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

@@ -26,7 +26,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPauseManager _pauseManager = default!;
private PathfindingSystem _pathfindingSystem;
private PathfindingSystem _pathfindingSystem = default!;
/// <summary>
/// Whether we try to avoid non-blocking physics objects
@@ -127,7 +127,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <exception cref="InvalidOperationException"></exception>
public void Unregister(IEntity entity)
{
if (entity.TryGetComponent(out AiControllerComponent controller))
if (entity.TryGetComponent(out AiControllerComponent? controller))
{
controller.VelocityDir = Vector2.Zero;
}
@@ -245,7 +245,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
private SteeringStatus Steer(IEntity entity, IAiSteeringRequest steeringRequest, float frameTime)
{
// Main optimisation to be done below is the redundant calls and adding more variables
if (entity.Deleted || !entity.TryGetComponent(out AiControllerComponent controller) || !ActionBlockerSystem.CanMove(entity))
if (entity.Deleted || !entity.TryGetComponent(out AiControllerComponent? controller) || !ActionBlockerSystem.CanMove(entity))
{
return SteeringStatus.NoPath;
}
@@ -414,7 +414,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
var startTile = gridManager.GetTileRef(entity.Transform.Coordinates);
var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
var collisionMask = 0;
if (entity.TryGetComponent(out IPhysBody physics))
if (entity.TryGetComponent(out IPhysBody? physics))
{
collisionMask = physics.CollisionMask;
}
@@ -600,7 +600,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
return Vector2.Zero;
}
if (target.TryGetComponent(out IPhysBody physics))
if (target.TryGetComponent(out IPhysBody? physics))
{
var targetDistance = (targetPos.Position - entityPos.Position);
targetPos = targetPos.Offset(physics.LinearVelocity * targetDistance);
@@ -618,7 +618,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <returns></returns>
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
{
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysBody physics))
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysBody? physics))
{
return Vector2.Zero;
}
@@ -659,7 +659,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
// if we're moving in the same direction then ignore
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
// i.e. towards the right
if (physicsEntity.TryGetComponent(out IPhysBody otherPhysics) &&
if (physicsEntity.TryGetComponent(out IPhysBody? otherPhysics) &&
Vector2.Dot(otherPhysics.LinearVelocity, direction) > 0)
{
continue;