Files
wwdpublic/Content.Shared/Examine/ExamineSystemShared.cs
SimpleStation14 a22601c7b5 Mirror: Obsolete Logger cleanup for EntitySystems part 2 (#237)
## Mirror of PR #26159: [Obsolete `Logger` cleanup for `EntitySystem`s
part 2](https://github.com/space-wizards/space-station-14/pull/26159)
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)

###### `7d275a4b5e4188db424cc417c609dced3f9aca89`

PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-15 20:15:41 UTC

---

PR changed 14 files with 36 additions and 25 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? -->
> Part 2 of 2, continuation of #25941 
> Gets rid of the remaining obsolete `Logger` method calls from all
`EntitySystem`s and uses the expected `Log` to get at the proper
sawmill.
> 
> In particular:
> 1. Make the `ExamineSystemShared`'s `InRangeUnObstructed` non-`static`
(so finally able to use instance-based `Log` rather than `Logger`) and
inject dependency to all systems that were using it as `static`.
> 2. Adjust 4 more `EntitySystem`s to use `Log` rather than `Logger`
that were missed in the previous PR.
> 
> Tested that the game runs and the affected systems direct logs to the
correct 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. Brings some
order to logs (i.e. all `EntitySystem` logs start with a preceding
`system.`).
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> I'm pretty sure `ExamineSystemShared`'s `InRangeUnObstructed` not
being `static` is the intended way since it being `static` dodges the
IoC entirely. It even has dirty hacks such as getting the occluder
system inside to make it happen. I didn't fix any of that as it's beyond
the scope of this PR, but it's another thing that needs improving.
> 
> These are the changes to the log sawmills:
> `ExamineSystemShared.cs`: BEFORE: `root` -> NEW: `system.examine`
> `AtmosphereSystem.Monstermos.cs`: BEFORE: `root` -> NEW:
`system.atmosphere`
> `TypingIndicatorSystem.cs`: BEFORE: `root` -> NEW:
`system.typing_indicator`
> `PiratesRuleSystem.cs` BEFORE: `pirates` -> NEW: `system.pirates_rule`
> `TabletopSystem.Session.cs` BEFORE: `root` -> NEW: `system.tabletop`
> 
> ## 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.
> -->
> Some logs now fall under a different sawmill (more precise). Any
software that analyzes logs and makes assumptions on which sawmill do
these logs fall to will need to be adjusted.


</details>

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-05-28 21:18:15 -04:00

523 lines
20 KiB
C#

using System.Diagnostics;
using System.Globalization;
using System.Linq;
using System.Text;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Interaction;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
using static Content.Shared.Interaction.SharedInteractionSystem;
namespace Content.Shared.Examine
{
public abstract partial class ExamineSystemShared : EntitySystem
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] protected readonly MobStateSystem MobStateSystem = default!;
public const float MaxRaycastRange = 100;
/// <summary>
/// Examine range to use when the examiner is in critical condition.
/// </summary>
/// <remarks>
/// Detailed examinations are disabled while incapactiated. Ideally this should just be set equal to the
/// radius of the crit overlay that blackens most of the screen. The actual radius of that is defined
/// in a shader sooo... eh.
/// </remarks>
public const float CritExamineRange = 1.3f;
/// <summary>
/// Examine range to use when the examiner is dead. See <see cref="CritExamineRange"/>.
/// </summary>
public const float DeadExamineRange = 0.75f;
public const float ExamineRange = 16f;
protected const float ExamineDetailsRange = 3f;
protected const float ExamineBlurrinessMult = 2.5f;
/// <summary>
/// Creates a new examine tooltip with arbitrary info.
/// </summary>
public abstract void SendExamineTooltip(EntityUid player, EntityUid target, FormattedMessage message, bool getVerbs, bool centerAtCursor);
public bool IsInDetailsRange(EntityUid examiner, EntityUid entity)
{
if (IsClientSide(entity))
return true;
// check if the mob is in critical or dead
if (MobStateSystem.IsIncapacitated(examiner))
return false;
if (!InRangeUnOccluded(examiner, entity, ExamineDetailsRange))
return false;
// Is the target hidden in a opaque locker or something? Currently this check allows players to examine
// their organs, if they can somehow target them. Really this should be with userSeeInsideSelf: false, and a
// separate check for if the item is in their inventory or hands.
if (_containerSystem.IsInSameOrTransparentContainer(examiner, entity, userSeeInsideSelf: true))
return true;
// is it inside of an open storage (e.g., an open backpack)?
return _interactionSystem.CanAccessViaStorage(examiner, entity);
}
[Pure]
public bool CanExamine(EntityUid examiner, EntityUid examined)
{
// special check for client-side entities stored in null-space for some UI guff.
if (IsClientSide(examined))
return true;
return !Deleted(examined) && CanExamine(examiner, _transform.GetMapCoordinates(examined),
entity => entity == examiner || entity == examined, examined);
}
[Pure]
public virtual bool CanExamine(EntityUid examiner, MapCoordinates target, Ignored? predicate = null, EntityUid? examined = null, ExaminerComponent? examinerComp = null)
{
// TODO occluded container checks
// also requires checking if the examiner has either a storage or stripping UI open, as the item may be accessible via that UI
if (!Resolve(examiner, ref examinerComp, false))
return false;
// Ghosts and admins skip examine checks.
if (examinerComp.SkipChecks)
return true;
if (examined != null)
{
var ev = new ExamineAttemptEvent(examiner);
RaiseLocalEvent(examined.Value, ev);
if (ev.Cancelled)
return false;
}
if (!examinerComp.CheckInRangeUnOccluded)
return true;
if (EntityManager.GetComponent<TransformComponent>(examiner).MapID != target.MapId)
return false;
return InRangeUnOccluded(
_transform.GetMapCoordinates(examiner),
target,
GetExaminerRange(examiner),
predicate: predicate,
ignoreInsideBlocker: true);
}
/// <summary>
/// Check if a given examiner is incapacitated. If yes, return a reduced examine range. Otherwise, return the deault range.
/// </summary>
public float GetExaminerRange(EntityUid examiner, MobStateComponent? mobState = null)
{
if (Resolve(examiner, ref mobState, logMissing: false))
{
if (MobStateSystem.IsDead(examiner, mobState))
return DeadExamineRange;
if (MobStateSystem.IsCritical(examiner, mobState) || TryComp<BlindableComponent>(examiner, out var blind) && blind.IsBlind)
return CritExamineRange;
if (TryComp<BlurryVisionComponent>(examiner, out var blurry))
return Math.Clamp(ExamineRange - blurry.Magnitude * ExamineBlurrinessMult, 2, ExamineRange);
}
return ExamineRange;
}
/// <summary>
/// True if occluders are drawn for this entity, otherwise false.
/// </summary>
public bool IsOccluded(EntityUid uid)
{
return TryComp<EyeComponent>(uid, out var eye) && eye.DrawFov;
}
public bool InRangeUnOccluded(MapCoordinates origin, MapCoordinates other, float range, Ignored? predicate, bool ignoreInsideBlocker = true, IEntityManager? entMan = null)
{
// No, rider. This is better.
// ReSharper disable once ConvertToLocalFunction
var wrapped = (EntityUid uid, Ignored? wrapped)
=> wrapped != null && wrapped(uid);
return InRangeUnOccluded(origin, other, range, predicate, wrapped, ignoreInsideBlocker, entMan);
}
public bool InRangeUnOccluded<TState>(MapCoordinates origin, MapCoordinates other, float range,
TState state, Func<EntityUid, TState, bool> predicate, bool ignoreInsideBlocker = true, IEntityManager? entMan = null)
{
if (other.MapId != origin.MapId ||
other.MapId == MapId.Nullspace) return false;
var dir = other.Position - origin.Position;
var length = dir.Length();
// If range specified also check it
// TODO: This rounding check is here because the API is kinda eh
if (range > 0f && length > range + 0.01f) return false;
if (MathHelper.CloseTo(length, 0)) return true;
if (length > MaxRaycastRange)
{
Log.Warning("InRangeUnOccluded check performed over extreme range. Limiting CollisionRay size.");
length = MaxRaycastRange;
}
var occluderSystem = Get<OccluderSystem>();
IoCManager.Resolve(ref entMan);
var ray = new Ray(origin.Position, dir.Normalized());
var rayResults = occluderSystem
.IntersectRayWithPredicate(origin.MapId, ray, length, state, predicate, false).ToList();
if (rayResults.Count == 0) return true;
if (!ignoreInsideBlocker) return false;
foreach (var result in rayResults)
{
if (!entMan.TryGetComponent(result.HitEntity, out OccluderComponent? o))
{
continue;
}
var bBox = o.BoundingBox;
bBox = bBox.Translated(entMan.GetComponent<TransformComponent>(result.HitEntity).WorldPosition);
if (bBox.Contains(origin.Position) || bBox.Contains(other.Position))
{
continue;
}
return false;
}
return true;
}
public bool InRangeUnOccluded(EntityUid origin, EntityUid other, float range = ExamineRange, Ignored? predicate = null, bool ignoreInsideBlocker = true)
{
var entMan = IoCManager.Resolve<IEntityManager>();
var originPos = entMan.GetComponent<TransformComponent>(origin).MapPosition;
var otherPos = entMan.GetComponent<TransformComponent>(other).MapPosition;
return InRangeUnOccluded(originPos, otherPos, range, predicate, ignoreInsideBlocker);
}
public bool InRangeUnOccluded(EntityUid origin, EntityCoordinates other, float range = ExamineRange, Ignored? predicate = null, bool ignoreInsideBlocker = true)
{
var entMan = IoCManager.Resolve<IEntityManager>();
var originPos = entMan.GetComponent<TransformComponent>(origin).MapPosition;
var otherPos = other.ToMap(entMan);
return InRangeUnOccluded(originPos, otherPos, range, predicate, ignoreInsideBlocker);
}
public bool InRangeUnOccluded(EntityUid origin, MapCoordinates other, float range = ExamineRange, Ignored? predicate = null, bool ignoreInsideBlocker = true)
{
var entMan = IoCManager.Resolve<IEntityManager>();
var originPos = entMan.GetComponent<TransformComponent>(origin).MapPosition;
return InRangeUnOccluded(originPos, other, range, predicate, ignoreInsideBlocker);
}
public FormattedMessage GetExamineText(EntityUid entity, EntityUid? examiner)
{
var message = new FormattedMessage();
if (examiner == null)
{
return message;
}
var hasDescription = false;
//Add an entity description if one is declared
if (!string.IsNullOrEmpty(EntityManager.GetComponent<MetaDataComponent>(entity).EntityDescription))
{
message.AddText(EntityManager.GetComponent<MetaDataComponent>(entity).EntityDescription);
hasDescription = true;
}
message.PushColor(Color.DarkGray);
// Raise the event and let things that subscribe to it change the message...
var isInDetailsRange = IsInDetailsRange(examiner.Value, entity);
var examinedEvent = new ExaminedEvent(message, entity, examiner.Value, isInDetailsRange, hasDescription);
RaiseLocalEvent(entity, examinedEvent);
var newMessage = examinedEvent.GetTotalMessage();
// pop color tag
newMessage.Pop();
return newMessage;
}
}
/// <summary>
/// Raised when an entity is examined.
/// If you're pushing multiple messages that should be grouped together (or ordered in some way),
/// call <see cref="PushGroup"/> before pushing and <see cref="PopGroup"/> when finished.
/// </summary>
public sealed class ExaminedEvent : EntityEventArgs
{
/// <summary>
/// The message that will be displayed as the examine text.
/// You should use <see cref="PushMarkup"/> and similar instead to modify this,
/// since it handles newlines/priority and such correctly.
/// </summary>
/// <seealso cref="PushMessage"/>
/// <seealso cref="PushMarkup"/>
/// <seealso cref="PushText"/>
/// <seealso cref="AddMessage"/>
/// <seealso cref="AddMarkup"/>
/// <seealso cref="AddText"/>
private FormattedMessage Message { get; }
/// <summary>
/// Parts of the examine message that will later be sorted by priority and pushed onto <see cref="Message"/>.
/// </summary>
private List<ExamineMessagePart> Parts { get; } = new();
/// <summary>
/// Whether the examiner is in range of the entity to get some extra details.
/// </summary>
public bool IsInDetailsRange { get; }
/// <summary>
/// The entity performing the examining.
/// </summary>
public EntityUid Examiner { get; }
/// <summary>
/// Entity being examined, for broadcast event purposes.
/// </summary>
public EntityUid Examined { get; }
private bool _hasDescription;
private ExamineMessagePart? _currentGroupPart;
public ExaminedEvent(FormattedMessage message, EntityUid examined, EntityUid examiner, bool isInDetailsRange, bool hasDescription)
{
Message = message;
Examined = examined;
Examiner = examiner;
IsInDetailsRange = isInDetailsRange;
_hasDescription = hasDescription;
}
/// <summary>
/// Returns <see cref="Message"/> with all <see cref="Parts"/> appended according to their priority.
/// </summary>
public FormattedMessage GetTotalMessage()
{
int Comparison(ExamineMessagePart a, ExamineMessagePart b)
{
// Try sort by priority, then group, then by string contents
if (a.Priority != b.Priority)
{
// negative so that expected behavior is consistent with what makes sense
// i.e. a negative priority should mean its at the bottom of the list, right?
return -a.Priority.CompareTo(b.Priority);
}
if (a.Group != b.Group)
{
return string.Compare(a.Group, b.Group, StringComparison.Ordinal);
}
return string.Compare(a.Message.ToString(), b.Message.ToString(), StringComparison.Ordinal);
}
// tolist/clone formatted message so calling this multiple times wont fuck shit up
// (if that happens for some reason)
var parts = Parts.ToList();
var totalMessage = new FormattedMessage(Message);
parts.Sort(Comparison);
if (_hasDescription)
{
totalMessage.PushNewline();
}
foreach (var part in parts)
{
totalMessage.AddMessage(part.Message);
if (part.DoNewLine && parts.Last() != part)
totalMessage.PushNewline();
}
return totalMessage;
}
/// <summary>
/// Message group handling. Call this if you want the next set of examine messages that you're adding to have
/// a consistent order with regards to each other. This is done so that client & server will always
/// sort messages the same as well as grouped together properly, even if subscriptions are different.
/// You should wrap it in a using() block so popping automatically occurs.
/// </summary>
public ExamineGroupDisposable PushGroup(string groupName, int priority=0)
{
// Ensure that other examine events correctly ended their groups.
DebugTools.Assert(_currentGroupPart == null);
_currentGroupPart = new ExamineMessagePart(new FormattedMessage(), priority, false, groupName);
return new ExamineGroupDisposable(this);
}
/// <summary>
/// Ends the current group and pushes its groups contents to the message.
/// This will be called automatically if in using a `using` block with <see cref="PushGroup"/>.
/// </summary>
private void PopGroup()
{
DebugTools.Assert(_currentGroupPart != null);
if (_currentGroupPart != null)
Parts.Add(_currentGroupPart);
_currentGroupPart = null;
}
/// <summary>
/// Push another message into this examine result, on its own line.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="PushMarkup"/>
/// <seealso cref="PushText"/>
public void PushMessage(FormattedMessage message, int priority=0)
{
if (message.Nodes.Count == 0)
return;
if (_currentGroupPart != null)
{
message.PushNewline();
_currentGroupPart.Message.AddMessage(message);
}
else
{
Parts.Add(new ExamineMessagePart(message, priority, true, null));
}
}
/// <summary>
/// Push another message parsed from markup into this examine result, on its own line.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="PushText"/>
/// <seealso cref="PushMessage"/>
public void PushMarkup(string markup, int priority=0)
{
PushMessage(FormattedMessage.FromMarkup(markup), priority);
}
/// <summary>
/// Push another message containing raw text into this examine result, on its own line.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="PushMarkup"/>
/// <seealso cref="PushMessage"/>
public void PushText(string text, int priority=0)
{
var msg = new FormattedMessage();
msg.AddText(text);
PushMessage(msg, priority);
}
/// <summary>
/// Adds a message directly without starting a newline after.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="AddMarkup"/>
/// <seealso cref="AddText"/>
public void AddMessage(FormattedMessage message, int priority = 0)
{
if (message.Nodes.Count == 0)
return;
if (_currentGroupPart != null)
{
_currentGroupPart.Message.AddMessage(message);
}
else
{
Parts.Add(new ExamineMessagePart(message, priority, false, null));
}
}
/// <summary>
/// Adds markup directly without starting a newline after.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="AddText"/>
/// <seealso cref="AddMessage"/>
public void AddMarkup(string markup, int priority=0)
{
AddMessage(FormattedMessage.FromMarkup(markup), priority);
}
/// <summary>
/// Adds text directly without starting a newline after.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="AddMarkup"/>
/// <seealso cref="AddMessage"/>
public void AddText(string text, int priority=0)
{
var msg = new FormattedMessage();
msg.AddText(text);
AddMessage(msg, priority);
}
public struct ExamineGroupDisposable : IDisposable
{
private ExaminedEvent _event;
public ExamineGroupDisposable(ExaminedEvent @event)
{
_event = @event;
}
public void Dispose()
{
_event.PopGroup();
}
}
private record ExamineMessagePart(FormattedMessage Message, int Priority, bool DoNewLine, string? Group);
}
/// <summary>
/// Event raised directed at an entity that someone is attempting to examine
/// </summary>
public sealed class ExamineAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid Examiner;
public ExamineAttemptEvent(EntityUid examiner)
{
Examiner = examiner;
}
}
}