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

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