Files
tbd-station-14/Content.Shared/Utility/SharedEntityExtensions.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* 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>
2021-02-27 14:12:09 +11:00

42 lines
1.5 KiB
C#

#nullable enable
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Shared.Utility
{
public static class SharedEntityExtensions
{
public static void RandomOffset(this IEntity entity, float minX, float maxX, float minY, float maxY)
{
DebugTools.AssertNotNull(entity);
DebugTools.Assert(minX <= maxX, $"Minimum X value ({minX}) must be smaller than or equal to the maximum X value ({maxX})");
DebugTools.Assert(minY <= maxY, $"Minimum Y value ({minY}) must be smaller than or equal to the maximum Y value ({maxY})");
var random = IoCManager.Resolve<IRobustRandom>();
var randomX = random.NextFloat() * (maxX - minX) + minX;
var randomY = random.NextFloat() * (maxY - minY) + minY;
var offset = new Vector2(randomX, randomY);
entity.Transform.LocalPosition += offset;
}
public static void RandomOffset(this IEntity entity, float min, float max)
{
DebugTools.AssertNotNull(entity);
DebugTools.Assert(min <= max, $"Minimum value ({min}) must be smaller than or equal to the maximum value ({max})");
entity.RandomOffset(min, max, min, max);
}
public static void RandomOffset(this IEntity entity, float value)
{
value = Math.Abs(value);
entity.RandomOffset(-value, value);
}
}
}