Cleanup AnchorableSystem (#37753)

* The easy part

* Overload and obsolete

* Internal cleanup

* Update all references to new overload
This commit is contained in:
Tayrtahn
2025-05-24 11:05:09 -04:00
committed by GitHub
parent b5afebdbce
commit 9df514472f
12 changed files with 36 additions and 30 deletions

View File

@@ -29,7 +29,7 @@ public sealed partial class DungeonJob
if (dungeon.Entrances.Contains(neighbor))
continue;
if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
if (!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
@@ -40,7 +40,7 @@ public sealed partial class DungeonJob
if (dungeon.RoomTiles.Contains(index))
continue;
if (!_anchorable.TileFree(_grid, index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
if (!_anchorable.TileFree((_gridUid, _grid), index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
tiles.Add((index, _tile.GetVariantTile((ContentTileDefinition)tileDef, random)));
@@ -53,7 +53,7 @@ public sealed partial class DungeonJob
{
var index = tiles[i];
if (!_anchorable.TileFree(_grid, index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
if (!_anchorable.TileFree((_gridUid, _grid), index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
// If no cardinal neighbors in dungeon then we're a corner.