* 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>
66 lines
2.3 KiB
C#
66 lines
2.3 KiB
C#
using Content.Shared.GameTicking;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Roles;
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using Content.Shared.Traits;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Traits;
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public sealed class TraitSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedHandsSystem _sharedHandsSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawnComplete);
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}
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// When the player is spawned in, add all trait components selected during character creation
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private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args)
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{
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// Check if player's job allows to apply traits
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if (args.JobId == null ||
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!_prototypeManager.Resolve<JobPrototype>(args.JobId, out var protoJob) ||
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!protoJob.ApplyTraits)
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{
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return;
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}
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foreach (var traitId in args.Profile.TraitPreferences)
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{
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if (!_prototypeManager.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
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{
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Log.Error($"No trait found with ID {traitId}!");
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return;
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}
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if (_whitelistSystem.IsWhitelistFail(traitPrototype.Whitelist, args.Mob) ||
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_whitelistSystem.IsBlacklistPass(traitPrototype.Blacklist, args.Mob))
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continue;
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// Add all components required by the prototype
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EntityManager.AddComponents(args.Mob, traitPrototype.Components, false);
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// Add item required by the trait
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if (traitPrototype.TraitGear == null)
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continue;
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if (!TryComp(args.Mob, out HandsComponent? handsComponent))
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continue;
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var coords = Transform(args.Mob).Coordinates;
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var inhandEntity = Spawn(traitPrototype.TraitGear, coords);
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_sharedHandsSystem.TryPickup(args.Mob,
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inhandEntity,
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checkActionBlocker: false,
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handsComp: handsComponent);
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}
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}
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}
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