@Nbacon I can at the very least give you the reason I created it in more detail, any other use cases are up to your imagination.
In Tutorial Island, the ranged section of the Giant Rats is relatively straightforward; shoot a rat, move on. I kept having issues with being unable to reach a rat, due to the stalagmites (stalacites?) being in the way, causing a dialog to pop up. I handled this, but because the rats kept being in the same general location, they were always closest to the player, and as such I'd be stuck in a loop unless I wanted to walk away.
My first attempt at rectifying this was just to walk away; by walking further along out of the way of the obstruction, I would guaranteed have a clear view of the rats, and therefore have an ideal way of attacking them. For some inexplicable reason though, I kept having issues with movement, yet didn't have any issues with interaction.
So my next approach was to try and attack the rats based off the smallest distance from a selected Position; a location I had previously decided upon as it was extremely close to the rats, with no obvious obstructions surrounding it. Upon looking for something that could accomplish this in closest, I didn't immediately see it. So I spent ~35 minutes working this up.
Now, instead of attacking the closest rat, this snippet takes the Position I would like to minimize distance from, and returns the rat closest to that Position. In my case, this was perfect, since I was then able to attack it, and my player would either be in range or move in such a way so that it would be.
To answer whether your snippet does the same thing, yep! Just tested it. Only differences are the offset (for which I just overloaded a method for) and that I return a List of NPCs instead of a singular one (To account for rats stacking on top of each other, but really that doesn't matter in this use case).