Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client * Content.Benchmarks * Content.IntegrationTests * Content.Server * Content.Server.Database * Content.Shared * Content.Tests * Merge fixes Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -22,17 +22,17 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
/// Whenever there's a change in the collision layers we update the mask as the graph has more reads than writes
|
||||
/// </summary>
|
||||
public int BlockedCollisionMask { get; private set; }
|
||||
private readonly Dictionary<IEntity, int> _blockedCollidables = new Dictionary<IEntity, int>(0);
|
||||
private readonly Dictionary<IEntity, int> _blockedCollidables = new(0);
|
||||
|
||||
public IReadOnlyDictionary<IEntity, int> PhysicsLayers => _physicsLayers;
|
||||
private readonly Dictionary<IEntity, int> _physicsLayers = new Dictionary<IEntity, int>(0);
|
||||
private readonly Dictionary<IEntity, int> _physicsLayers = new(0);
|
||||
|
||||
/// <summary>
|
||||
/// The entities on this tile that require access to traverse
|
||||
/// </summary>
|
||||
/// We don't store the ICollection, at least for now, as we'd need to replicate the access code here
|
||||
public IReadOnlyCollection<AccessReader> AccessReaders => _accessReaders.Values;
|
||||
private readonly Dictionary<IEntity, AccessReader> _accessReaders = new Dictionary<IEntity, AccessReader>(0);
|
||||
private readonly Dictionary<IEntity, AccessReader> _accessReaders = new(0);
|
||||
|
||||
public PathfindingNode(PathfindingChunk parent, TileRef tileRef)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user