* 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>
213 lines
7.9 KiB
C#
213 lines
7.9 KiB
C#
using System.Linq;
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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.Inventory;
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using Content.Shared.Item;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles;
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using Content.Shared.Storage;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Shared.Station;
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public abstract class SharedStationSpawningSystem : EntitySystem
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{
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] protected readonly InventorySystem InventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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private EntityQuery<HandsComponent> _handsQuery;
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private EntityQuery<InventoryComponent> _inventoryQuery;
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private EntityQuery<StorageComponent> _storageQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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public override void Initialize()
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{
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base.Initialize();
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_handsQuery = GetEntityQuery<HandsComponent>();
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_inventoryQuery = GetEntityQuery<InventoryComponent>();
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_storageQuery = GetEntityQuery<StorageComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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}
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/// <summary>
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/// Equips the data from a `RoleLoadout` onto an entity.
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/// </summary>
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public void EquipRoleLoadout(EntityUid entity, RoleLoadout loadout, RoleLoadoutPrototype roleProto)
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{
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// Order loadout selections by the order they appear on the prototype.
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foreach (var group in loadout.SelectedLoadouts.OrderBy(x => roleProto.Groups.FindIndex(e => e == x.Key)))
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{
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foreach (var items in group.Value)
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{
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if (!PrototypeManager.TryIndex(items.Prototype, out var loadoutProto))
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{
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Log.Error($"Unable to find loadout prototype for {items.Prototype}");
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continue;
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}
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EquipStartingGear(entity, loadoutProto, raiseEvent: false);
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}
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}
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EquipRoleName(entity, loadout, roleProto);
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}
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/// <summary>
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/// Applies the role's name as applicable to the entity.
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/// </summary>
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public void EquipRoleName(EntityUid entity, RoleLoadout loadout, RoleLoadoutPrototype roleProto)
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{
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string? name = null;
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if (roleProto.CanCustomizeName)
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{
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name = loadout.EntityName;
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}
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if (string.IsNullOrEmpty(name) && PrototypeManager.Resolve(roleProto.NameDataset, out var nameData))
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{
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name = Loc.GetString(_random.Pick(nameData.Values));
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}
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if (!string.IsNullOrEmpty(name))
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{
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_metadata.SetEntityName(entity, name);
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}
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}
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public void EquipStartingGear(EntityUid entity, LoadoutPrototype loadout, bool raiseEvent = true)
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{
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EquipStartingGear(entity, loadout.StartingGear, raiseEvent);
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EquipStartingGear(entity, (IEquipmentLoadout) loadout, raiseEvent);
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}
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/// <summary>
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/// <see cref="EquipStartingGear(Robust.Shared.GameObjects.EntityUid,System.Nullable{Robust.Shared.Prototypes.ProtoId{Content.Shared.Roles.StartingGearPrototype}},bool)"/>
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/// </summary>
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public void EquipStartingGear(EntityUid entity, ProtoId<StartingGearPrototype>? startingGear, bool raiseEvent = true)
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{
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PrototypeManager.Resolve(startingGear, out var gearProto);
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EquipStartingGear(entity, gearProto, raiseEvent);
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}
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/// <summary>
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/// <see cref="EquipStartingGear(Robust.Shared.GameObjects.EntityUid,System.Nullable{Robust.Shared.Prototypes.ProtoId{Content.Shared.Roles.StartingGearPrototype}},bool)"/>
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/// </summary>
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public void EquipStartingGear(EntityUid entity, StartingGearPrototype? startingGear, bool raiseEvent = true)
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{
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EquipStartingGear(entity, (IEquipmentLoadout?) startingGear, raiseEvent);
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}
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/// <summary>
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/// Equips starting gear onto the given entity.
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="startingGear">Starting gear to use.</param>
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/// <param name="raiseEvent">Should we raise the event for equipped. Set to false if you will call this manually</param>
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public void EquipStartingGear(EntityUid entity, IEquipmentLoadout? startingGear, bool raiseEvent = true)
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{
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if (startingGear == null)
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return;
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var xform = _xformQuery.GetComponent(entity);
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if (InventorySystem.TryGetSlots(entity, out var slotDefinitions))
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{
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foreach (var slot in slotDefinitions)
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{
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var equipmentStr = startingGear.GetGear(slot.Name);
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if (!string.IsNullOrEmpty(equipmentStr))
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{
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var equipmentEntity = Spawn(equipmentStr, xform.Coordinates);
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InventorySystem.TryEquip(entity, equipmentEntity, slot.Name, silent: true, force: true);
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}
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}
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}
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if (_handsQuery.TryComp(entity, out var handsComponent))
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{
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var inhand = startingGear.Inhand;
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var coords = xform.Coordinates;
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foreach (var prototype in inhand)
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{
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var inhandEntity = Spawn(prototype, coords);
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if (_handsSystem.TryGetEmptyHand((entity, handsComponent), out var emptyHand))
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{
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_handsSystem.TryPickup(entity, inhandEntity, emptyHand, checkActionBlocker: false, handsComp: handsComponent);
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}
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}
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}
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if (startingGear.Storage.Count > 0)
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{
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var coords = _xformSystem.GetMapCoordinates(entity);
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_inventoryQuery.TryComp(entity, out var inventoryComp);
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foreach (var (slotName, entProtos) in startingGear.Storage)
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{
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if (entProtos == null || entProtos.Count == 0)
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continue;
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if (inventoryComp != null &&
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InventorySystem.TryGetSlotEntity(entity, slotName, out var slotEnt, inventoryComponent: inventoryComp) &&
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_storageQuery.TryComp(slotEnt, out var storage))
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{
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foreach (var entProto in entProtos)
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{
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var spawnedEntity = Spawn(entProto, coords);
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_storage.Insert(slotEnt.Value, spawnedEntity, out _, storageComp: storage, playSound: false);
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}
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}
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}
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}
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if (raiseEvent)
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{
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var ev = new StartingGearEquippedEvent(entity);
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RaiseLocalEvent(entity, ref ev);
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}
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}
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/// <summary>
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/// Gets all the gear for a given slot when passed a loadout.
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/// </summary>
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/// <param name="loadout">The loadout to look through.</param>
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/// <param name="slot">The slot that you want the clothing for.</param>
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/// <returns>
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/// If there is a value for the given slot, it will return the proto id for that slot.
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/// If nothing was found, will return null
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/// </returns>
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public string? GetGearForSlot(RoleLoadout? loadout, string slot)
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{
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if (loadout == null)
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return null;
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foreach (var group in loadout.SelectedLoadouts)
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{
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foreach (var items in group.Value)
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{
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if (!PrototypeManager.Resolve(items.Prototype, out var loadoutPrototype))
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return null;
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var gear = ((IEquipmentLoadout) loadoutPrototype).GetGear(slot);
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if (gear != string.Empty)
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return gear;
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}
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}
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return null;
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}
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}
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