Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client * Content.Benchmarks * Content.IntegrationTests * Content.Server * Content.Server.Database * Content.Shared * Content.Tests * Merge fixes Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -19,7 +19,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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private AiDebugMode _tooltips = AiDebugMode.None;
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private readonly Dictionary<IEntity, PanelContainer> _aiBoxes = new Dictionary<IEntity,PanelContainer>();
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private readonly Dictionary<IEntity, PanelContainer> _aiBoxes = new();
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public override void Update(float frameTime)
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{
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@@ -179,27 +179,27 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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public PathfindingDebugMode Modes { get; set; } = PathfindingDebugMode.None;
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// Graph debugging
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public readonly Dictionary<int, List<Vector2>> Graph = new Dictionary<int, List<Vector2>>();
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private readonly Dictionary<int, Color> _graphColors = new Dictionary<int, Color>();
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public readonly Dictionary<int, List<Vector2>> Graph = new();
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private readonly Dictionary<int, Color> _graphColors = new();
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// Cached regions
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public readonly Dictionary<GridId, Dictionary<int, List<Vector2>>> CachedRegions =
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new Dictionary<GridId, Dictionary<int, List<Vector2>>>();
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new();
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private readonly Dictionary<GridId, Dictionary<int, Color>> _cachedRegionColors =
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new Dictionary<GridId, Dictionary<int, Color>>();
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new();
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// Regions
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public readonly Dictionary<GridId, Dictionary<int, Dictionary<int, List<Vector2>>>> Regions =
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new Dictionary<GridId, Dictionary<int, Dictionary<int, List<Vector2>>>>();
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new();
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private readonly Dictionary<GridId, Dictionary<int, Dictionary<int, Color>>> _regionColors =
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new Dictionary<GridId, Dictionary<int, Dictionary<int, Color>>>();
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new();
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// Route debugging
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// As each pathfinder is very different you'll likely want to draw them completely different
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public readonly List<SharedAiDebug.AStarRouteMessage> AStarRoutes = new List<SharedAiDebug.AStarRouteMessage>();
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public readonly List<SharedAiDebug.JpsRouteMessage> JpsRoutes = new List<SharedAiDebug.JpsRouteMessage>();
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public readonly List<SharedAiDebug.AStarRouteMessage> AStarRoutes = new();
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public readonly List<SharedAiDebug.JpsRouteMessage> JpsRoutes = new();
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public DebugPathfindingOverlay() : base(nameof(DebugPathfindingOverlay))
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{
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@@ -18,7 +18,7 @@ namespace Content.Client.GameObjects.EntitySystems
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly Dictionary<GridId, AtmosDebugOverlayMessage> _tileData =
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new Dictionary<GridId, AtmosDebugOverlayMessage>();
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new();
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public override void Initialize()
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{
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@@ -29,7 +29,7 @@ namespace Content.Client.GameObjects.EntitySystems
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private int _nextId;
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private readonly Dictionary<int, ConstructionGhostComponent> _ghosts = new Dictionary<int, ConstructionGhostComponent>();
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private readonly Dictionary<int, ConstructionGhostComponent> _ghosts = new();
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private ConstructionMenu _constructionMenu;
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/// <inheritdoc />
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@@ -21,11 +21,11 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private readonly Dictionary<byte, PanelContainer> _doAfterControls = new Dictionary<byte, PanelContainer>();
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private readonly Dictionary<byte, DoAfterBar> _doAfterBars = new Dictionary<byte, DoAfterBar>();
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private readonly Dictionary<byte, PanelContainer> _doAfterControls = new();
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private readonly Dictionary<byte, DoAfterBar> _doAfterBars = new();
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// We'll store cancellations for a little bit just so we can flash the graphic to indicate it's cancelled
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private readonly Dictionary<byte, TimeSpan> _cancelledDoAfters = new Dictionary<byte, TimeSpan>();
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private readonly Dictionary<byte, TimeSpan> _cancelledDoAfters = new();
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public IEntity? AttachedEntity { get; set; }
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private ScreenCoordinates _playerPosition;
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@@ -35,7 +35,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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// Each component in range will have its own vBox which we need to keep track of so if they go out of range or
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// come into range it needs altering
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private readonly HashSet<DoAfterComponent> _knownComponents = new HashSet<DoAfterComponent>();
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private readonly HashSet<DoAfterComponent> _knownComponents = new();
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private IEntity? _attachedEntity;
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@@ -51,7 +51,7 @@ namespace Content.Client.GameObjects.EntitySystems
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// entity performing the drag action
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private IEntity _dragger;
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private IEntity _draggedEntity;
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private readonly List<IDraggable> _draggables = new List<IDraggable>();
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private readonly List<IDraggable> _draggables = new();
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private IEntity _dragShadow;
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private DragState _state;
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// time since mouse down over the dragged entity
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@@ -71,7 +71,7 @@ namespace Content.Client.GameObjects.EntitySystems
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private SharedInteractionSystem _interactionSystem;
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private InputSystem _inputSystem;
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private readonly List<SpriteComponent> _highlightedSprites = new List<SpriteComponent>();
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private readonly List<SpriteComponent> _highlightedSprites = new();
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private enum DragState
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{
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@@ -24,7 +24,7 @@ namespace Content.Client.GameObjects.EntitySystems
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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private readonly Dictionary<float, Color> _fireCache = new Dictionary<float, Color>();
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private readonly Dictionary<float, Color> _fireCache = new();
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// Gas overlays
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private readonly float[] _timer = new float[Atmospherics.TotalNumberOfGases];
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@@ -42,7 +42,7 @@ namespace Content.Client.GameObjects.EntitySystems
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private readonly Texture[][] _fireFrames = new Texture[FireStates][];
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private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _tileData =
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new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
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new();
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private AtmosphereSystem _atmosphereSystem = default!;
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@@ -21,7 +21,7 @@ namespace Content.Client.GameObjects.EntitySystems
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly Queue<IEntity> _dirtyEntities = new Queue<IEntity>();
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private readonly Queue<IEntity> _dirtyEntities = new();
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private int _generation;
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@@ -10,7 +10,7 @@ namespace Content.Client.GameObjects.EntitySystems
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[UsedImplicitly]
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public sealed class WindowSystem : EntitySystem
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{
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private readonly Queue<IEntity> _dirtyEntities = new Queue<IEntity>();
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private readonly Queue<IEntity> _dirtyEntities = new();
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public override void Initialize()
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{
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