Files
tbd-station-14/Content.Server/Ghost/SpookySpeakerSystem.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

52 lines
1.8 KiB
C#

using Content.Server.Chat.Systems;
using Content.Server.Ghost.Components;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Ghost;
public sealed class SpookySpeakerSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ChatSystem _chat = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpookySpeakerComponent, GhostBooEvent>(OnGhostBoo);
}
private void OnGhostBoo(Entity<SpookySpeakerComponent> entity, ref GhostBooEvent args)
{
// Only activate sometimes, so groups don't all trigger together
if (!_random.Prob(entity.Comp.SpeakChance))
return;
var curTime = _timing.CurTime;
// Enforce a delay between messages to prevent spam
if (curTime < entity.Comp.NextSpeakTime)
return;
if (!_proto.Resolve(entity.Comp.MessageSet, out var messages))
return;
// Grab a random localized message from the set
var message = _random.Pick(messages);
// Chatcode moment: messages starting with '.' are considered radio messages unless prefixed with '>'
// So this is a stupid trick to make the "...Oooo"-style messages work.
message = '>' + message;
// Say the message
_chat.TrySendInGameICMessage(entity, message, InGameICChatType.Speak, hideChat: true);
// Set the delay for the next message
entity.Comp.NextSpeakTime = curTime + entity.Comp.Cooldown;
args.Handled = true;
}
}