Id[entity] 2.0 (real) (#9612)
* starter API * network ID cards * Port more stuff from old identity * Re-implement identity representation + name updating * move * proper name returning for `IdentityName` * move everything important to server, give in to temptation * shared / server / client split sadly. move ensure to shared and spawn to server * identity update queueing + identityblocker * fixes * and just like that it's usable for admins * huge identity pass * pass dos * jesus christ * figs :D * fuck u * fix bad merge. Co-authored-by: Moony <moonheart08@users.noreply.github.com>
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163
Content.Server/IdentityManagement/IdentitySystem.cs
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163
Content.Server/IdentityManagement/IdentitySystem.cs
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using Content.Server.Access.Systems;
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using Content.Server.Administration.Logs;
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using Content.Shared.CharacterAppearance.Components;
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using Content.Shared.Database;
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using Content.Shared.Hands;
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using Content.Shared.IdentityManagement;
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using Content.Shared.IdentityManagement.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Preferences;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects.Components.Localization;
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namespace Content.Server.IdentityManagement;
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/// <summary>
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/// Responsible for updating the identity of an entity on init or clothing equip/unequip.
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/// </summary>
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public class IdentitySystem : SharedIdentitySystem
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{
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[Dependency] private readonly IdCardSystem _idCard = default!;
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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private Queue<EntityUid> _queuedIdentityUpdates = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdentityComponent, DidEquipEvent>((uid, _, _) => QueueIdentityUpdate(uid));
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SubscribeLocalEvent<IdentityComponent, DidEquipHandEvent>((uid, _, _) => QueueIdentityUpdate(uid));
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SubscribeLocalEvent<IdentityComponent, DidUnequipEvent>((uid, _, _) => QueueIdentityUpdate(uid));
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SubscribeLocalEvent<IdentityComponent, DidUnequipHandEvent>((uid, _, _) => QueueIdentityUpdate(uid));
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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while (_queuedIdentityUpdates.TryDequeue(out var ent))
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{
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if (!TryComp<IdentityComponent>(ent, out var identity))
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continue;
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UpdateIdentityInfo(ent, identity);
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}
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}
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// This is where the magic happens
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protected override void OnComponentInit(EntityUid uid, IdentityComponent component, ComponentInit args)
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{
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base.OnComponentInit(uid, component, args);
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var ident = Spawn(null, Transform(uid).Coordinates);
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QueueIdentityUpdate(uid);
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component.IdentityEntitySlot.Insert(ident);
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}
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/// <summary>
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/// Queues an identity update to the start of the next tick.
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/// </summary>
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public void QueueIdentityUpdate(EntityUid uid)
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{
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_queuedIdentityUpdates.Enqueue(uid);
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}
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#region Private API
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/// <summary>
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/// Updates the metadata name for the id(entity) from the current state of the character.
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/// </summary>
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private void UpdateIdentityInfo(EntityUid uid, IdentityComponent identity)
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{
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if (identity.IdentityEntitySlot.ContainedEntity is not { } ident)
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return;
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var representation = GetIdentityRepresentation(uid);
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var name = GetIdentityName(uid, representation);
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// Clone the old entity's grammar to the identity entity, for loc purposes.
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if (TryComp<GrammarComponent>(uid, out var grammar))
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{
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var identityGrammar = EnsureComp<GrammarComponent>(ident);
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identityGrammar.Attributes.Clear();
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foreach (var (k, v) in grammar.Attributes)
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{
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identityGrammar.Attributes.Add(k, v);
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}
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// If presumed name is null and we're using that, we set proper noun to be false ("the old woman")
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if (name != representation.TrueName && representation.PresumedName == null)
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identityGrammar.ProperNoun = false;
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}
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if (name == Name(ident))
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return;
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MetaData(ident).EntityName = name;
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_adminLog.Add(LogType.Identity, LogImpact.Medium, $"{ToPrettyString(uid)} changed identity to {name}");
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RaiseLocalEvent(new IdentityChangedEvent(uid, ident));
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}
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private string GetIdentityName(EntityUid target, IdentityRepresentation representation)
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{
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var ev = new SeeIdentityAttemptEvent();
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RaiseLocalEvent(target, ev);
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return representation.ToStringKnown(!ev.Cancelled);
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}
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/// <summary>
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/// Gets an 'identity representation' of an entity, with their true name being the entity name
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/// and their 'presumed name' and 'presumed job' being the name/job on their ID card, if they have one.
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/// </summary>
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private IdentityRepresentation GetIdentityRepresentation(EntityUid target,
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InventoryComponent? inventory=null,
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HumanoidAppearanceComponent? appearance=null)
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{
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int age = HumanoidCharacterProfile.MinimumAge;
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Gender gender = Gender.Neuter;
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// Always use their actual age and gender, since that can't really be changed by an ID.
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if (Resolve(target, ref appearance, false))
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{
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gender = appearance.Gender;
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age = appearance.Age;
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}
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var trueName = Name(target);
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if (!Resolve(target, ref inventory, false))
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return new(trueName, age, gender, string.Empty);
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string? presumedJob = null;
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string? presumedName = null;
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// Get their name and job from their ID for their presumed name.
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if (_idCard.TryFindIdCard(target, out var id))
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{
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presumedName = id.FullName;
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presumedJob = id.JobTitle?.ToLowerInvariant();
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}
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// If it didn't find a job, that's fine.
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return new(trueName, age, gender, presumedName, presumedJob);
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}
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#endregion
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}
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public sealed class IdentityChangedEvent : EntityEventArgs
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{
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public EntityUid CharacterEntity;
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public EntityUid IdentityEntity;
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public IdentityChangedEvent(EntityUid characterEntity, EntityUid identityEntity)
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{
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CharacterEntity = characterEntity;
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IdentityEntity = identityEntity;
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}
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}
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