Enable nullability in Content.Server (#3685)
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@@ -37,7 +37,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (entity.TryGetComponent(out ClothingComponent clothing) &&
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if (entity.TryGetComponent(out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
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{
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yield return new EquipGloves {Owner = owner, Target = entity, Bonus = Bonus};
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@@ -35,7 +35,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (entity.TryGetComponent(out ClothingComponent clothing) &&
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if (entity.TryGetComponent(out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
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{
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yield return new PickUpGloves {Owner = owner, Target = entity, Bonus = Bonus};
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@@ -36,7 +36,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (entity.TryGetComponent(out ClothingComponent clothing) &&
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if (entity.TryGetComponent(out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
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{
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yield return new EquipHead {Owner = owner, Target = entity, Bonus = Bonus};
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@@ -35,10 +35,10 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (entity.TryGetComponent(out ClothingComponent clothing) &&
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if (entity.TryGetComponent(out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
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{
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yield return new PickUpHead() {Owner = owner, Target = entity, Bonus = Bonus};
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yield return new PickUpHead {Owner = owner, Target = entity, Bonus = Bonus};
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}
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}
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}
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@@ -37,10 +37,10 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (entity.TryGetComponent(out ClothingComponent clothing) &&
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if (entity.TryGetComponent(out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
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{
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yield return new EquipOuterClothing() {Owner = owner, Target = entity, Bonus = Bonus};
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yield return new EquipOuterClothing {Owner = owner, Target = entity, Bonus = Bonus};
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}
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}
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}
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@@ -36,10 +36,10 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (entity.TryGetComponent(out ClothingComponent clothing) &&
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if (entity.TryGetComponent(out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
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{
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yield return new PickUpOuterClothing() {Owner = owner, Target = entity, Bonus = Bonus};
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yield return new PickUpOuterClothing {Owner = owner, Target = entity, Bonus = Bonus};
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}
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}
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}
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@@ -37,10 +37,10 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (entity.TryGetComponent(out ClothingComponent clothing) &&
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if (entity.TryGetComponent(out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
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{
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yield return new EquipShoes() {Owner = owner, Target = entity, Bonus = Bonus};
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yield return new EquipShoes {Owner = owner, Target = entity, Bonus = Bonus};
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}
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}
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}
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@@ -36,7 +36,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (entity.TryGetComponent(out ClothingComponent clothing) &&
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if (entity.TryGetComponent(out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
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{
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yield return new PickUpShoes {Owner = owner, Target = entity, Bonus = Bonus};
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@@ -38,7 +38,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
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continue;
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}
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yield return new EquipMelee() {Owner = owner, Target = entity, Bonus = Bonus};
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yield return new EquipMelee {Owner = owner, Target = entity, Bonus = Bonus};
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}
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}
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}
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@@ -31,7 +31,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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if (!owner.TryGetComponent(out AiControllerComponent controller))
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if (!owner.TryGetComponent(out AiControllerComponent? controller))
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{
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throw new InvalidOperationException();
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}
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@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
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foreach (var target in EntitySystem.Get<AiFactionTagSystem>()
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.GetNearbyHostiles(owner, controller.VisionRadius))
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{
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yield return new MeleeWeaponAttackEntity() {Owner = owner, Target = target, Bonus = Bonus};
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yield return new MeleeWeaponAttackEntity {Owner = owner, Target = target, Bonus = Bonus};
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}
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}
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}
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@@ -31,7 +31,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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if (!owner.TryGetComponent(out AiControllerComponent controller))
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if (!owner.TryGetComponent(out AiControllerComponent? controller))
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{
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throw new InvalidOperationException();
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}
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@@ -12,7 +12,7 @@ namespace Content.Server.AI.Utility.ExpandableActions
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/// </summary>
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public abstract class ExpandableUtilityAction : IAiUtility
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{
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public IEntity Owner { get; set; }
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public IEntity Owner { get; set; } = default!;
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public abstract float Bonus { get; }
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