Files
wwdpublic/Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.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

208 lines
8.1 KiB
C#

using Content.Shared.Examine;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.IdentityManagement;
using Content.Shared.Preferences;
using Content.Shared.Verbs;
using Robust.Shared.GameObjects.Components.Localization;
using Robust.Shared.Prototypes;
namespace Content.Server.Humanoid;
public sealed partial class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
{
[Dependency] private readonly MarkingManager _markingManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HumanoidAppearanceComponent, HumanoidMarkingModifierMarkingSetMessage>(OnMarkingsSet);
SubscribeLocalEvent<HumanoidAppearanceComponent, HumanoidMarkingModifierBaseLayersSetMessage>(OnBaseLayersSet);
SubscribeLocalEvent<HumanoidAppearanceComponent, GetVerbsEvent<Verb>>(OnVerbsRequest);
SubscribeLocalEvent<HumanoidAppearanceComponent, ExaminedEvent>(OnExamined);
}
private void OnExamined(EntityUid uid, HumanoidAppearanceComponent component, ExaminedEvent args)
{
var identity = Identity.Entity(uid, EntityManager);
var species = GetSpeciesRepresentation(component.Species).ToLower();
var age = GetAgeRepresentation(component.Species, component.Age);
args.PushText(Loc.GetString("humanoid-appearance-component-examine", ("user", identity), ("age", age), ("species", species)));
}
// this was done enough times that it only made sense to do it here
/// <summary>
/// Clones a humanoid's appearance to a target mob, provided they both have humanoid components.
/// </summary>
/// <param name="source">Source entity to fetch the original appearance from.</param>
/// <param name="target">Target entity to apply the source entity's appearance to.</param>
/// <param name="sourceHumanoid">Source entity's humanoid component.</param>
/// <param name="targetHumanoid">Target entity's humanoid component.</param>
public void CloneAppearance(EntityUid source, EntityUid target, HumanoidAppearanceComponent? sourceHumanoid = null,
HumanoidAppearanceComponent? targetHumanoid = null)
{
if (!Resolve(source, ref sourceHumanoid) || !Resolve(target, ref targetHumanoid))
{
return;
}
targetHumanoid.Species = sourceHumanoid.Species;
targetHumanoid.SkinColor = sourceHumanoid.SkinColor;
targetHumanoid.EyeColor = sourceHumanoid.EyeColor;
targetHumanoid.Age = sourceHumanoid.Age;
SetSex(target, sourceHumanoid.Sex, false, targetHumanoid);
targetHumanoid.CustomBaseLayers = new(sourceHumanoid.CustomBaseLayers);
targetHumanoid.MarkingSet = new(sourceHumanoid.MarkingSet);
targetHumanoid.Gender = sourceHumanoid.Gender;
if (TryComp<GrammarComponent>(target, out var grammar))
{
grammar.Gender = sourceHumanoid.Gender;
}
targetHumanoid.LastProfileLoaded = sourceHumanoid.LastProfileLoaded; // DeltaV - let paradox anomaly be cloned
Dirty(targetHumanoid);
}
/// <summary>
/// Removes a marking from a humanoid by ID.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="marking">The marking to try and remove.</param>
/// <param name="sync">Whether to immediately sync this to the humanoid</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void RemoveMarking(EntityUid uid, string marking, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid)
|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
{
return;
}
humanoid.MarkingSet.Remove(prototype.MarkingCategory, marking);
if (sync)
Dirty(humanoid);
}
/// <summary>
/// Removes a marking from a humanoid by category and index.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="category">Category of the marking</param>
/// <param name="index">Index of the marking</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void RemoveMarking(EntityUid uid, MarkingCategories category, int index, HumanoidAppearanceComponent? humanoid = null)
{
if (index < 0
|| !Resolve(uid, ref humanoid)
|| !humanoid.MarkingSet.TryGetCategory(category, out var markings)
|| index >= markings.Count)
{
return;
}
humanoid.MarkingSet.Remove(category, index);
Dirty(humanoid);
}
/// <summary>
/// Sets the marking ID of the humanoid in a category at an index in the category's list.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="category">Category of the marking</param>
/// <param name="index">Index of the marking</param>
/// <param name="markingId">The marking ID to use</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetMarkingId(EntityUid uid, MarkingCategories category, int index, string markingId, HumanoidAppearanceComponent? humanoid = null)
{
if (index < 0
|| !_markingManager.MarkingsByCategory(category).TryGetValue(markingId, out var markingPrototype)
|| !Resolve(uid, ref humanoid)
|| !humanoid.MarkingSet.TryGetCategory(category, out var markings)
|| index >= markings.Count)
{
return;
}
var marking = markingPrototype.AsMarking();
for (var i = 0; i < marking.MarkingColors.Count && i < markings[index].MarkingColors.Count; i++)
{
marking.SetColor(i, markings[index].MarkingColors[i]);
}
humanoid.MarkingSet.Replace(category, index, marking);
Dirty(humanoid);
}
/// <summary>
/// Sets the marking colors of the humanoid in a category at an index in the category's list.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="category">Category of the marking</param>
/// <param name="index">Index of the marking</param>
/// <param name="colors">The marking colors to use</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetMarkingColor(EntityUid uid, MarkingCategories category, int index, List<Color> colors,
HumanoidAppearanceComponent? humanoid = null)
{
if (index < 0
|| !Resolve(uid, ref humanoid)
|| !humanoid.MarkingSet.TryGetCategory(category, out var markings)
|| index >= markings.Count)
{
return;
}
for (var i = 0; i < markings[index].MarkingColors.Count && i < colors.Count; i++)
{
markings[index].SetColor(i, colors[i]);
}
Dirty(humanoid);
}
/// <summary>
/// Takes ID of the species prototype, returns UI-friendly name of the species.
/// </summary>
public string GetSpeciesRepresentation(string speciesId)
{
if (_prototypeManager.TryIndex<SpeciesPrototype>(speciesId, out var species))
{
return Loc.GetString(species.Name);
}
else
{
return Loc.GetString("humanoid-appearance-component-unknown-species");
}
}
public string GetAgeRepresentation(string species, int age)
{
_prototypeManager.TryIndex<SpeciesPrototype>(species, out var speciesPrototype);
if (speciesPrototype == null)
{
Log.Error("Tried to get age representation of species that couldn't be indexed: " + species);
return Loc.GetString("identity-age-young");
}
if (age < speciesPrototype.YoungAge)
{
return Loc.GetString("identity-age-young");
}
if (age < speciesPrototype.OldAge)
{
return Loc.GetString("identity-age-middle-aged");
}
return Loc.GetString("identity-age-old");
}
}