* 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>
50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Shared.Advertise.Components;
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using Content.Shared.Advertise.Systems;
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using Content.Shared.UserInterface;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Advertise.EntitySystems;
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public sealed partial class SpeakOnUIClosedSystem : SharedSpeakOnUIClosedSystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpeakOnUIClosedComponent, BoundUIClosedEvent>(OnBoundUIClosed);
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}
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private void OnBoundUIClosed(Entity<SpeakOnUIClosedComponent> entity, ref BoundUIClosedEvent args)
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{
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if (!TryComp(entity, out ActivatableUIComponent? activatable) || !args.UiKey.Equals(activatable.Key))
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return;
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if (entity.Comp.RequireFlag && !entity.Comp.Flag)
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return;
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TrySpeak((entity, entity.Comp));
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}
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public bool TrySpeak(Entity<SpeakOnUIClosedComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp))
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return false;
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if (!entity.Comp.Enabled)
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return false;
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if (!_prototypeManager.Resolve(entity.Comp.Pack, out var messagePack))
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return false;
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var message = Loc.GetString(_random.Pick(messagePack.Values), ("name", Name(entity)));
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_chat.TrySendInGameICMessage(entity, message, InGameICChatType.Speak, true);
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entity.Comp.Flag = false;
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return true;
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}
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}
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