* 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>
263 lines
12 KiB
C#
263 lines
12 KiB
C#
using Content.Server.Humanoid;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Cloning;
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using Content.Shared.Cloning.Events;
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using Content.Shared.Database;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Implants;
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using Content.Shared.Implants.Components;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Storage;
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using Content.Shared.Storage.EntitySystems;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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namespace Content.Server.Cloning;
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/// <summary>
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/// System responsible for making a copy of a humanoid's body.
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/// For the cloning machines themselves look at CloningPodSystem, CloningConsoleSystem and MedicalScannerSystem instead.
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/// </summary>
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public sealed partial class CloningSystem : SharedCloningSystem
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{
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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[Dependency] private readonly SharedSubdermalImplantSystem _subdermalImplant = default!;
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[Dependency] private readonly NameModifierSystem _nameMod = default!;
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/// <summary>
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/// Spawns a clone of the given humanoid mob at the specified location or in nullspace.
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/// </summary>
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public bool TryCloning(EntityUid original, MapCoordinates? coords, ProtoId<CloningSettingsPrototype> settingsId, [NotNullWhen(true)] out EntityUid? clone)
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{
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clone = null;
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if (!_prototype.Resolve(settingsId, out var settings))
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return false; // invalid settings
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if (!TryComp<HumanoidAppearanceComponent>(original, out var humanoid))
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return false; // whatever body was to be cloned, was not a humanoid
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if (!_prototype.Resolve(humanoid.Species, out var speciesPrototype))
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return false; // invalid species
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var attemptEv = new CloningAttemptEvent(settings);
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RaiseLocalEvent(original, ref attemptEv);
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if (attemptEv.Cancelled && !settings.ForceCloning)
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return false; // cannot clone, for example due to the unrevivable trait
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clone = coords == null ? Spawn(speciesPrototype.Prototype) : Spawn(speciesPrototype.Prototype, coords.Value);
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_humanoidSystem.CloneAppearance(original, clone.Value);
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CloneComponents(original, clone.Value, settings);
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// Add equipment first so that SetEntityName also renames the ID card.
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if (settings.CopyEquipment != null)
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CopyEquipment(original, clone.Value, settings.CopyEquipment.Value, settings.Whitelist, settings.Blacklist);
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// Copy storage on the mob itself as well.
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// This is needed for slime storage.
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if (settings.CopyInternalStorage)
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CopyStorage(original, clone.Value, settings.Whitelist, settings.Blacklist);
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// copy implants and their storage contents
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if (settings.CopyImplants)
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CopyImplants(original, clone.Value, settings.CopyInternalStorage, settings.Whitelist, settings.Blacklist);
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var originalName = _nameMod.GetBaseName(original);
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// Set the clone's name. The raised events will also adjust their PDA and ID card names.
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_metaData.SetEntityName(clone.Value, originalName);
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_adminLogger.Add(LogType.Chat, LogImpact.Medium, $"The body of {original:player} was cloned as {clone.Value:player}");
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return true;
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}
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public override void CloneComponents(EntityUid original, EntityUid clone, CloningSettingsPrototype settings)
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{
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var componentsToCopy = settings.Components;
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var componentsToEvent = settings.EventComponents;
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// don't make status effects permanent
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if (TryComp<StatusEffectsComponent>(original, out var statusComp))
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{
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var statusComps = statusComp.ActiveEffects.Values.Select(s => s.RelevantComponent).Where(s => s != null).ToList();
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componentsToCopy.ExceptWith(statusComps!);
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componentsToEvent.ExceptWith(statusComps!);
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}
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foreach (var componentName in componentsToCopy)
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{
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if (!Factory.TryGetRegistration(componentName, out var componentRegistration))
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{
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Log.Error($"Tried to use invalid component registration for cloning: {componentName}");
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continue;
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}
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// If the original does not have the component, then the clone shouldn't have it either.
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RemComp(clone, componentRegistration.Type);
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if (EntityManager.TryGetComponent(original, componentRegistration.Type, out var sourceComp)) // Does the original have this component?
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{
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CopyComp(original, clone, sourceComp);
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}
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}
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foreach (var componentName in componentsToEvent)
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{
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if (!Factory.TryGetRegistration(componentName, out var componentRegistration))
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{
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Log.Error($"Tried to use invalid component registration for cloning: {componentName}");
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continue;
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}
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// If the original does not have the component, then the clone shouldn't have it either.
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if (!HasComp(original, componentRegistration.Type))
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RemComp(clone, componentRegistration.Type);
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}
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var cloningEv = new CloningEvent(settings, clone);
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RaiseLocalEvent(original, ref cloningEv); // used for datafields that cannot be directly copied using CopyComp
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}
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/// <summary>
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/// Copies the equipment the original has to the clone.
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/// This uses the original prototype of the items, so any changes to components that are done after spawning are lost!
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/// </summary>
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public void CopyEquipment(Entity<InventoryComponent?> original, Entity<InventoryComponent?> clone, SlotFlags slotFlags, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
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{
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if (!Resolve(original, ref original.Comp) || !Resolve(clone, ref clone.Comp))
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return;
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var coords = Transform(clone).Coordinates;
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// Iterate over all inventory slots
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var slotEnumerator = _inventory.GetSlotEnumerator(original, slotFlags);
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while (slotEnumerator.NextItem(out var item, out var slot))
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{
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var cloneItem = CopyItem(item, coords, whitelist, blacklist);
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if (cloneItem != null && !_inventory.TryEquip(clone, cloneItem.Value, slot.Name, silent: true, inventory: clone.Comp))
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Del(cloneItem); // delete it again if the clone cannot equip it
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}
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}
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/// <summary>
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/// Copies an item and its storage recursively, placing all items at the same position in grid storage.
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/// This uses the original prototype of the items, so any changes to components that are done after spawning are lost!
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/// </summary>
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/// <remarks>
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/// This is not perfect and only considers item in storage containers.
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/// Some components have their own additional spawn logic on map init, so we cannot just copy all containers.
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/// </remarks>
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public EntityUid? CopyItem(EntityUid original, EntityCoordinates coords, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
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{
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// we use a whitelist and blacklist to be sure to exclude any problematic entities
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if (!_whitelist.CheckBoth(original, blacklist, whitelist))
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return null;
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var prototype = MetaData(original).EntityPrototype?.ID;
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if (prototype == null)
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return null;
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var spawned = SpawnAtPosition(prototype, coords);
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// copy over important component data
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var ev = new CloningItemEvent(spawned);
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RaiseLocalEvent(original, ref ev);
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// if the original has items inside its storage, copy those as well
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if (TryComp<StorageComponent>(original, out var originalStorage) && TryComp<StorageComponent>(spawned, out var spawnedStorage))
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{
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// remove all items that spawned with the entity inside its storage
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// this ignores other containers, but this should be good enough for our purposes
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_container.CleanContainer(spawnedStorage.Container);
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// recursively replace them
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// surely no one will ever create two items that contain each other causing an infinite loop, right?
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foreach ((var itemUid, var itemLocation) in originalStorage.StoredItems)
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{
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var copy = CopyItem(itemUid, coords, whitelist, blacklist);
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if (copy != null)
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_storage.InsertAt((spawned, spawnedStorage), copy.Value, itemLocation, out _, playSound: false);
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}
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}
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return spawned;
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}
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/// <summary>
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/// Copies an item's storage recursively to another storage.
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/// The storage grids should have the same shape or it will drop on the floor.
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/// Basically the same as CopyItem, but we don't copy the outermost container.
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/// </summary>
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public void CopyStorage(Entity<StorageComponent?> original, Entity<StorageComponent?> target, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
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{
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if (!Resolve(original, ref original.Comp, false) || !Resolve(target, ref target.Comp, false))
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return;
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var coords = Transform(target).Coordinates;
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// delete all items in the target storage
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_container.CleanContainer(target.Comp.Container);
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// recursively replace them
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foreach ((var itemUid, var itemLocation) in original.Comp.StoredItems)
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{
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var copy = CopyItem(itemUid, coords, whitelist, blacklist);
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if (copy != null)
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_storage.InsertAt(target, copy.Value, itemLocation, out _, playSound: false);
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}
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}
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/// <summary>
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/// Copies all implants from one mob to another.
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/// Might result in duplicates if the target already has them.
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/// Can copy the storage inside a storage implant according to a whitelist and blacklist.
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/// </summary>
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/// <param name="original">Entity to copy implants from.</param>
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/// <param name="target">Entity to copy implants to.</param>
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/// <param name="copyStorage">If true will copy storage of the implants (E.g storage implant)</param>
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/// <param name="whitelist">Whitelist for the storage copy (If copyStorage is true)</param>
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/// <param name="blacklist">Blacklist for the storage copy (If copyStorage is true)</param>
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public void CopyImplants(Entity<ImplantedComponent?> original, EntityUid target, bool copyStorage = false, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
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{
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if (!Resolve(original, ref original.Comp, false))
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return; // they don't have any implants to copy!
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foreach (var originalImplant in original.Comp.ImplantContainer.ContainedEntities)
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{
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if (!HasComp<SubdermalImplantComponent>(originalImplant))
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continue; // not an implant (should only happen with admin shenanigans)
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var implantId = MetaData(originalImplant).EntityPrototype?.ID;
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if (implantId == null)
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continue;
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var targetImplant = _subdermalImplant.AddImplant(target, implantId);
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if (targetImplant == null)
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continue;
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// copy over important component data
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var ev = new CloningItemEvent(targetImplant.Value);
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RaiseLocalEvent(originalImplant, ref ev);
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if (copyStorage)
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CopyStorage(originalImplant, targetImplant.Value, whitelist, blacklist); // only needed for storage implants
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}
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}
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}
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