* 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>
87 lines
2.7 KiB
C#
87 lines
2.7 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Localizations;
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using Content.Shared.Preferences;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Roles;
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[UsedImplicitly]
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[Serializable, NetSerializable]
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public sealed partial class DepartmentTimeRequirement : JobRequirement
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{
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/// <summary>
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/// Which department needs the required amount of time.
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/// </summary>
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[DataField(required: true)]
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public ProtoId<DepartmentPrototype> Department;
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/// <summary>
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/// How long (in seconds) this requirement is.
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/// </summary>
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[DataField(required: true)]
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public TimeSpan Time;
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public override bool Check(IEntityManager entManager,
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IPrototypeManager protoManager,
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HumanoidCharacterProfile? profile,
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IReadOnlyDictionary<string, TimeSpan> playTimes,
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[NotNullWhen(false)] out FormattedMessage? reason)
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{
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reason = new FormattedMessage();
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var playtime = TimeSpan.Zero;
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// Check all jobs' departments
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var department = protoManager.Index(Department);
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var jobs = department.Roles;
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string proto;
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// Check all jobs' playtime
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foreach (var other in jobs)
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{
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// The schema is stored on the Job role but we want to explode if the timer isn't found anyway.
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proto = protoManager.Index(other).PlayTimeTracker;
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playTimes.TryGetValue(proto, out var otherTime);
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playtime += otherTime;
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}
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var deptDiffSpan = Time - playtime;
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var deptDiff = deptDiffSpan.TotalMinutes;
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var formattedDeptDiff = ContentLocalizationManager.FormatPlaytime(deptDiffSpan);
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var nameDepartment = "role-timer-department-unknown";
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if (protoManager.Resolve(Department, out var departmentIndexed))
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{
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nameDepartment = departmentIndexed.Name;
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}
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if (!Inverted)
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{
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if (deptDiff <= 0)
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return true;
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reason = FormattedMessage.FromMarkupPermissive(Loc.GetString(
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"role-timer-department-insufficient",
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("time", formattedDeptDiff),
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("department", Loc.GetString(nameDepartment)),
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("departmentColor", department.Color.ToHex())));
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return false;
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}
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if (deptDiff <= 0)
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{
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reason = FormattedMessage.FromMarkupPermissive(Loc.GetString(
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"role-timer-department-too-high",
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("time", formattedDeptDiff),
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("department", Loc.GetString(nameDepartment)),
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("departmentColor", department.Color.ToHex())));
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return false;
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}
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return true;
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}
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}
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