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Change emptiness checks to empty() from size() [clang-tidy]
This has two benefits, it's clear what we are checking and size() isn't always constant time, where empty is (performance!)
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+12
-12
@@ -224,7 +224,7 @@ std::deque<int> PathManager::FindRoute(int startID, int endID)
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OpenList.push_back(AStarEntry);
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while(OpenList.size() > 0)
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while(!OpenList.empty())
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{
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// The OpenList is maintained in sorted order, lowest to highest cost.
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@@ -610,7 +610,7 @@ void PathManager::MeshTest()
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std::deque<int> Route = FindRoute(PathNodes[i].id, PathNodes[j].id);
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if(Route.size() == 0)
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if(Route.empty())
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{
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++NoConnections;
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printf("FindRoute(%i, %i) **** NO ROUTE FOUND ****\n", PathNodes[i].id, PathNodes[j].id);
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@@ -637,7 +637,7 @@ void PathManager::SimpleMeshTest()
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{
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std::deque<int> Route = FindRoute(PathNodes[0].id, PathNodes[j].id);
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if(Route.size() == 0)
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if(Route.empty())
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{
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++NoConnections;
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printf("FindRoute(%i, %i) **** NO ROUTE FOUND ****\n", PathNodes[0].id, PathNodes[j].id);
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@@ -683,7 +683,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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{
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Log.Out(Logs::Detail, Logs::None, "appears to be stuck. Teleporting them to next position.", GetName());
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if(Route.size() == 0)
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if(Route.empty())
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{
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Teleport(To);
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@@ -715,7 +715,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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PathingLastPosition = From;
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}
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if(Route.size() > 0)
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if(!Route.empty())
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{
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// If we are already pathing, and the destination is the same as before ...
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@@ -790,7 +790,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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WaypointChanged = true;
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// If there are more nodes on the route, return the coords of the next node
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if(Route.size() > 0)
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if(!Route.empty())
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{
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NextNode = Route.front();
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@@ -799,7 +799,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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// -1 indicates a teleport to the next node
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Route.pop_front();
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if(Route.size() == 0)
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if(Route.empty())
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{
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Log.Out(Logs::Detail, Logs::None, "Missing node after teleport.");
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return To;
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@@ -815,7 +815,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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Route.pop_front();
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if(Route.size() == 0)
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if(Route.empty())
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return To;
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NextNode = Route.front();
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@@ -965,7 +965,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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WaypointChanged = true;
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if(Route.size() > 0)
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if(!Route.empty())
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{
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NextNode = Route.front();
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@@ -974,7 +974,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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// -1 indicates a teleport to the next node
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Route.pop_front();
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if(Route.size() == 0)
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if(Route.empty())
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{
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Log.Out(Logs::Detail, Logs::None, "Missing node after teleport.");
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return To;
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@@ -990,7 +990,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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Route.pop_front();
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if(Route.size() == 0)
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if(Route.empty())
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return To;
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NextNode = Route.front();
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@@ -1061,7 +1061,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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PathingTraversedNodes = 0;
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if(Route.size() == 0)
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if(Route.empty())
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{
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Log.Out(Logs::Detail, Logs::None, " No route available, running direct.");
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