Enable nullability in Content.Server (#3685)
This commit is contained in:
@@ -29,7 +29,7 @@ namespace Content.Server.AI.Operators.Combat.Melee
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return true;
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}
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if (!_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
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if (!_owner.TryGetComponent(out CombatModeComponent? combatModeComponent))
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{
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return false;
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}
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@@ -47,7 +47,7 @@ namespace Content.Server.AI.Operators.Combat.Melee
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if (!base.Shutdown(outcome))
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return false;
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if (_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
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if (_owner.TryGetComponent(out CombatModeComponent? combatModeComponent))
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{
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combatModeComponent.IsInCombatMode = false;
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}
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@@ -62,16 +62,16 @@ namespace Content.Server.AI.Operators.Combat.Melee
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return Outcome.Success;
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}
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if (!_owner.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand == null)
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if (!_owner.TryGetComponent(out HandsComponent? hands) || hands.GetActiveHand == null)
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{
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return Outcome.Failed;
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}
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var meleeWeapon = hands.GetActiveHand.Owner;
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meleeWeapon.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent);
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meleeWeapon.TryGetComponent(out MeleeWeaponComponent? meleeWeaponComponent);
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if ((_target.Transform.Coordinates.Position - _owner.Transform.Coordinates.Position).Length >
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meleeWeaponComponent.Range)
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meleeWeaponComponent?.Range)
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{
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return Outcome.Failed;
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}
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@@ -13,7 +13,7 @@ namespace Content.Server.AI.Operators.Combat.Melee
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private readonly IEntity _owner;
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private readonly IEntity _target;
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private UnarmedCombatComponent _unarmedCombat;
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private UnarmedCombatComponent? _unarmedCombat;
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public UnarmedCombatOperator(IEntity owner, IEntity target, float burstTime = 1.0f)
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{
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@@ -29,7 +29,7 @@ namespace Content.Server.AI.Operators.Combat.Melee
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return true;
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}
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if (!_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
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if (!_owner.TryGetComponent(out CombatModeComponent? combatModeComponent))
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{
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return false;
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}
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@@ -39,7 +39,7 @@ namespace Content.Server.AI.Operators.Combat.Melee
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combatModeComponent.IsInCombatMode = true;
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}
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if (_owner.TryGetComponent(out UnarmedCombatComponent unarmedCombatComponent))
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if (_owner.TryGetComponent(out UnarmedCombatComponent? unarmedCombatComponent))
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{
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_unarmedCombat = unarmedCombatComponent;
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}
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@@ -56,7 +56,7 @@ namespace Content.Server.AI.Operators.Combat.Melee
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if (!base.Shutdown(outcome))
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return false;
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if (_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
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if (_owner.TryGetComponent(out CombatModeComponent? combatModeComponent))
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{
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combatModeComponent.IsInCombatMode = false;
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}
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@@ -71,7 +71,7 @@ namespace Content.Server.AI.Operators.Combat.Melee
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return Outcome.Success;
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}
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if (_unarmedCombat.Deleted)
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if (_unarmedCombat?.Deleted ?? true)
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{
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return Outcome.Failed;
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}
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@@ -14,7 +14,7 @@ namespace Content.Server.AI.Operators.Inventory
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public sealed class CloseLastStorageOperator : AiOperator
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{
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private readonly IEntity _owner;
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private IEntity _target;
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private IEntity? _target;
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public CloseLastStorageOperator(IEntity owner)
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{
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@@ -53,12 +53,12 @@ namespace Content.Server.AI.Operators.Inventory
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public override Outcome Execute(float frameTime)
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{
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if (!_owner.InRangeUnobstructed(_target, popup: true))
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if (_target == null || !_owner.InRangeUnobstructed(_target, popup: true))
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{
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return Outcome.Failed;
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}
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if (!_target.TryGetComponent(out EntityStorageComponent storageComponent) ||
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if (!_target.TryGetComponent(out EntityStorageComponent? storageComponent) ||
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storageComponent.IsWeldedShut)
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{
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return Outcome.Failed;
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@@ -20,7 +20,7 @@ namespace Content.Server.AI.Operators.Inventory
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/// <returns></returns>
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public override Outcome Execute(float frameTime)
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{
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if (!_owner.TryGetComponent(out HandsComponent handsComponent) ||
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if (!_owner.TryGetComponent(out HandsComponent? handsComponent) ||
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!handsComponent.TryHand(_entity, out _))
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{
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return Outcome.Failed;
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@@ -14,11 +14,11 @@ namespace Content.Server.AI.Operators.Inventory
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public override Outcome Execute(float frameTime)
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{
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if (!_owner.TryGetComponent(out HandsComponent handsComponent))
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if (!_owner.TryGetComponent(out HandsComponent? handsComponent))
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{
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return Outcome.Failed;
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}
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foreach (var item in handsComponent.GetAllHeldItems())
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{
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handsComponent.Drop(item.Owner);
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@@ -15,7 +15,7 @@ namespace Content.Server.AI.Operators.Inventory
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public override Outcome Execute(float frameTime)
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{
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if (!_owner.TryGetComponent(out HandsComponent handsComponent))
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if (!_owner.TryGetComponent(out HandsComponent? handsComponent))
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{
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return Outcome.Failed;
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}
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@@ -33,7 +33,7 @@ namespace Content.Server.AI.Operators.Inventory
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return Outcome.Failed;
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}
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if (_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
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if (_owner.TryGetComponent(out CombatModeComponent? combatModeComponent))
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{
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combatModeComponent.IsInCombatMode = false;
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}
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@@ -9,7 +9,7 @@ namespace Content.Server.AI.Operators.Movement
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{
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// TODO: This and steering need to support InRangeUnobstructed now
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private readonly IEntity _owner;
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private EntityTargetSteeringRequest _request;
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private EntityTargetSteeringRequest? _request;
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private readonly IEntity _target;
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// For now we'll just get as close as we can because we're not doing LOS checks to be able to pick up at the max interaction range
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public float ArrivalDistance { get; }
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@@ -56,7 +56,7 @@ namespace Content.Server.AI.Operators.Movement
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public override Outcome Execute(float frameTime)
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{
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switch (_request.Status)
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switch (_request?.Status)
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{
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case SteeringStatus.Pending:
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DebugTools.Assert(EntitySystem.Get<AiSteeringSystem>().IsRegistered(_owner));
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@@ -9,7 +9,7 @@ namespace Content.Server.AI.Operators.Movement
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public sealed class MoveToGridOperator : AiOperator
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{
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private readonly IEntity _owner;
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private GridTargetSteeringRequest _request;
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private GridTargetSteeringRequest? _request;
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private readonly EntityCoordinates _target;
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public float DesiredRange { get; set; }
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@@ -45,7 +45,7 @@ namespace Content.Server.AI.Operators.Movement
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public override Outcome Execute(float frameTime)
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{
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switch (_request.Status)
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switch (_request?.Status)
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{
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case SteeringStatus.Pending:
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DebugTools.Assert(EntitySystem.Get<AiSteeringSystem>().IsRegistered(_owner));
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@@ -9,7 +9,7 @@ namespace Content.Server.AI.Operators.Sequences
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/// </summary>
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public abstract class SequenceOperator : AiOperator
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{
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public Queue<AiOperator> Sequence { get; protected set; }
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public Queue<AiOperator> Sequence { get; protected set; } = new();
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public override Outcome Execute(float frameTime)
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{
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