Enable nullability in Content.Server (#3685)
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@@ -26,7 +26,7 @@ namespace Content.Server.GameObjects.Components.Research
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/// </summary>
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public void Sync()
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{
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if (!Owner.TryGetComponent(out TechnologyDatabaseComponent database)) return;
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if (!Owner.TryGetComponent(out TechnologyDatabaseComponent? database)) return;
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foreach (var technology in database.Technologies)
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{
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@@ -1,8 +1,6 @@
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -18,7 +16,7 @@ namespace Content.Server.GameObjects.Components.Research
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private int _pointsPerSecond;
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[DataField("active")]
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private bool _active;
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private PowerReceiverComponent _powerReceiver;
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private PowerReceiverComponent? _powerReceiver;
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[ViewVariables(VVAccess.ReadWrite)]
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public int PointsPerSecond
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@@ -20,7 +20,7 @@ namespace Content.Server.GameObjects.Components.Research
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[DataField("servername")]
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private string _serverName = "RDSERVER";
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private float _timer = 0f;
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public TechnologyDatabaseComponent Database { get; private set; }
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public TechnologyDatabaseComponent? Database { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)] [DataField("points")] private int _points = 0;
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@@ -28,7 +28,7 @@ namespace Content.Server.GameObjects.Components.Research
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// You could optimize research by keeping a list of unlocked recipes too.
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[ViewVariables(VVAccess.ReadOnly)]
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public IReadOnlyList<TechnologyPrototype> UnlockedTechnologies => Database.Technologies;
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public IReadOnlyList<TechnologyPrototype>? UnlockedTechnologies => Database?.Technologies;
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[ViewVariables(VVAccess.ReadOnly)]
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public List<ResearchPointSourceComponent> PointSources { get; } = new();
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@@ -66,7 +66,7 @@ namespace Content.Server.GameObjects.Components.Research
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[ViewVariables]
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public bool CanRun => _powerReceiver is null || _powerReceiver.Powered;
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private PowerReceiverComponent _powerReceiver;
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private PowerReceiverComponent? _powerReceiver;
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public override void Initialize()
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{
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@@ -86,8 +86,14 @@ namespace Content.Server.GameObjects.Components.Research
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public bool CanUnlockTechnology(TechnologyPrototype technology)
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{
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if (!Database.CanUnlockTechnology(technology) || _points < technology.RequiredPoints ||
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Database.IsTechnologyUnlocked(technology)) return false;
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if (Database == null)
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return false;
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if (!Database.CanUnlockTechnology(technology) ||
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_points < technology.RequiredPoints ||
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Database.IsTechnologyUnlocked(technology))
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return false;
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return true;
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}
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@@ -100,7 +106,7 @@ namespace Content.Server.GameObjects.Components.Research
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public bool UnlockTechnology(TechnologyPrototype technology)
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{
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if (!CanUnlockTechnology(technology)) return false;
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var result = Database.UnlockTechnology(technology);
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var result = Database?.UnlockTechnology(technology) ?? false;
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if (result)
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_points -= technology.RequiredPoints;
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return result;
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@@ -113,7 +119,7 @@ namespace Content.Server.GameObjects.Components.Research
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/// <returns></returns>
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public bool IsTechnologyUnlocked(TechnologyPrototype technology)
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{
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return Database.IsTechnologyUnlocked(technology);
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return Database?.IsTechnologyUnlocked(technology) ?? false;
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}
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/// <summary>
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@@ -27,7 +27,7 @@ namespace Content.Server.GameObjects.Components.Research
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if (!IsTechnologyUnlocked(tech)) AddTechnology(tech);
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}
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if(twoway)
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if (twoway)
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otherDatabase.Sync(this, false);
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Dirty();
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@@ -41,8 +41,8 @@ namespace Content.Server.GameObjects.Components.Research
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/// <returns>Whether it could sync or not</returns>
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public bool SyncWithServer()
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{
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if (!Owner.TryGetComponent(out ResearchClientComponent client)) return false;
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if (!client.ConnectedToServer) return false;
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if (!Owner.TryGetComponent(out ResearchClientComponent? client)) return false;
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if (client.Server?.Database == null) return false;
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Sync(client.Server.Database);
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