Replace pragma warning 649 disable/restore with default!
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@@ -36,11 +36,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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* There's probably a better data structure to use though you'd need to benchmark multiple ones to compare,
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* at the very least on the memory side it could definitely be better.
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*/
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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#pragma warning disable 649
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[Dependency] private IMapManager _mapmanager;
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[Dependency] private IGameTiming _gameTiming;
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#pragma warning restore 649
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private PathfindingSystem _pathfindingSystem;
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/// <summary>
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@@ -87,7 +85,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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#if DEBUG
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SubscribeLocalEvent<PlayerAttachSystemMessage>(SendDebugMessage);
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#endif
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_mapmanager.OnGridRemoved += GridRemoved;
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_mapManager.OnGridRemoved += GridRemoved;
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}
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private void GridRemoved(GridId gridId)
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@@ -161,7 +159,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// <returns></returns>
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public bool CanAccess(IEntity entity, IEntity target, float range = 0.0f)
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{
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var targetTile = _mapmanager.GetGrid(target.Transform.GridID).GetTileRef(target.Transform.GridPosition);
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var targetTile = _mapManager.GetGrid(target.Transform.GridID).GetTileRef(target.Transform.GridPosition);
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var targetNode = _pathfindingSystem.GetNode(targetTile);
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var collisionMask = 0;
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@@ -199,7 +197,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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return false;
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}
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var entityTile = _mapmanager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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var entityNode = _pathfindingSystem.GetNode(entityTile);
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var entityRegion = GetRegion(entityNode);
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var targetRegion = GetRegion(targetNode);
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@@ -409,7 +407,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// <returns></returns>
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public PathfindingRegion GetRegion(IEntity entity)
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{
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var entityTile = _mapmanager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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var entityNode = _pathfindingSystem.GetNode(entityTile);
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return GetRegion(entityNode);
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}
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@@ -686,7 +684,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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private void SendRegionsDebugMessage(GridId gridId)
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{
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var grid = _mapmanager.GetGrid(gridId);
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var grid = _mapManager.GetGrid(gridId);
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// Chunk / Regions / Nodes
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var debugResult = new Dictionary<int, Dictionary<int, List<Vector2>>>();
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var chunkIdx = 0;
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@@ -709,7 +707,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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foreach (var node in region.Nodes)
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{
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var nodeVector = grid.GridTileToLocal(node.TileRef.GridIndices).ToMapPos(_mapmanager);
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var nodeVector = grid.GridTileToLocal(node.TileRef.GridIndices).ToMapPos(_mapManager);
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debugRegionNodes.Add(nodeVector);
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}
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@@ -729,7 +727,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// <param name="cached"></param>
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private void SendRegionCacheMessage(GridId gridId, IEnumerable<PathfindingRegion> regions, bool cached)
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{
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var grid = _mapmanager.GetGrid(gridId);
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var grid = _mapManager.GetGrid(gridId);
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var debugResult = new Dictionary<int, List<Vector2>>();
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foreach (var region in regions)
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@@ -738,7 +736,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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foreach (var node in region.Nodes)
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{
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var nodeVector = grid.GridTileToLocal(node.TileRef.GridIndices).ToMapPos(_mapmanager);
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var nodeVector = grid.GridTileToLocal(node.TileRef.GridIndices).ToMapPos(_mapManager);
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debugResult[_runningCacheIdx].Add(nodeVector);
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}
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