* 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>
66 lines
1.6 KiB
C#
66 lines
1.6 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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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 DamageType
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{
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Blunt,
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Slash,
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Piercing,
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Heat,
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Shock,
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Cold,
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Poison,
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Radiation,
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Asphyxiation,
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Bloodloss,
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Cellular
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}
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public static class DamageTypeExtensions
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{
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public static DamageClass ToClass(this DamageType type)
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{
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return DamageSystem.TypeToClass[type];
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}
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public static Dictionary<DamageType, T> ToNewDictionary<T>() where T : struct
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{
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return Enum.GetValues(typeof(DamageType))
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.Cast<DamageType>()
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.ToDictionary(type => type, _ => default(T));
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}
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public static Dictionary<DamageType, int> ToNewDictionary()
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{
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return ToNewDictionary<int>();
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}
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public static Dictionary<DamageClass, int> ToClassDictionary(IReadOnlyDictionary<DamageType, int> types)
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{
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var classes = DamageClassExtensions.ToNewDictionary();
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foreach (var @class in classes.Keys.ToList())
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{
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foreach (var type in @class.ToTypes())
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{
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if (!types.TryGetValue(type, out var damage))
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{
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continue;
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}
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classes[@class] += damage;
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}
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}
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return classes;
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}
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}
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}
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