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>
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@@ -35,18 +35,18 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public IReadOnlyDictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> Graph => _graph;
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private readonly Dictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<Vector2i, PathfindingChunk>>();
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private readonly Dictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> _graph = new();
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private readonly PathfindingJobQueue _pathfindingQueue = new PathfindingJobQueue();
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private readonly PathfindingJobQueue _pathfindingQueue = new();
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// Queued pathfinding graph updates
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private readonly Queue<CollisionChangeMessage> _collidableUpdateQueue = new Queue<CollisionChangeMessage>();
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private readonly Queue<MoveEvent> _moveUpdateQueue = new Queue<MoveEvent>();
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private readonly Queue<AccessReaderChangeMessage> _accessReaderUpdateQueue = new Queue<AccessReaderChangeMessage>();
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private readonly Queue<TileRef> _tileUpdateQueue = new Queue<TileRef>();
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private readonly Queue<CollisionChangeMessage> _collidableUpdateQueue = new();
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private readonly Queue<MoveEvent> _moveUpdateQueue = new();
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private readonly Queue<AccessReaderChangeMessage> _accessReaderUpdateQueue = new();
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private readonly Queue<TileRef> _tileUpdateQueue = new();
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// Need to store previously known entity positions for collidables for when they move
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private readonly Dictionary<IEntity, PathfindingNode> _lastKnownPositions = new Dictionary<IEntity, PathfindingNode>();
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private readonly Dictionary<IEntity, PathfindingNode> _lastKnownPositions = new();
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public const int TrackedCollisionLayers = (int)
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(CollisionGroup.Impassable |
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