Fix namespaces and optimize imports (#1651)

* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
This commit is contained in:
DrSmugleaf
2020-08-13 14:40:27 +02:00
committed by GitHub
parent 05a76d55f7
commit 4a8ed41e3a
500 changed files with 1044 additions and 1557 deletions

View File

@@ -1,9 +1,7 @@
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.GameObjects.EntitySystems.Pathfinding;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
@@ -38,40 +36,40 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
// If it's a diagonal we need to check NSEW to see if we can get to it and stop corner cutting, NE needs N and E etc.
// Given there's different collision layers stored for each node in the graph it's probably not worth it to cache this
// Also this will help with corner-cutting
PathfindingNode northNeighbor = null;
PathfindingNode southNeighbor = null;
PathfindingNode eastNeighbor = null;
PathfindingNode westNeighbor = null;
foreach (var neighbor in currentNode.GetNeighbors())
{
if (neighbor.TileRef.X == currentNode.TileRef.X &&
if (neighbor.TileRef.X == currentNode.TileRef.X &&
neighbor.TileRef.Y == currentNode.TileRef.Y + 1)
{
northNeighbor = neighbor;
continue;
}
if (neighbor.TileRef.X == currentNode.TileRef.X + 1 &&
}
if (neighbor.TileRef.X == currentNode.TileRef.X + 1 &&
neighbor.TileRef.Y == currentNode.TileRef.Y)
{
eastNeighbor = neighbor;
continue;
}
if (neighbor.TileRef.X == currentNode.TileRef.X &&
if (neighbor.TileRef.X == currentNode.TileRef.X &&
neighbor.TileRef.Y == currentNode.TileRef.Y - 1)
{
southNeighbor = neighbor;
continue;
}
if (neighbor.TileRef.X == currentNode.TileRef.X - 1 &&
}
if (neighbor.TileRef.X == currentNode.TileRef.X - 1 &&
neighbor.TileRef.Y == currentNode.TileRef.Y)
{
westNeighbor = neighbor;
continue;
}
}
}
switch (direction)
@@ -130,7 +128,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
return true;
}
public static Queue<TileRef> ReconstructPath(Dictionary<PathfindingNode, PathfindingNode> cameFrom, PathfindingNode current)
{
var running = new Stack<TileRef>();
@@ -244,7 +242,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
return 1.4f * dstX + (dstY - dstX);
}
public static float OctileDistance(TileRef endTile, TileRef startTile)
{
// "Fast Euclidean" / octile.