* 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
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
154 lines
5.5 KiB
C#
154 lines
5.5 KiB
C#
using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.SprayPainter.Prototypes;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Doors;
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public sealed class DoorSystem : SharedDoorSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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protected override void OnComponentInit(Entity<DoorComponent> ent, ref ComponentInit args)
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{
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var comp = ent.Comp;
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comp.OpenSpriteStates = new List<(DoorVisualLayers, string)>(2);
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comp.ClosedSpriteStates = new List<(DoorVisualLayers, string)>(2);
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comp.OpenSpriteStates.Add((DoorVisualLayers.Base, comp.OpenSpriteState));
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comp.ClosedSpriteStates.Add((DoorVisualLayers.Base, comp.ClosedSpriteState));
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comp.OpeningAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(comp.OpeningAnimationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DoorVisualLayers.Base,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f),
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},
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},
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},
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};
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comp.ClosingAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(comp.ClosingAnimationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DoorVisualLayers.Base,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f),
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},
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},
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},
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};
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comp.EmaggingAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(comp.EmaggingAnimationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DoorVisualLayers.BaseUnlit,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(comp.EmaggingSpriteState, 0f),
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},
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},
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},
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};
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}
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private void OnAppearanceChange(Entity<DoorComponent> entity, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!AppearanceSystem.TryGetData<DoorState>(entity, DoorVisuals.State, out var state, args.Component))
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state = DoorState.Closed;
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if (AppearanceSystem.TryGetData<string>(entity, PaintableVisuals.Prototype, out var prototype, args.Component))
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UpdateSpriteLayers((entity.Owner, args.Sprite), prototype);
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if (_animationSystem.HasRunningAnimation(entity, DoorComponent.AnimationKey))
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_animationSystem.Stop(entity.Owner, DoorComponent.AnimationKey);
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UpdateAppearanceForDoorState(entity, args.Sprite, state);
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}
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private void UpdateAppearanceForDoorState(Entity<DoorComponent> entity, SpriteComponent sprite, DoorState state)
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{
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_sprite.SetDrawDepth((entity.Owner, sprite), state is DoorState.Open ? entity.Comp.OpenDrawDepth : entity.Comp.ClosedDrawDepth);
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switch (state)
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{
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case DoorState.Open:
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foreach (var (layer, layerState) in entity.Comp.OpenSpriteStates)
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{
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_sprite.LayerSetRsiState((entity.Owner, sprite), layer, layerState);
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}
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return;
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case DoorState.Closed:
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foreach (var (layer, layerState) in entity.Comp.ClosedSpriteStates)
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{
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_sprite.LayerSetRsiState((entity.Owner, sprite), layer, layerState);
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}
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return;
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case DoorState.Opening:
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if (entity.Comp.OpeningAnimationTime == 0.0)
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return;
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_animationSystem.Play(entity, (Animation)entity.Comp.OpeningAnimation, DoorComponent.AnimationKey);
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return;
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case DoorState.Closing:
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if (entity.Comp.ClosingAnimationTime == 0.0 || entity.Comp.CurrentlyCrushing.Count != 0)
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return;
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_animationSystem.Play(entity, (Animation)entity.Comp.ClosingAnimation, DoorComponent.AnimationKey);
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return;
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case DoorState.Denying:
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_animationSystem.Play(entity, (Animation)entity.Comp.DenyingAnimation, DoorComponent.AnimationKey);
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return;
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case DoorState.Emagging:
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_animationSystem.Play(entity, (Animation)entity.Comp.EmaggingAnimation, DoorComponent.AnimationKey);
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return;
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}
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}
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private void UpdateSpriteLayers(Entity<SpriteComponent> sprite, string targetProto)
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{
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if (!_prototypeManager.Resolve(targetProto, out var target))
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return;
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if (!target.TryGetComponent(out SpriteComponent? targetSprite, _componentFactory))
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return;
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_sprite.SetBaseRsi(sprite.AsNullable(), targetSprite.BaseRSI);
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}
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}
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