Fix usages of TryIndex() (#39124)

* Fix usages of TryIndex()

Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)

This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)

This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.

Fixes #39115

Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.

* fix tests

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Pieter-Jan Briers
2025-09-09 18:17:56 +02:00
committed by GitHub
parent fca45851cc
commit 0c97520276
136 changed files with 229 additions and 228 deletions

View File

@@ -57,7 +57,7 @@ public sealed class EntityHealthBarOverlay : Overlay
const float scale = 1f;
var scaleMatrix = Matrix3Helpers.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3Helpers.CreateRotation(-rotation);
_prototype.TryIndex(StatusIcon, out var statusIcon);
_prototype.Resolve(StatusIcon, out var statusIcon);
var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
while (query.MoveNext(out var uid,

View File

@@ -22,7 +22,7 @@ public sealed class ShowCriminalRecordIconsSystem : EquipmentHudSystem<ShowCrimi
if (!IsActive)
return;
if (_prototype.TryIndex(component.StatusIcon, out var iconPrototype))
if (_prototype.Resolve(component.StatusIcon, out var iconPrototype))
ev.StatusIcons.Add(iconPrototype);
}
}

View File

@@ -78,9 +78,9 @@ public sealed class ShowHealthIconsSystem : EquipmentHudSystem<ShowHealthIconsCo
if (TryComp<MobStateComponent>(entity, out var state))
{
// Since there is no MobState for a rotting mob, we have to deal with this case first.
if (HasComp<RottingComponent>(entity) && _prototypeMan.TryIndex(damageableComponent.RottingIcon, out var rottingIcon))
if (HasComp<RottingComponent>(entity) && _prototypeMan.Resolve(damageableComponent.RottingIcon, out var rottingIcon))
result.Add(rottingIcon);
else if (damageableComponent.HealthIcons.TryGetValue(state.CurrentState, out var value) && _prototypeMan.TryIndex(value, out var icon))
else if (damageableComponent.HealthIcons.TryGetValue(state.CurrentState, out var value) && _prototypeMan.Resolve(value, out var icon))
result.Add(icon);
}
}

View File

@@ -51,7 +51,7 @@ public sealed class ShowJobIconsSystem : EquipmentHudSystem<ShowJobIconsComponen
}
}
if (_prototype.TryIndex(iconId, out var iconPrototype))
if (_prototype.Resolve(iconId, out var iconPrototype))
ev.StatusIcons.Add(iconPrototype);
else
Log.Error($"Invalid job icon prototype: {iconPrototype}");

View File

@@ -23,7 +23,7 @@ public sealed class ShowMindShieldIconsSystem : EquipmentHudSystem<ShowMindShiel
{
if(!IsActive)
return;
if (component.IsEnabled && _prototype.TryIndex(component.MindShieldStatusIcon, out var fakeStatusIconPrototype))
if (component.IsEnabled && _prototype.Resolve(component.MindShieldStatusIcon, out var fakeStatusIconPrototype))
ev.StatusIcons.Add(fakeStatusIconPrototype);
}
@@ -32,7 +32,7 @@ public sealed class ShowMindShieldIconsSystem : EquipmentHudSystem<ShowMindShiel
if (!IsActive)
return;
if (_prototype.TryIndex(component.MindShieldStatusIcon, out var iconPrototype))
if (_prototype.Resolve(component.MindShieldStatusIcon, out var iconPrototype))
ev.StatusIcons.Add(iconPrototype);
}
}

View File

@@ -65,7 +65,7 @@ public sealed partial class StencilOverlay : Overlay
{
foreach (var (proto, weather) in comp.Weather)
{
if (!_protoManager.TryIndex<WeatherPrototype>(proto, out var weatherProto))
if (!_protoManager.Resolve<WeatherPrototype>(proto, out var weatherProto))
continue;
var alpha = _weather.GetPercent(weather, mapUid);