Enable nullability in Content.Server (#3685)
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@@ -32,16 +32,16 @@ namespace Content.Server.AI.WorldState
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public abstract class StateData<T> : IAiState
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{
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public abstract string Name { get; }
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protected IEntity Owner { get; private set; }
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protected IEntity Owner { get; private set; } = default!;
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public void Setup(IEntity owner)
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{
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Owner = owner;
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}
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public abstract T GetValue();
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public abstract T? GetValue();
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}
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/// <summary>
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/// For when we want to set StateData but not reset it when re-planning actions
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/// Useful for group blackboard sharing or to avoid repeating the same action (e.g. bark phrases).
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@@ -51,21 +51,21 @@ namespace Content.Server.AI.WorldState
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{
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// Probably not the best class name but couldn't think of anything better
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public abstract string Name { get; }
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private IEntity Owner { get; set; }
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private IEntity? Owner { get; set; }
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private T _value;
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private T? _value;
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public void Setup(IEntity owner)
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{
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Owner = owner;
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}
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public virtual void SetValue(T value)
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public virtual void SetValue(T? value)
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{
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_value = value;
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}
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public T GetValue()
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public T? GetValue()
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{
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return _value;
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}
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@@ -79,8 +79,8 @@ namespace Content.Server.AI.WorldState
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public abstract class PlanningStateData<T> : IAiState, IPlanningState
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{
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public abstract string Name { get; }
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protected IEntity Owner { get; private set; }
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protected T Value;
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protected IEntity? Owner { get; private set; }
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protected T? Value;
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public void Setup(IEntity owner)
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{
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@@ -89,12 +89,12 @@ namespace Content.Server.AI.WorldState
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public abstract void Reset();
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public T GetValue()
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public T? GetValue()
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{
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return Value;
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}
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public virtual void SetValue(T value)
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public virtual void SetValue(T? value)
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{
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Value = value;
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}
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@@ -108,9 +108,9 @@ namespace Content.Server.AI.WorldState
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public abstract class CachedStateData<T> : IAiState, ICachedState
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{
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public abstract string Name { get; }
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protected IEntity Owner { get; private set; }
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protected IEntity Owner { get; private set; } = default!;
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private bool _cached;
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protected T Value;
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protected T Value = default!;
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private TimeSpan _lastCache = TimeSpan.Zero;
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/// <summary>
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/// How long something stays in the cache before new values are retrieved
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@@ -125,7 +125,7 @@ namespace Content.Server.AI.WorldState
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public void CheckCache()
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{
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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if (!_cached || (curTime - _lastCache).TotalSeconds >= CacheTime)
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{
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_cached = false;
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