Update content vectors to numerics (#17759)

This commit is contained in:
metalgearsloth
2023-07-08 14:08:32 +10:00
committed by GitHub
parent 15772478c9
commit 68480af109
383 changed files with 978 additions and 575 deletions

View File

@@ -1,4 +1,5 @@
using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using Content.Server.NodeContainer;
using Content.Shared.Doors.Components;
@@ -301,7 +302,7 @@ public sealed partial class DungeonJob
if (!blocked)
continue;
var nextDir = (Direction) ((i + 1) * 2 % 8);
blocked = HasWall(grid, tile + nextDir.ToIntVec());
@@ -326,7 +327,7 @@ public sealed partial class DungeonJob
var pocketDirections = new ValueList<Direction>(4);
var doorQuery = _entManager.GetEntityQuery<DoorComponent>();
var physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
var offset = new Vector2(-_grid.TileSize / 2f, -_grid.TileSize / 2f);
var offset = -_grid.TileSizeHalfVector;
var color = decks.Color;
foreach (var tile in dungeon.CorridorTiles)
@@ -649,7 +650,7 @@ public sealed partial class DungeonJob
foreach (var tile in room.Tiles)
{
var tileAngle = ((Vector2) tile + grid.TileSize / 2f - room.Center).ToAngle();
var tileAngle = ((Vector2) tile + grid.TileSizeHalfVector - room.Center).ToAngle();
var roundedAngle = Math.Round(tileAngle.Theta / (Math.PI / 2)) * (Math.PI / 2);
var tileVec = (Vector2i) new Angle(roundedAngle).ToVec().Rounded();
@@ -689,7 +690,7 @@ public sealed partial class DungeonJob
validTiles.Add(windowTile);
}
validTiles.Sort((x, y) => ((Vector2) x + grid.TileSize / 2f - room.Center).LengthSquared.CompareTo(((Vector2) y + grid.TileSize / 2f - room.Center).LengthSquared));
validTiles.Sort((x, y) => ((Vector2) x + grid.TileSizeHalfVector - room.Center).LengthSquared().CompareTo((y + grid.TileSizeHalfVector - room.Center).LengthSquared));
for (var j = 0; j < Math.Min(validTiles.Count, 3); j++)
{
@@ -795,7 +796,7 @@ public sealed partial class DungeonJob
foreach (var entrance in room.Entrances)
{
// Just so we can still actually get in to the entrance we won't deter from a tile away from it.
var normal = ((Vector2) entrance + grid.TileSize / 2f - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec();
var normal = ((Vector2) entrance + grid.TileSizeHalfVector - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec();
deterredTiles.Remove(entrance + normal);
}
}
@@ -1112,7 +1113,7 @@ public sealed partial class DungeonJob
foreach (var node in flipp)
{
center += (Vector2) node + grid.TileSize / 2f;
center += (Vector2) node + grid.TileSizeHalfVector;
}
center /= flipp.Count;
@@ -1121,7 +1122,7 @@ public sealed partial class DungeonJob
foreach (var node in flipp)
{
nodeDistances.Add((node, ((Vector2) node + grid.TileSize / 2f - center).LengthSquared));
nodeDistances.Add((node, ((Vector2) node + grid.TileSizeHalfVector - center).LengthSquared()));
}
nodeDistances.Sort((x, y) => x.Distance.CompareTo(y.Distance));