Fix namespaces and optimize imports (#1651)

* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
This commit is contained in:
DrSmugleaf
2020-08-13 14:40:27 +02:00
committed by GitHub
parent 05a76d55f7
commit 4a8ed41e3a
500 changed files with 1044 additions and 1557 deletions

View File

@@ -1,8 +1,5 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Content.Server.GameObjects.EntitySystems.Pathfinding;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
{
@@ -16,7 +13,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// Bottom-left reference node of the region
/// </summary>
public PathfindingNode OriginNode { get; }
// The shape may be anything within the bounds of a chunk, this is just a quick way to do a bounds-check
/// <summary>
@@ -49,13 +46,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
{
// Tell our neighbors we no longer exist ;-/
var neighbors = new List<PathfindingRegion>(Neighbors);
for (var i = 0; i < neighbors.Count; i++)
{
var neighbor = neighbors[i];
neighbor.Neighbors.Remove(this);
}
_nodes.Clear();
Neighbors.Clear();
@@ -81,7 +78,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
{
xDistance = Math.Abs(xDistance + otherRegion.Width);
}
if (yDistance > 0)
{
yDistance -= Height;
@@ -90,7 +87,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
{
yDistance = Math.Abs(yDistance + otherRegion.Height);
}
return PathfindingHelpers.OctileDistance(xDistance, yDistance);
}
@@ -121,10 +118,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
{
Height = yHeight;
}
_nodes.Add(node);
}
// HashSet wasn't working correctly so uhh we got this.
public bool Equals(PathfindingRegion other)
{
@@ -141,4 +138,4 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
return OriginNode.GetHashCode();
}
}
}
}