Enable nullability in Content.Server (#3685)

This commit is contained in:
DrSmugleaf
2021-03-16 15:50:20 +01:00
committed by GitHub
parent 90fec0ed24
commit a5ade526b7
306 changed files with 1616 additions and 1441 deletions

View File

@@ -12,7 +12,6 @@ using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -40,7 +39,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private PathfindingSystem _pathfindingSystem;
private PathfindingSystem _pathfindingSystem = default!;
/// <summary>
/// Queued region updates
@@ -180,7 +179,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
var targetNode = _pathfindingSystem.GetNode(targetTile);
var collisionMask = 0;
if (entity.TryGetComponent(out IPhysBody physics))
if (entity.TryGetComponent(out IPhysBody? physics))
{
collisionMask = physics.CollisionMask;
}
@@ -229,7 +228,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
var reachableArgs = ReachableArgs.GetArgs(entity);
var reachableRegions = GetReachableRegions(reachableArgs, targetRegion);
return reachableRegions.Contains(entityRegion);
return entityRegion != null && reachableRegions.Contains(entityRegion);
}
/// <summary>
@@ -238,7 +237,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// <param name="reachableArgs"></param>
/// <param name="region"></param>
/// <returns></returns>
public HashSet<PathfindingRegion> GetReachableRegions(ReachableArgs reachableArgs, PathfindingRegion region)
public HashSet<PathfindingRegion> GetReachableRegions(ReachableArgs reachableArgs, PathfindingRegion? region)
{
// if we're on a node that's not tracked at all atm then region will be null
if (region == null)
@@ -276,7 +275,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// <returns></returns>
private ReachableArgs GetCachedArgs(ReachableArgs accessibleArgs)
{
ReachableArgs foundArgs = null;
ReachableArgs? foundArgs = null;
foreach (var (cachedAccessible, _) in _cachedAccessible)
{
@@ -422,7 +421,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// </summary>
/// <param name="entity"></param>
/// <returns></returns>
public PathfindingRegion GetRegion(IEntity entity)
public PathfindingRegion? GetRegion(IEntity entity)
{
var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.Coordinates);
var entityNode = _pathfindingSystem.GetNode(entityTile);
@@ -434,7 +433,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
public PathfindingRegion GetRegion(PathfindingNode node)
public PathfindingRegion? GetRegion(PathfindingNode node)
{
// Not sure on the best way to optimise this
// On the one hand, just storing each node's region is faster buuutttt muh memory
@@ -469,7 +468,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// <param name="x">This is already calculated in advance so may as well re-use it</param>
/// <param name="y">This is already calculated in advance so may as well re-use it</param>
/// <returns></returns>
private PathfindingRegion CalculateNode(
private PathfindingRegion? CalculateNode(
PathfindingNode node,
Dictionary<PathfindingNode, PathfindingRegion> existingRegions,
HashSet<PathfindingRegion> chunkRegions,
@@ -499,8 +498,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
// Otherwise, make our own region.
var leftNeighbor = x > 0 ? parentChunk.Nodes[x - 1, y] : null;
var bottomNeighbor = y > 0 ? parentChunk.Nodes[x, y - 1] : null;
PathfindingRegion leftRegion;
PathfindingRegion bottomRegion;
PathfindingRegion? leftRegion;
PathfindingRegion? bottomRegion;
// We'll check if our left or down neighbors are already in a region and join them
@@ -562,7 +561,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// </summary>
/// <param name="source"></param>
/// <param name="target"></param>
private void MergeInto(PathfindingRegion source, PathfindingRegion target, Dictionary<PathfindingNode, PathfindingRegion> existingRegions = null)
private void MergeInto(PathfindingRegion source, PathfindingRegion target, Dictionary<PathfindingNode, PathfindingRegion>? existingRegions = null)
{
DebugTools.AssertNotNull(source);
DebugTools.AssertNotNull(target);