Files
wwdpublic/Content.Server/ParticleAccelerator/EntitySystems/ParticleAcceleratorSystem.Emitter.cs
SimpleStation14 b1e3b79253 Mirror: Obsolete Logger cleanup for EntitySystems (#132)
## Mirror of PR #25941: [Obsolete `Logger` cleanup for
`EntitySystem`s](https://github.com/space-wizards/space-station-14/pull/25941)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `aafe81512258b5a80776ada1f471b58e7507ca2d`

PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-09 12:19:14 UTC
PR merged by <img
src="https://avatars.githubusercontent.com/u/19864447?v=4"
width="16"/><a href="https://github.com/web-flow"> web-flow</a> at
2024-03-10 00:15:13 UTC

---

PR changed 25 files with 41 additions and 45 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Changed almost all[^1] obsolete `Logger` calls in Content's
`EntitySystem`s to use `Log` instead. `Log` automatically selects the
system-specific `Sawmill`, so this isn't just a refactor - it makes logs
slightly more accurate (puts them in appropriate sawmill/context rather
than the root sawmill).
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Using `Logger` directly for logging is marked obsolete. Assumed this
is a desired change.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> This changes some log contexts, but generally in a desirable way:
> - For most, it put logs in `system.appropriate` `Sawmill` rather than
root.
> - For some that were forced into another `Sawmill` it changes it to a
more specific one, i.e. from `atmos` it becomes `system.gas_filter` or
`system.automatic_atmos` and `system.station` into
`system.station_jobs`.
> - For the rest it remains unchanged
> 
> **I assumed that all of the above was desirable because this seems to
be the standard convention** - I imagine that was the idea behind the
`Log` in all `EntitySystem`s coupled with `[Obsolete] Logger` methods -
**but if my assumptions are incorrect and/or there are exceptions,
please let me know and I will adjust.**
> 
> [^1]: There is only one `EntitySystem` that I didn't update -
`ExamineSystemShared`. That is because the `Logger` is in a `static`
method and refactoring that away causes a lot of cascading changes. May
do it as a separate PR to avoid overly diluting this one.
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Log output changes. `EntitySystem` logs now go to the expected
`Sawmill` for the system rather than hardcoded/root one.
> Any log analyzers anticipating these logs' context must be updated.


</details>

Co-authored-by: LordCarve <27449516+LordCarve@users.noreply.github.com>
2024-05-04 19:54:48 -04:00

63 lines
2.5 KiB
C#

using Content.Server.ParticleAccelerator.Components;
using Content.Server.Singularity.Components;
using Content.Shared.Projectiles;
using Content.Shared.Singularity.Components;
using Robust.Shared.Physics.Components;
namespace Content.Server.ParticleAccelerator.EntitySystems;
public sealed partial class ParticleAcceleratorSystem
{
private void FireEmitter(EntityUid uid, ParticleAcceleratorPowerState strength, ParticleAcceleratorEmitterComponent? emitter = null)
{
if (!Resolve(uid, ref emitter))
return;
var xformQuery = GetEntityQuery<TransformComponent>();
if (!xformQuery.TryGetComponent(uid, out var xform))
{
Log.Error("ParticleAccelerator attempted to emit a particle without (having) a transform from which to base its initial position and orientation.");
return;
}
var emitted = Spawn(emitter.EmittedPrototype, xform.Coordinates);
if (xformQuery.TryGetComponent(emitted, out var particleXform))
_transformSystem.SetLocalRotation(emitted, xform.LocalRotation, particleXform);
if (TryComp<PhysicsComponent>(emitted, out var particlePhys))
{
var angle = _transformSystem.GetWorldRotation(uid, xformQuery);
_physicsSystem.SetBodyStatus(particlePhys, BodyStatus.InAir);
var velocity = angle.ToWorldVec() * 20f;
if (TryComp<PhysicsComponent>(uid, out var phys))
velocity += phys.LinearVelocity; // Inherit velocity from parent so if the clown has strapped a dozen engines to departures we don't outpace the particles.
_physicsSystem.SetLinearVelocity(emitted, velocity, body: particlePhys);
}
if (TryComp<ProjectileComponent>(emitted, out var proj))
_projectileSystem.SetShooter(emitted, proj, uid);
if (TryComp<SinguloFoodComponent>(emitted, out var food))
{
// TODO: Unhardcode this.
food.Energy = strength switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 2,
ParticleAcceleratorPowerState.Level2 => 3,
ParticleAcceleratorPowerState.Level3 => 10,
_ => 0,
} * 10;
}
if (TryComp<ParticleProjectileComponent>(emitted, out var particle))
particle.State = strength;
_appearanceSystem.SetData(emitted, ParticleAcceleratorVisuals.VisualState, strength);
}
}