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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@@ -52,37 +52,37 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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// agent's steering. Should help a lot given this is the most expensive operator by far.
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// The AI will keep moving, it's just it'll keep moving in its existing direction.
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// If we change to 20/30 TPS you might want to change this but for now it's fine
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private readonly List<Dictionary<IEntity, IAiSteeringRequest>> _agentLists = new List<Dictionary<IEntity, IAiSteeringRequest>>(AgentListCount);
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private readonly List<Dictionary<IEntity, IAiSteeringRequest>> _agentLists = new(AgentListCount);
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private const int AgentListCount = 2;
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private int _listIndex;
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// Cache nextGrid
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private readonly Dictionary<IEntity, EntityCoordinates> _nextGrid = new Dictionary<IEntity, EntityCoordinates>();
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private readonly Dictionary<IEntity, EntityCoordinates> _nextGrid = new();
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/// <summary>
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/// Current live paths for AI
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/// </summary>
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private readonly Dictionary<IEntity, Queue<TileRef>> _paths = new Dictionary<IEntity, Queue<TileRef>>();
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private readonly Dictionary<IEntity, Queue<TileRef>> _paths = new();
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/// <summary>
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/// Pathfinding request jobs we're waiting on
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/// </summary>
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private readonly Dictionary<IEntity, (CancellationTokenSource CancelToken, Job<Queue<TileRef>> Job)> _pathfindingRequests =
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new Dictionary<IEntity, (CancellationTokenSource, Job<Queue<TileRef>>)>();
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new();
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/// <summary>
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/// Keep track of how long we've been in 1 position and re-path if it's been too long
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/// </summary>
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private readonly Dictionary<IEntity, int> _stuckCounter = new Dictionary<IEntity, int>();
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private readonly Dictionary<IEntity, int> _stuckCounter = new();
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/// <summary>
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/// Get a fixed position for the target entity; if they move then re-path
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/// </summary>
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private readonly Dictionary<IEntity, EntityCoordinates> _entityTargetPosition = new Dictionary<IEntity, EntityCoordinates>();
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private readonly Dictionary<IEntity, EntityCoordinates> _entityTargetPosition = new();
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// Anti-Stuck
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// Given the collision avoidance can lead to twitching need to store a reference position and check if we've been near this too long
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private readonly Dictionary<IEntity, EntityCoordinates> _stuckPositions = new Dictionary<IEntity, EntityCoordinates>();
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private readonly Dictionary<IEntity, EntityCoordinates> _stuckPositions = new();
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public override void Initialize()
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{
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