Files
crystall-punk-14/Content.Shared/Preferences/HumanoidCharacterProfile.cs
Ed 50470c3aaa Ed 09 06 2024 upstream (#230)
* Revert "Buff the AME until somebody fixes engineering" (#28419)

* Automatic changelog update

* hand teleport portals now may start in the same grid. (#28556)

* Microwave recipes now uses stacktype id instead of entity prototype id for stacked entities (#28225)

* Automatic changelog update

* Add "fill level" sprites to mops and damp rag (#28590)

* Automatic changelog update

* Reword some criminal records text (#28597)

* Update criminal-records.ftl

* Update criminal-records.ftl

* Update criminal-records.ftl

* Remove obsolete VisibilitySystem functions (#28610)

Remove obsolete visibility functions

Co-authored-by: plykiya <plykiya@protonmail.com>

* Prayable datafield typo (#28622)

* notifiactionPrefix -> notificationPrefix

* notifiactionPrefix -> notificationPrefix

* Update engine to v224.1.0 (#28624)

* Use dummy sessions in NukeOpsTest (#28549)

* Add dummy sessions

* Update NukeOpsTest

* Fix PvsBenchmark

* Update engine to v224.1.1 (#28632)

* Add Job preference tests (#28625)

* Misc Job related changes

* Add JobTest

* A

* Aa

* Lets not confuse the yaml linter

* fixes

* a

* Add logs that provide session to player admin logs (#28628)

* Cluster Update (#28627)

done here

* Automatic changelog update

* minor banner changes (#28636)

* minor banner changes

* Uhrmm actchually it's you're, not your

* Update banners.yml

props Hyenh

* Revenant spell catalog locale (#28638)

locale

* Make cuff default range again (#28576)

* Make cuff default range again

* uncuff distance

* how about ONE

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* Machine-code cleanup (#28489)

* Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571)

* Automatic changelog update

* Fix Smoke-grenade.ogg not being mono (#28593)

* Fix Cigars Sprites + YAML fix for Inhand unlit cigars/cigs (#28641)

* Automatic changelog update

* Clean up Eva and Hardsuit helm yml + Lets atmos firesuit helm work as a BreathMask (#28602)

* Shifts borgs hats to the right a bit (#28600)

* Fix mouse inhands (#28623)

* Adjust some touch reaction damage levels (#28591)

* Automatic changelog update

* Add closing storage UIs to StorageInteractionTest (#28633)

* Update rules (#28452)

* Add support for LocalizedDatasets to RandomMetadata (#28601)

* Fix Admin Object tab sorting and search (#28609)

* Automatic changelog update

* Internals are kept on as long as any breathing tool is on (#28595)

* Automatic changelog update

* Convert rules to use guidebook parsing (#28647)

* Gives Insulation and NoSlip to all bots (#28621)

* Gives Insulation and NoSlip to all bots

* remove NoSlip from children

* Automatic changelog update

* Nerfs welderbombing (#28650)

nerf welderbombing

* Automatic changelog update

* Give jobs & antags prototypes a guide field (#28614)

* Give jobs & antags prototypes a guide field

* A

* space

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Add todo

* Fix merge errors

---------

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Automatic changelog update

* Fix typo in Space Law's restricted gear (#28668)

This typo was included in the wiki as well.

Reported-by: Bobberson in the Discord

* Automatic changelog update

* fixed "silicones" typo in new rules (#28671)

fixed all appearances of silicone where it should have been silicon

* fix janitor not spawning with a survival box (#28669)

hi

* Automatic changelog update

* Fix typo in slime naming conventions (#28682)

* Flatpacker fixes (#28417)

* Return medicine recipe solid material costs to 1 (#28679)

Set material costs of medicine recipes to 1

* Automatic changelog update

* Update Core (#28689)

add

* Fixed the guidebook listing every single rule (#28680)

* Well i tried this way

* New approach (start)

* Did it

* makes spacelaw available, put it under sec

* Automatic changelog update

* rule fixes first pass (#28701)

update

* Add JobRequirementOverride prototypes (#28607)

* Add JobRequirementOverride prototypes

* a

* invert if

* Add override that takes in prototypes directly

* Tweak chapel salvage wreck (#28703)

add

* Fixes client having authority over rules popup cvars (#28655)

* Fixes client having authority over rules popup cvars

* Delete duplicate migration

* Pre-update

* Post-update

* Add locale support for booze and soda jugs labels (#28708)

* Swap some InRangeUnobstructed for InRangeUnoccluded (#28706)

Swap InRangeUnobstructed to InRangeUnoccluded

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* Ports the singularity's values from vgstation (#28720)

* ports the singularity values from vgstation

* guidebook fix

* 5000 energy level 6 singulo

* Fix action icons when dragging an active action to another slot (#28692)

* Add DoPopup data field to OnUseTimerTrigger (#28691)

* Dropping Corpses Devoured by Space Dragons on Gib/Butcher. (#28709)

* Update DevourSystem.cs

* Update DevourSystem.cs

* Update Content.Server/Devour/DevourSystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Improve grammar of various petting messages (#28715)

Improve grammar of various petting message

* Fix DamageOtherOnHit.OnDoHit when the target is terminating or deleted (#28690)

* Update Core (#28735)

add

* Fix flatpacker (#28736)

* Fix flatpacker

* a

* rn, atp (#28674)

* Update speech-chatsan.ftl

* Update word_replacements.yml

* Atm-at the moment

* Atm

* Update Resources/Locale/en-US/speech/speech-chatsan.ftl

* Update Resources/Prototypes/Accents/word_replacements.yml

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Add loadout group check for role proto (#28731)

MFW same bug twice at 2 layers because I'm stupid.

* Automatic changelog update

* Try fix RGBee (#28741)

* Automatic changelog update

* Ensure packager creates a release folder (#28426)

I was screaming at the github actions runner before i noticed something i had done before caused me to never have a release folder and thus fail.

* allow ' in character names (#28652)

* Automatic changelog update

* Make freeze, freeze & mute, and unmute verbs work on disconnected players. (#28664)

* Automatic changelog update

* fix singulo decay (#28743)

* Automatic changelog update

* Don't use invalid defaults for loadouts (#28729)

At the time it made more sense but now with species specific stuff it's better to have nothing.

* Maybe fix invalid loadout prototypes (#28734)

* Maybe fix invalid loadout prototypes

So if we have existing data SetDefault is not normally called iirc. So what I think is happening is that if we have old loadout groups that get saved to DB and loaded these get dropped entirely and nothing is used to replace the group unless the person specifically looks at their loadout.

Need someone affected to send me their loadout to confirm it's fixed.

* Better fix

* Automatic changelog update

* Fix null ref exception in PrayerSystem (#28712)

* Fix null ref exception in PrayerSystem

* Also check that prayable ent/comp still exist

* Guidebook Updates for the Amateur Spessman (#28603)

* Created NewPlayer.xml

* Created NewPlayer.yml and added it to guides.ftl

* shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later

* switched some stuff between the New? entry and the Space Station 14 entry

* Made everything so nice!!!!!!!!!!!!!!

* fixed formatting inconsistencies

* added a How to use this guidebook section

* build correction and guidebook clarification for other servers

* wrote character creation ig probs fo shizzle

* added new terms to the glossary and alphabetized it

* meh this seems important enough to add

* okay no more shitsec bad idea

* I HATED Roleplaying.xml ANYWAY!!!

* I REALLY REALLY HATED IT ACTUALLYLLL

* Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete

* Separated the character creation bits that are just cosmetic from the ones that matter

* also put all the related new player xml files in their own folder

* expanded Radio.xml, kinda fixed survival.xml

* removed the line that mighta maybe sorta possibly could encourage self antag

* thought about this randomly but ICK OCK

* talking is no longer a key part of this game

* moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around

* ah probably should make sure this works first also me when i lie on the internet

* don't be such a grammar nukie

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* okay nevermind that's justified

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* prepare. it is coming. the great reorganization...

* yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP.

* rename that real quick

* step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete.

* update shiftandcrew.yml to only have departments as children also fuck it alphabetization

* consolidated salvage into cargo

* made a new entry for command

* gave salvage a home and service an existence

* made some XML files to be filled out later

* quick rename...

* took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml

* The Great Writing about Departments (25XX, black and white)

* added a bunch of links everywhere

* biochemical is no longer a thing

* service formatinaaaaaaa

* shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,,

* let's get that fixed

* second time i made a typo there as well

* we hate fun around here

* grammar?!???/

* various fixes and more linkings

* oops

* wewlad lol!!

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>

* Automatic changelog update

* Add suffixes to excap survival boxes (#28755)

Update emergency.yml

* Add Jani lobby background (#28724)

* Add jani lobby background

* Actually make new lobby screen functional

* Fix license

* Automatic changelog update

* Strip markdown from silicon laws before saying them (#28596)

* saltern update (#28773)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* revert Tornado regex

* Update HumanoidCharacterProfile.cs

* Update arenas.yml

* test

* fix locale

* Update options-menu.ftl

* Update species-names.ftl

* Update debug.yml

* aaaaaa

---------

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2024-06-09 23:53:10 +03:00

711 lines
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C#
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using System.Linq;
using System.Text.RegularExpressions;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Content.Shared.Traits;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Preferences
{
/// <summary>
/// Character profile. Looks immutable, but uses non-immutable semantics internally for serialization/code sanity purposes.
/// </summary>
[DataDefinition]
[Serializable, NetSerializable]
public sealed partial class HumanoidCharacterProfile : ICharacterProfile
{
private static readonly Regex RestrictedNameRegex = new("[^A-Z,a-z,А-Я,а-я,0-9, ,\\-,']"); //CP14 - Add russian letters in Regex
private static readonly Regex ICNameCaseRegex = new(@"^(?<word>\w)|\b(?<word>\w)(?=\w*$)");
public const int MaxNameLength = 32;
public const int MaxDescLength = 512;
/// <summary>
/// Job preferences for initial spawn.
/// </summary>
[DataField]
private Dictionary<ProtoId<JobPrototype>, JobPriority> _jobPriorities = new()
{
{
SharedGameTicker.FallbackOverflowJob, JobPriority.High
}
};
/// <summary>
/// Antags we have opted in to.
/// </summary>
[DataField]
private HashSet<ProtoId<AntagPrototype>> _antagPreferences = new();
/// <summary>
/// Enabled traits.
/// </summary>
[DataField]
private HashSet<ProtoId<TraitPrototype>> _traitPreferences = new();
/// <summary>
/// <see cref="_loadouts"/>
/// </summary>
public IReadOnlyDictionary<string, RoleLoadout> Loadouts => _loadouts;
[DataField]
private Dictionary<string, RoleLoadout> _loadouts = new();
[DataField]
public string Name { get; set; } = "John Doe";
/// <summary>
/// Detailed text that can appear for the character if <see cref="CCVars.FlavorText"/> is enabled.
/// </summary>
[DataField]
public string FlavorText { get; set; } = string.Empty;
/// <summary>
/// Associated <see cref="SpeciesPrototype"/> for this profile.
/// </summary>
[DataField]
public ProtoId<SpeciesPrototype> Species { get; set; } = SharedHumanoidAppearanceSystem.DefaultSpecies;
[DataField]
public int Age { get; set; } = 18;
[DataField]
public Sex Sex { get; private set; } = Sex.Male;
[DataField]
public Gender Gender { get; private set; } = Gender.Male;
/// <summary>
/// <see cref="Appearance"/>
/// </summary>
public ICharacterAppearance CharacterAppearance => Appearance;
/// <summary>
/// Stores markings, eye colors, etc for the profile.
/// </summary>
[DataField]
public HumanoidCharacterAppearance Appearance { get; set; } = new();
/// <summary>
/// When spawning into a round what's the preferred spot to spawn.
/// </summary>
[DataField]
public SpawnPriorityPreference SpawnPriority { get; private set; } = SpawnPriorityPreference.None;
/// <summary>
/// <see cref="_jobPriorities"/>
/// </summary>
public IReadOnlyDictionary<ProtoId<JobPrototype>, JobPriority> JobPriorities => _jobPriorities;
/// <summary>
/// <see cref="_antagPreferences"/>
/// </summary>
public IReadOnlySet<ProtoId<AntagPrototype>> AntagPreferences => _antagPreferences;
/// <summary>
/// <see cref="_traitPreferences"/>
/// </summary>
public IReadOnlySet<ProtoId<TraitPrototype>> TraitPreferences => _traitPreferences;
/// <summary>
/// If we're unable to get one of our preferred jobs do we spawn as a fallback job or do we stay in lobby.
/// </summary>
[DataField]
public PreferenceUnavailableMode PreferenceUnavailable { get; private set; } =
PreferenceUnavailableMode.SpawnAsOverflow;
public HumanoidCharacterProfile(
string name,
string flavortext,
string species,
int age,
Sex sex,
Gender gender,
HumanoidCharacterAppearance appearance,
SpawnPriorityPreference spawnPriority,
Dictionary<ProtoId<JobPrototype>, JobPriority> jobPriorities,
PreferenceUnavailableMode preferenceUnavailable,
HashSet<ProtoId<AntagPrototype>> antagPreferences,
HashSet<ProtoId<TraitPrototype>> traitPreferences,
Dictionary<string, RoleLoadout> loadouts)
{
Name = name;
FlavorText = flavortext;
Species = species;
Age = age;
Sex = sex;
Gender = gender;
Appearance = appearance;
SpawnPriority = spawnPriority;
_jobPriorities = jobPriorities;
PreferenceUnavailable = preferenceUnavailable;
_antagPreferences = antagPreferences;
_traitPreferences = traitPreferences;
_loadouts = loadouts;
var hasHighPrority = false;
foreach (var (key, value) in _jobPriorities)
{
if (value == JobPriority.Never)
_jobPriorities.Remove(key);
else if (value != JobPriority.High)
continue;
if (hasHighPrority)
_jobPriorities[key] = JobPriority.Medium;
hasHighPrority = true;
}
}
/// <summary>Copy constructor</summary>
public HumanoidCharacterProfile(HumanoidCharacterProfile other)
: this(other.Name,
other.FlavorText,
other.Species,
other.Age,
other.Sex,
other.Gender,
other.Appearance.Clone(),
other.SpawnPriority,
new Dictionary<ProtoId<JobPrototype>, JobPriority>(other.JobPriorities),
other.PreferenceUnavailable,
new HashSet<ProtoId<AntagPrototype>>(other.AntagPreferences),
new HashSet<ProtoId<TraitPrototype>>(other.TraitPreferences),
new Dictionary<string, RoleLoadout>(other.Loadouts))
{
}
/// <summary>
/// Get the default humanoid character profile, using internal constant values.
/// Defaults to <see cref="SharedHumanoidAppearanceSystem.DefaultSpecies"/> for the species.
/// </summary>
/// <returns></returns>
public HumanoidCharacterProfile()
{
}
/// <summary>
/// Return a default character profile, based on species.
/// </summary>
/// <param name="species">The species to use in this default profile. The default species is <see cref="SharedHumanoidAppearanceSystem.DefaultSpecies"/>.</param>
/// <returns>Humanoid character profile with default settings.</returns>
public static HumanoidCharacterProfile DefaultWithSpecies(string species = SharedHumanoidAppearanceSystem.DefaultSpecies)
{
return new()
{
Species = species,
};
}
// TODO: This should eventually not be a visual change only.
public static HumanoidCharacterProfile Random(HashSet<string>? ignoredSpecies = null)
{
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
var random = IoCManager.Resolve<IRobustRandom>();
var species = random.Pick(prototypeManager
.EnumeratePrototypes<SpeciesPrototype>()
.Where(x => ignoredSpecies == null ? x.RoundStart : x.RoundStart && !ignoredSpecies.Contains(x.ID))
.ToArray()
).ID;
return RandomWithSpecies(species);
}
public static HumanoidCharacterProfile RandomWithSpecies(string species = SharedHumanoidAppearanceSystem.DefaultSpecies)
{
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
var random = IoCManager.Resolve<IRobustRandom>();
var sex = Sex.Unsexed;
var age = 18;
if (prototypeManager.TryIndex<SpeciesPrototype>(species, out var speciesPrototype))
{
sex = random.Pick(speciesPrototype.Sexes);
age = random.Next(speciesPrototype.MinAge, speciesPrototype.OldAge); // people don't look and keep making 119 year old characters with zero rp, cap it at middle aged
}
var gender = Gender.Epicene;
switch (sex)
{
case Sex.Male:
gender = Gender.Male;
break;
case Sex.Female:
gender = Gender.Female;
break;
}
var name = GetName(species, gender);
return new HumanoidCharacterProfile()
{
Name = name,
Sex = sex,
Age = age,
Gender = gender,
Species = species,
Appearance = HumanoidCharacterAppearance.Random(species, sex),
};
}
public HumanoidCharacterProfile WithName(string name)
{
return new(this) { Name = name };
}
public HumanoidCharacterProfile WithFlavorText(string flavorText)
{
return new(this) { FlavorText = flavorText };
}
public HumanoidCharacterProfile WithAge(int age)
{
return new(this) { Age = age };
}
public HumanoidCharacterProfile WithSex(Sex sex)
{
return new(this) { Sex = sex };
}
public HumanoidCharacterProfile WithGender(Gender gender)
{
return new(this) { Gender = gender };
}
public HumanoidCharacterProfile WithSpecies(string species)
{
return new(this) { Species = species };
}
public HumanoidCharacterProfile WithCharacterAppearance(HumanoidCharacterAppearance appearance)
{
return new(this) { Appearance = appearance };
}
public HumanoidCharacterProfile WithSpawnPriorityPreference(SpawnPriorityPreference spawnPriority)
{
return new(this) { SpawnPriority = spawnPriority };
}
public HumanoidCharacterProfile WithJobPriorities(IEnumerable<KeyValuePair<ProtoId<JobPrototype>, JobPriority>> jobPriorities)
{
var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(jobPriorities);
var hasHighPrority = false;
foreach (var (key, value) in dictionary)
{
if (value == JobPriority.Never)
dictionary.Remove(key);
else if (value != JobPriority.High)
continue;
if (hasHighPrority)
dictionary[key] = JobPriority.Medium;
hasHighPrority = true;
}
return new(this)
{
_jobPriorities = dictionary
};
}
public HumanoidCharacterProfile WithJobPriority(ProtoId<JobPrototype> jobId, JobPriority priority)
{
var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(_jobPriorities);
if (priority == JobPriority.Never)
{
dictionary.Remove(jobId);
}
else if (priority == JobPriority.High)
{
// There can only ever be one high priority job.
foreach (var (job, value) in dictionary)
{
if (value == JobPriority.High)
dictionary[job] = JobPriority.Medium;
}
dictionary[jobId] = priority;
}
else
{
dictionary[jobId] = priority;
}
return new(this)
{
_jobPriorities = dictionary,
};
}
public HumanoidCharacterProfile WithPreferenceUnavailable(PreferenceUnavailableMode mode)
{
return new(this) { PreferenceUnavailable = mode };
}
public HumanoidCharacterProfile WithAntagPreferences(IEnumerable<ProtoId<AntagPrototype>> antagPreferences)
{
return new(this)
{
_antagPreferences = new (antagPreferences),
};
}
public HumanoidCharacterProfile WithAntagPreference(ProtoId<AntagPrototype> antagId, bool pref)
{
var list = new HashSet<ProtoId<AntagPrototype>>(_antagPreferences);
if (pref)
{
list.Add(antagId);
}
else
{
list.Remove(antagId);
}
return new(this)
{
_antagPreferences = list,
};
}
public HumanoidCharacterProfile WithTraitPreference(ProtoId<TraitPrototype> traitId, string? categoryId, bool pref)
{
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
var traitProto = prototypeManager.Index(traitId);
TraitCategoryPrototype? categoryProto = null;
if (categoryId != null && categoryId != "default")
categoryProto = prototypeManager.Index<TraitCategoryPrototype>(categoryId);
var list = new HashSet<ProtoId<TraitPrototype>>(_traitPreferences);
if (pref)
{
list.Add(traitId);
if (categoryProto == null || categoryProto.MaxTraitPoints < 0)
{
return new(this)
{
_traitPreferences = list,
};
}
var count = 0;
foreach (var trait in list)
{
var traitProtoTemp = prototypeManager.Index(trait);
count += traitProtoTemp.Cost;
}
if (count > categoryProto.MaxTraitPoints && traitProto.Cost != 0)
{
return new(this)
{
_traitPreferences = _traitPreferences,
};
}
}
else
{
list.Remove(traitId);
}
return new(this)
{
_traitPreferences = list,
};
}
public string Summary =>
Loc.GetString(
"humanoid-character-profile-summary",
("name", Name),
("gender", Gender.ToString().ToLowerInvariant()),
("age", Age)
);
public bool MemberwiseEquals(ICharacterProfile maybeOther)
{
if (maybeOther is not HumanoidCharacterProfile other) return false;
if (Name != other.Name) return false;
if (Age != other.Age) return false;
if (Sex != other.Sex) return false;
if (Gender != other.Gender) return false;
if (Species != other.Species) return false;
if (PreferenceUnavailable != other.PreferenceUnavailable) return false;
if (SpawnPriority != other.SpawnPriority) return false;
if (!_jobPriorities.SequenceEqual(other._jobPriorities)) return false;
if (!_antagPreferences.SequenceEqual(other._antagPreferences)) return false;
if (!_traitPreferences.SequenceEqual(other._traitPreferences)) return false;
if (!Loadouts.SequenceEqual(other.Loadouts)) return false;
if (FlavorText != other.FlavorText) return false;
return Appearance.MemberwiseEquals(other.Appearance);
}
public void EnsureValid(ICommonSession session, IDependencyCollection collection)
{
var configManager = collection.Resolve<IConfigurationManager>();
var prototypeManager = collection.Resolve<IPrototypeManager>();
if (!prototypeManager.TryIndex(Species, out var speciesPrototype) || speciesPrototype.RoundStart == false)
{
Species = SharedHumanoidAppearanceSystem.DefaultSpecies;
speciesPrototype = prototypeManager.Index(Species);
}
var sex = Sex switch
{
Sex.Male => Sex.Male,
Sex.Female => Sex.Female,
Sex.Unsexed => Sex.Unsexed,
_ => Sex.Male // Invalid enum values.
};
// ensure the species can be that sex and their age fits the founds
if (!speciesPrototype.Sexes.Contains(sex))
sex = speciesPrototype.Sexes[0];
var age = Math.Clamp(Age, speciesPrototype.MinAge, speciesPrototype.MaxAge);
var gender = Gender switch
{
Gender.Epicene => Gender.Epicene,
Gender.Female => Gender.Female,
Gender.Male => Gender.Male,
Gender.Neuter => Gender.Neuter,
_ => Gender.Epicene // Invalid enum values.
};
string name;
if (string.IsNullOrEmpty(Name))
{
name = GetName(Species, gender);
}
else if (Name.Length > MaxNameLength)
{
name = Name[..MaxNameLength];
}
else
{
name = Name;
}
name = name.Trim();
if (configManager.GetCVar(CCVars.RestrictedNames))
{
name = RestrictedNameRegex.Replace(name, string.Empty);
}
if (configManager.GetCVar(CCVars.ICNameCase))
{
// This regex replaces the first character of the first and last words of the name with their uppercase version
name = ICNameCaseRegex.Replace(name, m => m.Groups["word"].Value.ToUpper());
}
if (string.IsNullOrEmpty(name))
{
name = GetName(Species, gender);
}
string flavortext;
if (FlavorText.Length > MaxDescLength)
{
flavortext = FormattedMessage.RemoveMarkup(FlavorText)[..MaxDescLength];
}
else
{
flavortext = FormattedMessage.RemoveMarkup(FlavorText);
}
var appearance = HumanoidCharacterAppearance.EnsureValid(Appearance, Species, Sex);
var prefsUnavailableMode = PreferenceUnavailable switch
{
PreferenceUnavailableMode.StayInLobby => PreferenceUnavailableMode.StayInLobby,
PreferenceUnavailableMode.SpawnAsOverflow => PreferenceUnavailableMode.SpawnAsOverflow,
_ => PreferenceUnavailableMode.StayInLobby // Invalid enum values.
};
var spawnPriority = SpawnPriority switch
{
SpawnPriorityPreference.None => SpawnPriorityPreference.None,
SpawnPriorityPreference.Arrivals => SpawnPriorityPreference.Arrivals,
SpawnPriorityPreference.Cryosleep => SpawnPriorityPreference.Cryosleep,
_ => SpawnPriorityPreference.None // Invalid enum values.
};
var priorities = new Dictionary<ProtoId<JobPrototype>, JobPriority>(JobPriorities
.Where(p => prototypeManager.TryIndex<JobPrototype>(p.Key, out var job) && job.SetPreference && p.Value switch
{
JobPriority.Never => false, // Drop never since that's assumed default.
JobPriority.Low => true,
JobPriority.Medium => true,
JobPriority.High => true,
_ => false
}));
var hasHighPrio = false;
foreach (var (key, value) in priorities)
{
if (value != JobPriority.High)
continue;
if (hasHighPrio)
priorities[key] = JobPriority.Medium;
hasHighPrio = true;
}
var antags = AntagPreferences
.Where(id => prototypeManager.TryIndex<AntagPrototype>(id, out var antag) && antag.SetPreference)
.ToList();
var traits = TraitPreferences
.Where(prototypeManager.HasIndex<TraitPrototype>)
.ToList();
Name = name;
FlavorText = flavortext;
Age = age;
Sex = sex;
Gender = gender;
Appearance = appearance;
SpawnPriority = spawnPriority;
_jobPriorities.Clear();
foreach (var (job, priority) in priorities)
{
_jobPriorities.Add(job, priority);
}
PreferenceUnavailable = prefsUnavailableMode;
_antagPreferences.Clear();
_antagPreferences.UnionWith(antags);
_traitPreferences.Clear();
_traitPreferences.UnionWith(traits);
// Checks prototypes exist for all loadouts and dump / set to default if not.
var toRemove = new ValueList<string>();
foreach (var (roleName, loadouts) in _loadouts)
{
if (!prototypeManager.HasIndex<RoleLoadoutPrototype>(roleName))
{
toRemove.Add(roleName);
continue;
}
loadouts.EnsureValid(this, session, collection);
}
foreach (var value in toRemove)
{
_loadouts.Remove(value);
}
}
public ICharacterProfile Validated(ICommonSession session, IDependencyCollection collection)
{
var profile = new HumanoidCharacterProfile(this);
profile.EnsureValid(session, collection);
return profile;
}
// sorry this is kind of weird and duplicated,
/// working inside these non entity systems is a bit wack
public static string GetName(string species, Gender gender)
{
var namingSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<NamingSystem>();
return namingSystem.GetName(species, gender);
}
public override bool Equals(object? obj)
{
return ReferenceEquals(this, obj) || obj is HumanoidCharacterProfile other && Equals(other);
}
public override int GetHashCode()
{
var hashCode = new HashCode();
hashCode.Add(_jobPriorities);
hashCode.Add(_antagPreferences);
hashCode.Add(_traitPreferences);
hashCode.Add(_loadouts);
hashCode.Add(Name);
hashCode.Add(FlavorText);
hashCode.Add(Species);
hashCode.Add(Age);
hashCode.Add((int)Sex);
hashCode.Add((int)Gender);
hashCode.Add(Appearance);
hashCode.Add((int)SpawnPriority);
hashCode.Add((int)PreferenceUnavailable);
return hashCode.ToHashCode();
}
public void SetLoadout(RoleLoadout loadout)
{
_loadouts[loadout.Role.Id] = loadout;
}
public HumanoidCharacterProfile WithLoadout(RoleLoadout loadout)
{
// Deep copies so we don't modify the DB profile.
var copied = new Dictionary<string, RoleLoadout>();
foreach (var proto in _loadouts)
{
if (proto.Key == loadout.Role)
continue;
copied[proto.Key] = proto.Value.Clone();
}
copied[loadout.Role] = loadout.Clone();
var profile = Clone();
profile._loadouts = copied;
return profile;
}
public RoleLoadout GetLoadoutOrDefault(string id, ProtoId<SpeciesPrototype>? species, IEntityManager entManager, IPrototypeManager protoManager)
{
if (!_loadouts.TryGetValue(id, out var loadout))
{
loadout = new RoleLoadout(id);
loadout.SetDefault(protoManager, force: true);
}
loadout.SetDefault(protoManager);
return loadout;
}
public HumanoidCharacterProfile Clone()
{
return new HumanoidCharacterProfile(this);
}
}
}