Enable nullability in Content.Server (#3685)
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@@ -58,7 +58,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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/// <returns></returns>
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public IEnumerable<PathfindingNode> GetNeighbors()
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{
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List<PathfindingChunk> neighborChunks = null;
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List<PathfindingChunk>? neighborChunks = null;
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if (ParentChunk.OnEdge(this))
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{
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neighborChunks = ParentChunk.RelevantChunks(this).ToList();
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@@ -80,7 +80,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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DebugTools.AssertNotNull(neighborChunks);
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// Get the relevant chunk and then get the node on it
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foreach (var neighbor in neighborChunks)
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foreach (var neighbor in neighborChunks!)
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{
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// A lot of edge transitions are going to have a single neighboring chunk
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// (given > 1 only affects corners)
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@@ -96,7 +96,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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}
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}
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public PathfindingNode GetNeighbor(Direction direction)
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public PathfindingNode? GetNeighbor(Direction direction)
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{
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var chunkXOffset = TileRef.X - ParentChunk.Indices.X;
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var chunkYOffset = TileRef.Y - ParentChunk.Indices.Y;
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@@ -266,7 +266,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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// TODO: Check for powered I think (also need an event for when it's depowered
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// AccessReader calls this whenever opening / closing but it can seem to get called multiple times
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// Which may or may not be intended?
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if (entity.TryGetComponent(out AccessReader accessReader) && !_accessReaders.ContainsKey(entity))
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if (entity.TryGetComponent(out AccessReader? accessReader) && !_accessReaders.ContainsKey(entity))
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{
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_accessReaders.Add(entity, accessReader);
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ParentChunk.Dirty();
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