.Location, Caster.Map, EffectItem.DefaultDuration),
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0x376A,
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1,
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29,
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0x47D,
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2,
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9962,
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0
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);
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Effects.SendLocationParticles(
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EffectItem.Create(new Point3D(Caster.X, Caster.Y, Caster.Z - 7), Caster.Map, EffectItem.DefaultDuration),
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0x37C4,
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1,
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29,
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0x47D,
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2,
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9502,
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0
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);
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using var queue = PooledRefQueue<Mobile>.Create();
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foreach (var m in Caster.GetMobilesInRange(3))
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{
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if (Caster == m || !SpellHelper.ValidIndirectTarget(Caster, m) || !Caster.CanBeHarmful(m, false) ||
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Core.AOS && !Caster.InLOS(m))
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{
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continue;
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}
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queue.Enqueue(m);
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}
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while (queue.Count > 0)
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{
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var m = queue.Dequeue();
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var damage = Math.Clamp(ComputePowerValue(10) + Utility.RandomMinMax(0, 2), 8, 24);
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Caster.DoHarmful(m);
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SpellHelper.Damage(this, m, damage, 0, 0, 0, 0, 100);
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}
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}
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FinishSequence();
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}
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}
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}
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