* 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>
41 lines
1008 B
C#
41 lines
1008 B
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Damage
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{
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[Serializable, NetSerializable]
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public enum DamageClass
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{
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Brute,
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Burn,
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Toxin,
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Airloss,
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Genetic
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}
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public static class DamageClassExtensions
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{
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public static ImmutableList<DamageType> ToTypes(this DamageClass @class)
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{
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return DamageSystem.ClassToType[@class];
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}
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public static Dictionary<DamageClass, T> ToNewDictionary<T>() where T : struct
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{
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return Enum.GetValues(typeof(DamageClass))
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.Cast<DamageClass>()
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.ToDictionary(@class => @class, _ => default(T));
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}
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public static Dictionary<DamageClass, int> ToNewDictionary()
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{
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return ToNewDictionary<int>();
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}
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}
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}
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