Files
tbd-station-14/Content.Shared/Nutrition/EntitySystems/HungerSystem.cs
Pieter-Jan Briers 0c97520276 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

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-09-09 18:17:56 +02:00

279 lines
10 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Rejuvenate;
using Content.Shared.StatusIcon;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Nutrition.EntitySystems;
public sealed class HungerSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly SharedJetpackSystem _jetpack = default!;
private static readonly ProtoId<SatiationIconPrototype> HungerIconOverfedId = "HungerIconOverfed";
private static readonly ProtoId<SatiationIconPrototype> HungerIconPeckishId = "HungerIconPeckish";
private static readonly ProtoId<SatiationIconPrototype> HungerIconStarvingId = "HungerIconStarving";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HungerComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<HungerComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<HungerComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
SubscribeLocalEvent<HungerComponent, RejuvenateEvent>(OnRejuvenate);
}
private void OnMapInit(EntityUid uid, HungerComponent component, MapInitEvent args)
{
var amount = _random.Next(
(int) component.Thresholds[HungerThreshold.Peckish] + 10,
(int) component.Thresholds[HungerThreshold.Okay]);
SetHunger(uid, amount, component);
}
private void OnShutdown(EntityUid uid, HungerComponent component, ComponentShutdown args)
{
_alerts.ClearAlertCategory(uid, component.HungerAlertCategory);
}
private void OnRefreshMovespeed(EntityUid uid, HungerComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (component.CurrentThreshold > HungerThreshold.Starving)
return;
if (_jetpack.IsUserFlying(uid))
return;
args.ModifySpeed(component.StarvingSlowdownModifier, component.StarvingSlowdownModifier);
}
private void OnRejuvenate(EntityUid uid, HungerComponent component, RejuvenateEvent args)
{
SetHunger(uid, component.Thresholds[HungerThreshold.Okay], component);
}
/// <summary>
/// Gets the current hunger value of the given <see cref="HungerComponent"/>.
/// </summary>
public float GetHunger(HungerComponent component)
{
var dt = _timing.CurTime - component.LastAuthoritativeHungerChangeTime;
var value = component.LastAuthoritativeHungerValue - (float)dt.TotalSeconds * component.ActualDecayRate;
return ClampHungerWithinThresholds(component, value);
}
/// <summary>
/// Adds to the current hunger of an entity by the specified value
/// </summary>
/// <param name="uid"></param>
/// <param name="amount"></param>
/// <param name="component"></param>
public void ModifyHunger(EntityUid uid, float amount, HungerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
SetHunger(uid, GetHunger(component) + amount, component);
}
/// <summary>
/// Sets the current hunger of an entity to the specified value
/// </summary>
/// <param name="uid"></param>
/// <param name="amount"></param>
/// <param name="component"></param>
public void SetHunger(EntityUid uid, float amount, HungerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
SetAuthoritativeHungerValue((uid, component), amount);
UpdateCurrentThreshold(uid, component);
}
/// <summary>
/// Sets <see cref="HungerComponent.LastAuthoritativeHungerValue"/> and
/// <see cref="HungerComponent.LastAuthoritativeHungerChangeTime"/>, and dirties this entity. This "resets" the
/// starting point for <see cref="GetHunger"/>'s calculation.
/// </summary>
/// <param name="entity">The entity whose hunger will be set.</param>
/// <param name="value">The value to set the entity's hunger to.</param>
private void SetAuthoritativeHungerValue(Entity<HungerComponent> entity, float value)
{
entity.Comp.LastAuthoritativeHungerChangeTime = _timing.CurTime;
entity.Comp.LastAuthoritativeHungerValue = ClampHungerWithinThresholds(entity.Comp, value);
DirtyField(entity.Owner, entity.Comp, nameof(HungerComponent.LastAuthoritativeHungerChangeTime));
DirtyField(entity.Owner, entity.Comp, nameof(HungerComponent.LastAuthoritativeHungerValue));
}
private void UpdateCurrentThreshold(EntityUid uid, HungerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var calculatedHungerThreshold = GetHungerThreshold(component);
if (calculatedHungerThreshold == component.CurrentThreshold)
return;
component.CurrentThreshold = calculatedHungerThreshold;
DirtyField(uid, component, nameof(HungerComponent.CurrentThreshold));
DoHungerThresholdEffects(uid, component);
}
private void DoHungerThresholdEffects(EntityUid uid, HungerComponent? component = null, bool force = false)
{
if (!Resolve(uid, ref component))
return;
if (component.CurrentThreshold == component.LastThreshold && !force)
return;
if (GetMovementThreshold(component.CurrentThreshold) != GetMovementThreshold(component.LastThreshold))
{
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
}
if (component.HungerThresholdAlerts.TryGetValue(component.CurrentThreshold, out var alertId))
{
_alerts.ShowAlert(uid, alertId);
}
else
{
_alerts.ClearAlertCategory(uid, component.HungerAlertCategory);
}
if (component.HungerThresholdDecayModifiers.TryGetValue(component.CurrentThreshold, out var modifier))
{
component.ActualDecayRate = component.BaseDecayRate * modifier;
DirtyField(uid, component, nameof(HungerComponent.ActualDecayRate));
SetAuthoritativeHungerValue((uid, component), GetHunger(component));
}
component.LastThreshold = component.CurrentThreshold;
DirtyField(uid, component, nameof(HungerComponent.LastThreshold));
}
private void DoContinuousHungerEffects(EntityUid uid, HungerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.CurrentThreshold <= HungerThreshold.Starving &&
component.StarvationDamage is { } damage &&
!_mobState.IsDead(uid))
{
_damageable.TryChangeDamage(uid, damage, true, false);
}
}
/// <summary>
/// Gets the hunger threshold for an entity based on the amount of food specified.
/// If a specific amount isn't specified, just uses the current hunger of the entity
/// </summary>
/// <param name="component"></param>
/// <param name="food"></param>
/// <returns></returns>
public HungerThreshold GetHungerThreshold(HungerComponent component, float? food = null)
{
food ??= GetHunger(component);
var result = HungerThreshold.Dead;
var value = component.Thresholds[HungerThreshold.Overfed];
foreach (var threshold in component.Thresholds)
{
if (threshold.Value <= value && threshold.Value >= food)
{
result = threshold.Key;
value = threshold.Value;
}
}
return result;
}
/// <summary>
/// A check that returns if the entity is below a hunger threshold.
/// </summary>
public bool IsHungerBelowState(EntityUid uid, HungerThreshold threshold, float? food = null, HungerComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return false; // It's never going to go hungry, so it's probably fine to assume that it's not... you know, hungry.
return GetHungerThreshold(comp, food) < threshold;
}
private bool GetMovementThreshold(HungerThreshold threshold)
{
switch (threshold)
{
case HungerThreshold.Overfed:
case HungerThreshold.Okay:
return true;
case HungerThreshold.Peckish:
case HungerThreshold.Starving:
case HungerThreshold.Dead:
return false;
default:
throw new ArgumentOutOfRangeException(nameof(threshold), threshold, null);
}
}
public bool TryGetStatusIconPrototype(HungerComponent component, [NotNullWhen(true)] out SatiationIconPrototype? prototype)
{
switch (component.CurrentThreshold)
{
case HungerThreshold.Overfed:
_prototype.Resolve(HungerIconOverfedId, out prototype);
break;
case HungerThreshold.Peckish:
_prototype.Resolve(HungerIconPeckishId, out prototype);
break;
case HungerThreshold.Starving:
_prototype.Resolve(HungerIconStarvingId, out prototype);
break;
default:
prototype = null;
break;
}
return prototype != null;
}
private static float ClampHungerWithinThresholds(HungerComponent component, float hungerValue)
{
return Math.Clamp(hungerValue,
component.Thresholds[HungerThreshold.Dead],
component.Thresholds[HungerThreshold.Overfed]);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<HungerComponent>();
while (query.MoveNext(out var uid, out var hunger))
{
if (_timing.CurTime < hunger.NextThresholdUpdateTime)
continue;
hunger.NextThresholdUpdateTime = _timing.CurTime + hunger.ThresholdUpdateRate;
UpdateCurrentThreshold(uid, hunger);
DoContinuousHungerEffects(uid, hunger);
}
}
}