Implicit non-nullability for fields

This commit is contained in:
Anuken
2020-10-01 13:33:43 -04:00
parent b15cdfef46
commit 199be4d13d
37 changed files with 71 additions and 87 deletions

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@@ -1,11 +1,10 @@
package mindustry.world.blocks.defense.turrets;
import arc.util.ArcAnnotate.*;
import mindustry.entities.bullet.*;
import mindustry.world.meta.*;
public class PowerTurret extends Turret{
public @NonNull BulletType shootType;
public BulletType shootType;
public float powerUse = 1f;
public PowerTurret(String name){

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@@ -152,7 +152,7 @@ public abstract class Turret extends Block{
public boolean logicShooting = false;
public @Nullable Posc target;
public Vec2 targetPos = new Vec2();
public @NonNull BlockUnitc unit = Nulls.blockUnit;
public BlockUnitc unit = Nulls.blockUnit;
@Override
public float range(){

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@@ -37,7 +37,7 @@ public class Floor extends Block{
/** Effect displayed when drowning on this floor. */
public Effect drownUpdateEffect = Fx.bubble;
/** Status effect applied when walking on. */
public @NonNull StatusEffect status = StatusEffects.none;
public StatusEffect status = StatusEffects.none;
/** Intensity of applied status effect. */
public float statusDuration = 60f;
/** liquids that drop from this block, used for pumps */

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@@ -3,12 +3,11 @@ package mindustry.world.blocks.production;
import arc.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.util.ArcAnnotate.*;
import arc.util.io.*;
import mindustry.annotations.Annotations.*;
import mindustry.gen.*;
import mindustry.type.*;
import mindustry.graphics.*;
import mindustry.type.*;
import mindustry.world.*;
import mindustry.world.consumers.*;
import mindustry.world.meta.*;
@@ -18,7 +17,7 @@ import mindustry.world.meta.values.*;
* Extracts a random list of items from an input item and an input liquid.
*/
public class Separator extends Block{
public @NonNull ItemStack[] results;
public ItemStack[] results;
public float craftTime;
public @Load("@-liquid") TextureRegion liquidRegion;

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@@ -154,7 +154,7 @@ public class CoreBlock extends StorageBlock{
public class CoreBuild extends Building implements ControlBlock{
public int storageCapacity;
//note that this unit is never actually used for control; the possession handler makes the player respawn when this unit is controlled
public @NonNull BlockUnitc unit = Nulls.blockUnit;
public BlockUnitc unit = Nulls.blockUnit;
@Override
public void created(){