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

@@ -49,7 +49,7 @@ public sealed partial class DungeonJob
break;
// Room tile / already used.
if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask) ||
if (!_anchorable.TileFree((_gridUid, _grid), tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask) ||
takenTiles.Contains(tile))
{
continue;
@@ -69,7 +69,7 @@ public sealed partial class DungeonJob
if (!allExterior.Contains(neighbor) ||
takenTiles.Contains(neighbor) ||
!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
isValid = false;
break;
@@ -84,7 +84,7 @@ public sealed partial class DungeonJob
if (allExterior.Contains(perpTile) ||
takenTiles.Contains(neighbor) ||
!_anchorable.TileFree(_grid, perpTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
!_anchorable.TileFree((_gridUid, _grid), perpTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
isValid = false;
break;