Fix IDE0074

This commit is contained in:
RoosterDragon
2023-04-05 19:20:51 +01:00
committed by Pavel Penev
parent cbd0583289
commit bd2b3d9793
30 changed files with 42 additions and 81 deletions

View File

@@ -453,8 +453,7 @@ namespace OpenRA.Mods.Common.Traits
// If all are out of ammo, just use valid armament with highest range
armaments = armaments.OrderByDescending(x => x.MaxRange());
var a = armaments.FirstOrDefault(x => !x.IsTraitPaused);
if (a == null)
a = armaments.First();
a ??= armaments.First();
var outOfRange = !target.IsInRange(self.CenterPosition, a.MaxRange()) ||
(!forceAttack && target.Type == TargetType.FrozenActor && !ab.Info.TargetFrozenActors);
@@ -491,8 +490,7 @@ namespace OpenRA.Mods.Common.Traits
// If all are out of ammo, just use valid armament with highest range
armaments = armaments.OrderByDescending(x => x.MaxRange());
var a = armaments.FirstOrDefault(x => !x.IsTraitPaused);
if (a == null)
a = armaments.First();
a ??= armaments.First();
cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor

View File

@@ -272,16 +272,14 @@ namespace OpenRA.Mods.Common.Traits
if (Info.AirUnitsTypes.Contains(a.Info.Name))
{
var air = GetSquadOfType(SquadType.Air);
if (air == null)
air = RegisterNewSquad(bot, SquadType.Air);
air ??= RegisterNewSquad(bot, SquadType.Air);
air.Units.Add(a);
}
else if (Info.NavalUnitsTypes.Contains(a.Info.Name))
{
var ships = GetSquadOfType(SquadType.Naval);
if (ships == null)
ships = RegisterNewSquad(bot, SquadType.Naval);
ships ??= RegisterNewSquad(bot, SquadType.Naval);
ships.Units.Add(a);
}
@@ -336,8 +334,7 @@ namespace OpenRA.Mods.Common.Traits
{
var target = enemies.Count > 0 ? enemies.Random(World.LocalRandom) : b;
var rush = GetSquadOfType(SquadType.Rush);
if (rush == null)
rush = RegisterNewSquad(bot, SquadType.Rush, target);
rush ??= RegisterNewSquad(bot, SquadType.Rush, target);
foreach (var a3 in ownUnits)
rush.Units.Add(a3);
@@ -350,8 +347,7 @@ namespace OpenRA.Mods.Common.Traits
void ProtectOwn(IBot bot, Actor attacker)
{
var protectSq = GetSquadOfType(SquadType.Protection);
if (protectSq == null)
protectSq = RegisterNewSquad(bot, SquadType.Protection, attacker);
protectSq ??= RegisterNewSquad(bot, SquadType.Protection, attacker);
if (!protectSq.IsTargetValid)
protectSq.TargetActor = attacker;

View File

@@ -45,8 +45,7 @@ namespace OpenRA.Mods.Common.Traits
if (r.IsTraitDisabled)
continue;
if (acceptedReplacements == null)
acceptedReplacements = new HashSet<string>();
acceptedReplacements ??= new HashSet<string>();
acceptedReplacements.UnionWith(r.Info.Types);
}

View File

@@ -84,8 +84,7 @@ namespace OpenRA.Mods.Common.Traits
void INotifyLineBuildSegmentsChanged.SegmentAdded(Actor self, Actor segment)
{
if (segments == null)
segments = new HashSet<Actor>();
segments ??= new HashSet<Actor>();
segments.Add(segment);
}

View File

@@ -120,8 +120,7 @@ namespace OpenRA.Mods.Common.Traits
public bool CanEnterCell(World world, Actor self, CPos cell, SubCell subCell = SubCell.FullCell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
// PERF: Avoid repeated trait queries on the hot path
if (locomotor == null)
locomotor = world.WorldActor.TraitsImplementing<Locomotor>()
locomotor ??= world.WorldActor.TraitsImplementing<Locomotor>()
.SingleOrDefault(l => l.Info.Name == Locomotor);
return locomotor.MovementCostToEnterCell(
@@ -131,8 +130,7 @@ namespace OpenRA.Mods.Common.Traits
public bool CanStayInCell(World world, CPos cell)
{
// PERF: Avoid repeated trait queries on the hot path
if (locomotor == null)
locomotor = world.WorldActor.TraitsImplementing<Locomotor>()
locomotor ??= world.WorldActor.TraitsImplementing<Locomotor>()
.SingleOrDefault(l => l.Info.Name == Locomotor);
if (cell.Layer == CustomMovementLayerType.Tunnel)

View File

@@ -57,8 +57,7 @@ namespace OpenRA.Mods.Common.Traits
mo.MarkFailed(self.Owner, objectiveID);
// Players, NonCombatants, and IsAlliedWith are all fixed once the game starts, so we can cache the result.
if (otherPlayers == null)
otherPlayers = self.World.Players.Where(p => !p.NonCombatant && !p.IsAlliedWith(self.Owner)).ToArray();
otherPlayers ??= self.World.Players.Where(p => !p.NonCombatant && !p.IsAlliedWith(self.Owner)).ToArray();
if (otherPlayers.Length == 0) return;

View File

@@ -29,9 +29,8 @@ namespace OpenRA.Mods.Common.Traits.Render
// Per-actor queue
var queue = ai.TraitInfos<ProductionQueueInfo>().FirstOrDefault(q => ProductionType == q.Type);
// No queues available - check for classic production queues
if (queue == null)
queue = rules.Actors[SystemActors.Player].TraitInfos<ProductionQueueInfo>().FirstOrDefault(q => ProductionType == q.Type);
// If no queues available - check for classic production queues
queue ??= rules.Actors[SystemActors.Player].TraitInfos<ProductionQueueInfo>().FirstOrDefault(q => ProductionType == q.Type);
if (queue == null)
throw new YamlException($"Can't find a queue with ProductionType '{ProductionType}'");
@@ -67,12 +66,9 @@ namespace OpenRA.Mods.Common.Traits.Render
queue = self.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => Info.ProductionType == q.Info.Type);
if (queue == null)
{
// No queues available - check for classic production queues
queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => Info.ProductionType == q.Info.Type);
}
// If no queues available - check for classic production queues
queue ??= self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => Info.ProductionType == q.Info.Type);
}
void ITick.Tick(Actor self)

View File

@@ -101,8 +101,7 @@ namespace OpenRA.Mods.Common.Traits.Render
if (selected && self.World.LocalPlayer != null)
{
if (developerMode == null)
developerMode = self.World.LocalPlayer.PlayerActor.Trait<DeveloperMode>();
developerMode ??= self.World.LocalPlayer.PlayerActor.Trait<DeveloperMode>();
if (developerMode.PathDebug)
yield return new TargetLineRenderable(ActivityTargetPath(self), Color.Green, 1, 2);