Cleanup, optimization
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@@ -1,50 +0,0 @@
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package mindustry.ai;
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//new indexer implementation, uses quadtrees
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public class NewBlockIndexer{
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/*
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public ObjectSet<Tile> getOrePositions(Item item){
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}
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public Tile findClosestOre(float xp, float yp, Item item){
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}
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public ObjectSet<Tile> getDamaged(Team team){
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}
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public ObjectSet<Tile> getAllied(Team team, BlockFlag type){
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}
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public boolean eachBlock(Teamc team, float range, Boolf<Tilec> pred, Cons<Tilec> cons){
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return eachBlock(team.team(), team.getX(), team.getY(), range, pred, cons);
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}
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public boolean eachBlock(Team team, float wx, float wy, float range, Boolf<Tilec> pred, Cons<Tilec> cons){
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}
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public Array<Tile> getEnemy(Team team, BlockFlag type){
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}
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public void notifyTileDamaged(Tilec entity){
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}
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public Tilec findEnemyTile(Team team, float x, float y, float range, Boolf<Tilec> pred){
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}
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public Tilec findTile(Team team, float x, float y, float range, Boolf<Tilec> pred, boolean usePriority){
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}
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public Tilec findTile(Team team, float x, float y, float range, Boolf<Tilec> pred){
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return findTile(team, x, y, range, pred, false);
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}*/
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}
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