Seal/abstract/virtual everything (#6739)
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@@ -7,7 +7,7 @@ namespace Content.Server.AI.Pathfinding.Accessible
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/// A group of homogenous PathfindingNodes inside a single chunk
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/// </summary>
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/// Makes the graph smaller and quicker to traverse
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public class PathfindingRegion : IEquatable<PathfindingRegion>
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public sealed class PathfindingRegion : IEquatable<PathfindingRegion>
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{
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/// <summary>
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/// Bottom-left reference node of the region
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@@ -9,7 +9,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.AI.Pathfinding.Pathfinders
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{
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public class AStarPathfindingJob : Job<Queue<TileRef>>
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public sealed class AStarPathfindingJob : Job<Queue<TileRef>>
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{
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#if DEBUG
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public static event Action<SharedAiDebug.AStarRouteDebug>? DebugRoute;
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@@ -11,7 +11,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.AI.Pathfinding.Pathfinders
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{
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public class JpsPathfindingJob : Job<Queue<TileRef>>
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public sealed class JpsPathfindingJob : Job<Queue<TileRef>>
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{
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// Some of this is probably fugly due to other structural changes in pathfinding so it could do with optimisation
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// Realistically it's probably not getting used given it doesn't support tile costs which can be very useful
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@@ -3,7 +3,7 @@ using System.Collections.Generic;
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namespace Content.Server.AI.Pathfinding.Pathfinders
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{
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public class PathfindingComparer : IComparer<ValueTuple<float, PathfindingNode>>
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public sealed class PathfindingComparer : IComparer<ValueTuple<float, PathfindingNode>>
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{
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public int Compare((float, PathfindingNode) x, (float, PathfindingNode) y)
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{
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@@ -9,7 +9,7 @@ using Robust.Shared.Timing;
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namespace Content.Server.AI.Pathfinding
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{
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public class PathfindingChunkUpdateMessage : EntityEventArgs
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public sealed class PathfindingChunkUpdateMessage : EntityEventArgs
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{
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public PathfindingChunk Chunk { get; }
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@@ -19,7 +19,7 @@ namespace Content.Server.AI.Pathfinding
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}
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}
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public class PathfindingChunk
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public sealed class PathfindingChunk
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{
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public TimeSpan LastUpdate { get; private set; }
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public GridId GridId { get; }
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@@ -13,7 +13,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.AI.Pathfinding
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{
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public class PathfindingNode
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public sealed class PathfindingNode
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{
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public PathfindingChunk ParentChunk => _parentChunk;
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private readonly PathfindingChunk _parentChunk;
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@@ -27,7 +27,7 @@ namespace Content.Server.AI.Pathfinding
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/// This system handles pathfinding graph updates as well as dispatches to the pathfinder
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/// (90% of what it's doing is graph updates so not much point splitting the 2 roles)
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/// </summary>
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public class PathfindingSystem : EntitySystem
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public sealed class PathfindingSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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@@ -11,7 +11,7 @@ namespace Content.Server.AI.Pathfinding
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{
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#if DEBUG
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[UsedImplicitly]
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public class ServerPathfindingDebugSystem : EntitySystem
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public sealed class ServerPathfindingDebugSystem : EntitySystem
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{
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public override void Initialize()
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{
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