* 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>
97 lines
3.7 KiB
C#
97 lines
3.7 KiB
C#
using Content.Server.GameTicking;
|
|
using Content.Server.Spawners.Components;
|
|
using Content.Server.Station.Systems;
|
|
using Content.Shared.Preferences;
|
|
using Content.Shared.Roles;
|
|
using Robust.Server.Containers;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.Spawners.EntitySystems;
|
|
|
|
public sealed class ContainerSpawnPointSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly ContainerSystem _container = default!;
|
|
[Dependency] private readonly GameTicker _gameTicker = default!;
|
|
[Dependency] private readonly IPrototypeManager _proto = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly StationSystem _station = default!;
|
|
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<PlayerSpawningEvent>(HandlePlayerSpawning, before: new []{ typeof(SpawnPointSystem) });
|
|
}
|
|
|
|
public void HandlePlayerSpawning(PlayerSpawningEvent args)
|
|
{
|
|
if (args.SpawnResult != null)
|
|
return;
|
|
|
|
// If it's just a spawn pref check if it's for cryo (silly).
|
|
if (args.HumanoidCharacterProfile?.SpawnPriority != SpawnPriorityPreference.Cryosleep &&
|
|
(!_proto.Resolve(args.Job, out var jobProto) || jobProto.JobEntity == null))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var query = EntityQueryEnumerator<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>();
|
|
var possibleContainers = new List<Entity<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>>();
|
|
|
|
while (query.MoveNext(out var uid, out var spawnPoint, out var container, out var xform))
|
|
{
|
|
if (args.Station != null && _station.GetOwningStation(uid, xform) != args.Station)
|
|
continue;
|
|
|
|
// If it's unset, then we allow it to be used for both roundstart and midround joins
|
|
if (spawnPoint.SpawnType == SpawnPointType.Unset)
|
|
{
|
|
// make sure we also check the job here for various reasons.
|
|
if (spawnPoint.Job == null || spawnPoint.Job == args.Job)
|
|
possibleContainers.Add((uid, spawnPoint, container, xform));
|
|
continue;
|
|
}
|
|
|
|
if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin)
|
|
{
|
|
possibleContainers.Add((uid, spawnPoint, container, xform));
|
|
}
|
|
|
|
if (_gameTicker.RunLevel != GameRunLevel.InRound &&
|
|
spawnPoint.SpawnType == SpawnPointType.Job &&
|
|
(args.Job == null || spawnPoint.Job == args.Job))
|
|
{
|
|
possibleContainers.Add((uid, spawnPoint, container, xform));
|
|
}
|
|
}
|
|
|
|
if (possibleContainers.Count == 0)
|
|
return;
|
|
// we just need some default coords so we can spawn the player entity.
|
|
var baseCoords = possibleContainers[0].Comp3.Coordinates;
|
|
|
|
args.SpawnResult = _stationSpawning.SpawnPlayerMob(
|
|
baseCoords,
|
|
args.Job,
|
|
args.HumanoidCharacterProfile,
|
|
args.Station);
|
|
|
|
_random.Shuffle(possibleContainers);
|
|
foreach (var (uid, spawnPoint, manager, xform) in possibleContainers)
|
|
{
|
|
if (!_container.TryGetContainer(uid, spawnPoint.ContainerId, out var container, manager))
|
|
continue;
|
|
|
|
if (!_container.Insert(args.SpawnResult.Value, container, containerXform: xform))
|
|
continue;
|
|
|
|
return;
|
|
}
|
|
|
|
Del(args.SpawnResult);
|
|
args.SpawnResult = null;
|
|
}
|
|
}
|