Add readonly where it is missing and fix those field names according to their modifiers (#2589)
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@@ -24,7 +24,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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public Faction GetHostileFactions(Faction faction) => _hostileFactions.TryGetValue(faction, out var hostiles) ? hostiles : Faction.None;
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private Dictionary<Faction, Faction> _hostileFactions = new Dictionary<Faction, Faction>
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private readonly Dictionary<Faction, Faction> _hostileFactions = new Dictionary<Faction, Faction>
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{
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{Faction.NanoTransen,
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Faction.SimpleHostile | Faction.Syndicate | Faction.Xeno},
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@@ -45,7 +45,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// <summary>
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/// Queued region updates
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/// </summary>
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private HashSet<PathfindingChunk> _queuedUpdates = new HashSet<PathfindingChunk>();
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private readonly HashSet<PathfindingChunk> _queuedUpdates = new HashSet<PathfindingChunk>();
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// Oh god the nesting. Shouldn't need to go beyond this
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/// <summary>
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@@ -53,7 +53,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// Regions are groups of nodes with the same profile (for pathfinding purposes)
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/// i.e. same collision, not-space, same access, etc.
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/// </summary>
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private Dictionary<GridId, Dictionary<PathfindingChunk, HashSet<PathfindingRegion>>> _regions =
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private readonly Dictionary<GridId, Dictionary<PathfindingChunk, HashSet<PathfindingRegion>>> _regions =
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new Dictionary<GridId, Dictionary<PathfindingChunk, HashSet<PathfindingRegion>>>();
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/// <summary>
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@@ -70,7 +70,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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// Also, didn't use a dictionary because there didn't seem to be a clean way to do the lookup
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// Plus this way we can check if everything is equal except for vision so an entity with a lower vision radius can use an entity with a higher vision radius' cached result
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private Dictionary<ReachableArgs, Dictionary<PathfindingRegion, (TimeSpan CacheTime, HashSet<PathfindingRegion> Regions)>> _cachedAccessible =
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private readonly Dictionary<ReachableArgs, Dictionary<PathfindingRegion, (TimeSpan CacheTime, HashSet<PathfindingRegion> Regions)>> _cachedAccessible =
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new Dictionary<ReachableArgs, Dictionary<PathfindingRegion, (TimeSpan, HashSet<PathfindingRegion>)>>();
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private readonly List<PathfindingRegion> _queuedCacheDeletions = new List<PathfindingRegion>();
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@@ -15,9 +15,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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public static event Action<SharedAiDebug.AStarRouteDebug> DebugRoute;
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#endif
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private PathfindingNode _startNode;
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private readonly PathfindingNode _startNode;
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private PathfindingNode _endNode;
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private PathfindingArgs _pathfindingArgs;
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private readonly PathfindingArgs _pathfindingArgs;
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public AStarPathfindingJob(
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double maxTime,
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@@ -19,9 +19,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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public static event Action<SharedAiDebug.JpsRouteDebug> DebugRoute;
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#endif
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private PathfindingNode _startNode;
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private readonly PathfindingNode _startNode;
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private PathfindingNode _endNode;
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private PathfindingArgs _pathfindingArgs;
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private readonly PathfindingArgs _pathfindingArgs;
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public JpsPathfindingJob(double maxTime,
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PathfindingNode startNode,
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@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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// Nodes per chunk row
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public static int ChunkSize => 8;
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public PathfindingNode[,] Nodes => _nodes;
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private PathfindingNode[,] _nodes = new PathfindingNode[ChunkSize,ChunkSize];
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private readonly PathfindingNode[,] _nodes = new PathfindingNode[ChunkSize,ChunkSize];
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public PathfindingChunk(GridId gridId, Vector2i indices)
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{
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@@ -9,7 +9,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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public MapCoordinates TargetMap => _target.Transform.MapPosition;
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public EntityCoordinates TargetGrid => _target.Transform.Coordinates;
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public IEntity Target => _target;
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private IEntity _target;
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private readonly IEntity _target;
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/// <inheritdoc />
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public float ArrivalDistance { get; }
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@@ -17,32 +17,35 @@ using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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// ReSharper disable once RedundantUsingDirective
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using Dependency = Robust.Shared.IoC.DependencyAttribute;
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namespace Content.Server.GameObjects.EntitySystems.Atmos
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem, IResettingEntitySystem
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{
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[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
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[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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/// <summary>
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/// The tiles that have had their atmos data updated since last tick
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/// </summary>
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private Dictionary<GridId, HashSet<Vector2i>> _invalidTiles = new Dictionary<GridId, HashSet<Vector2i>>();
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private readonly Dictionary<GridId, HashSet<Vector2i>> _invalidTiles = new Dictionary<GridId, HashSet<Vector2i>>();
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private Dictionary<IPlayerSession, PlayerGasOverlay> _knownPlayerChunks =
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private readonly Dictionary<IPlayerSession, PlayerGasOverlay> _knownPlayerChunks =
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new Dictionary<IPlayerSession, PlayerGasOverlay>();
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/// <summary>
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/// Gas data stored in chunks to make PVS / bubbling easier.
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/// </summary>
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private Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
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private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
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new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
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/// <summary>
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@@ -32,8 +32,8 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
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public DoAfterStatus Status => AsTask.IsCompletedSuccessfully ? AsTask.Result : DoAfterStatus.Running;
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// NeedHand
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private string? _activeHand;
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private ItemComponent? _activeItem;
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private readonly string? _activeHand;
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private readonly ItemComponent? _activeItem;
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public DoAfter(DoAfterEventArgs eventArgs)
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{
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@@ -34,8 +34,8 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <summary> Allows everyone to open all doors. </summary>
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AllowAll
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}
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private List<ServerDoorComponent> _activeDoors = new List<ServerDoorComponent>();
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private readonly List<ServerDoorComponent> _activeDoors = new List<ServerDoorComponent>();
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public override void Initialize()
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{
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@@ -71,7 +71,7 @@ namespace Content.Server.GameObjects.EntitySystems
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var comp = _activeDoors[i];
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if (comp.Deleted)
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_activeDoors.RemoveAt(i);
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comp.OnUpdate(frameTime);
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}
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}
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@@ -9,7 +9,7 @@ namespace Content.Server.GameObjects.EntitySystems
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[UsedImplicitly]
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internal sealed class EmergencyLightSystem : EntitySystem
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{
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private List<EmergencyLightComponent> _activeLights = new List<EmergencyLightComponent>();
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private readonly List<EmergencyLightComponent> _activeLights = new List<EmergencyLightComponent>();
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public override void Initialize()
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{
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@@ -24,7 +24,7 @@ namespace Content.Server.GameObjects.EntitySystems
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case EmergencyLightComponent.EmergencyLightState.Charging:
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if (_activeLights.Contains(message.Component))
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_activeLights.Add(message.Component);
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break;
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case EmergencyLightComponent.EmergencyLightState.Full:
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case EmergencyLightComponent.EmergencyLightState.Empty:
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@@ -33,7 +33,7 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
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public StationEvent CurrentEvent { get; private set; }
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public IReadOnlyCollection<StationEvent> StationEvents => _stationEvents;
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private List<StationEvent> _stationEvents = new List<StationEvent>();
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private readonly List<StationEvent> _stationEvents = new List<StationEvent>();
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private const float MinimumTimeUntilFirstEvent = 300;
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