Typo, redundant string interpolation, namespaces and imports cleanup (#2068)

* Readonly, typos and redundant string interpolations

* Namespaces

* Optimize imports

* Address reviews

* but actually

* Localize missing strings

* Remove redundant vars
This commit is contained in:
DrSmugleaf
2020-09-13 14:23:52 +02:00
committed by GitHub
parent 2e5838bb62
commit 74943a2770
213 changed files with 465 additions and 669 deletions

View File

@@ -136,7 +136,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
var systemMessage = new SharedAiDebug.RequestPathfindingGraphMessage();
EntityManager.EntityNetManager.SendSystemNetworkMessage(systemMessage);
}
// TODO: Request region graph, although the client system messages didn't seem to be going through anymore
// So need further investigation.
}
@@ -171,7 +171,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
{
private IEyeManager _eyeManager;
private IPlayerManager _playerManager;
// TODO: Add a box like the debug one and show the most recent path stuff
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
private readonly ShaderInstance _shader;
@@ -181,21 +181,21 @@ namespace Content.Client.GameObjects.EntitySystems.AI
// Graph debugging
public readonly Dictionary<int, List<Vector2>> Graph = new Dictionary<int, List<Vector2>>();
private readonly Dictionary<int, Color> _graphColors = new Dictionary<int, Color>();
// Cached regions
public readonly Dictionary<GridId, Dictionary<int, List<Vector2>>> CachedRegions =
public readonly Dictionary<GridId, Dictionary<int, List<Vector2>>> CachedRegions =
new Dictionary<GridId, Dictionary<int, List<Vector2>>>();
private readonly Dictionary<GridId, Dictionary<int, Color>> _cachedRegionColors =
private readonly Dictionary<GridId, Dictionary<int, Color>> _cachedRegionColors =
new Dictionary<GridId, Dictionary<int, Color>>();
// Regions
public readonly Dictionary<GridId, Dictionary<int, Dictionary<int, List<Vector2>>>> Regions =
public readonly Dictionary<GridId, Dictionary<int, Dictionary<int, List<Vector2>>>> Regions =
new Dictionary<GridId, Dictionary<int, Dictionary<int, List<Vector2>>>>();
private readonly Dictionary<GridId, Dictionary<int, Dictionary<int, Color>>> _regionColors =
private readonly Dictionary<GridId, Dictionary<int, Dictionary<int, Color>>> _regionColors =
new Dictionary<GridId, Dictionary<int, Dictionary<int, Color>>>();
// Route debugging
// As each pathfinder is very different you'll likely want to draw them completely different
public readonly List<SharedAiDebug.AStarRouteMessage> AStarRoutes = new List<SharedAiDebug.AStarRouteMessage>();
@@ -252,7 +252,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
CachedRegions.Add(gridId, new Dictionary<int, List<Vector2>>());
_cachedRegionColors.Add(gridId, new Dictionary<int, Color>());
}
foreach (var (region, nodes) in messageRegions)
{
CachedRegions[gridId][region] = nodes;
@@ -264,7 +264,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
{
_cachedRegionColors[gridId][region] = Color.Green.WithAlpha(0.3f);
}
Timer.Spawn(3000, () =>
{
if (CachedRegions[gridId].ContainsKey(region))
@@ -296,12 +296,12 @@ namespace Content.Client.GameObjects.EntitySystems.AI
screenTile.Y - 15.0f,
screenTile.X + 15.0f,
screenTile.Y + 15.0f);
screenHandle.DrawRect(box, _cachedRegionColors[attachedEntity.Transform.GridID][region]);
}
}
}
public void UpdateRegions(GridId gridId, Dictionary<int, Dictionary<int, List<Vector2>>> messageRegions)
{
if (!Regions.ContainsKey(gridId))
@@ -309,13 +309,13 @@ namespace Content.Client.GameObjects.EntitySystems.AI
Regions.Add(gridId, new Dictionary<int, Dictionary<int, List<Vector2>>>());
_regionColors.Add(gridId, new Dictionary<int, Dictionary<int, Color>>());
}
var robustRandom = IoCManager.Resolve<IRobustRandom>();
foreach (var (chunk, regions) in messageRegions)
{
Regions[gridId][chunk] = new Dictionary<int, List<Vector2>>();
_regionColors[gridId][chunk] = new Dictionary<int, Color>();
foreach (var (region, nodes) in regions)
{
Regions[gridId][chunk].Add(region, nodes);
@@ -324,7 +324,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
}
}
}
private void DrawRegions(DrawingHandleScreen screenHandle, Box2 viewport)
{
var attachedEntity = _playerManager.LocalPlayer?.ControlledEntity;
@@ -347,7 +347,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
screenTile.Y - 15.0f,
screenTile.X + 15.0f,
screenTile.Y + 15.0f);
screenHandle.DrawRect(box, _regionColors[attachedEntity.Transform.GridID][chunk][region]);
}
}
@@ -380,7 +380,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
{
foreach (var route in AStarRoutes)
{
var highestgScore = route.GScores.Values.Max();
var highestGScore = route.GScores.Values.Max();
foreach (var (tile, score) in route.GScores)
{
@@ -399,8 +399,8 @@ namespace Content.Client.GameObjects.EntitySystems.AI
screenHandle.DrawRect(box, new Color(
0.0f,
score / highestgScore,
1.0f - (score / highestgScore),
score / highestGScore,
1.0f - (score / highestGScore),
0.1f));
}
}