* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
72 lines
2.0 KiB
C#
72 lines
2.0 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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public abstract class SharedCombatModeComponent : Component
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{
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public sealed override uint? NetID => ContentNetIDs.COMBATMODE;
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public override string Name => "CombatMode";
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private bool _isInCombatMode;
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private TargetingZone _activeZone;
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual bool IsInCombatMode
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{
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get => _isInCombatMode;
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set
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{
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_isInCombatMode = value;
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Dirty();
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual TargetingZone ActiveZone
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{
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get => _activeZone;
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set
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{
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_activeZone = value;
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Dirty();
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not CombatModeComponentState state)
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return;
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IsInCombatMode = state.IsInCombatMode;
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ActiveZone = state.TargetingZone;
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new CombatModeComponentState(IsInCombatMode, ActiveZone);
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}
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[Serializable, NetSerializable]
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protected sealed class CombatModeComponentState : ComponentState
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{
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public bool IsInCombatMode { get; }
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public TargetingZone TargetingZone { get; }
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public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
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: base(ContentNetIDs.COMBATMODE)
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{
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IsInCombatMode = isInCombatMode;
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TargetingZone = targetingZone;
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}
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}
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}
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}
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