Cleanup AnchorableSystem (#37753)
* The easy part * Overload and obsolete * Internal cleanup * Update all references to new overload
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@@ -20,7 +20,7 @@ public sealed partial class DungeonJob
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// N-wide junctions
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foreach (var tile in dungeon.CorridorTiles)
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{
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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// Check each direction:
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@@ -57,7 +57,7 @@ public sealed partial class DungeonJob
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}
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// If we're not at the end tile then check it + perpendicular are free.
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if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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@@ -66,13 +66,13 @@ public sealed partial class DungeonJob
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var perp1 = tile + neighborVec * j + ((Direction) ((i * 2 + 2) % 8)).ToIntVec();
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var perp2 = tile + neighborVec * j + ((Direction) ((i * 2 + 6) % 8)).ToIntVec();
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if (!_anchorable.TileFree(_grid, perp1, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), perp1, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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}
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if (!_anchorable.TileFree(_grid, perp2, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), perp2, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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@@ -94,7 +94,7 @@ public sealed partial class DungeonJob
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var cornerVec = cornerDir.ToIntVec();
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var cornerNeighbor = tile + neighborVec * j + cornerVec;
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if (_anchorable.TileFree(_grid, cornerNeighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (_anchorable.TileFree((_gridUid, _grid), cornerNeighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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freeCount++;
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}
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