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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using Content.Shared.Inventory;
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using Robust.Shared.GameStates;
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namespace Content.Shared.IdentityManagement.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed class IdentityBlockerComponent : Component
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{
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}
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/// <summary>
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/// Raised on an entity and relayed to inventory to determine if its identity should be knowable.
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/// </summary>
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public sealed class SeeIdentityAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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// i.e. masks or helmets.
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public SlotFlags TargetSlots => SlotFlags.MASK | SlotFlags.HEAD;
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}
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using Robust.Shared.Containers;
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using Robust.Shared.Enums;
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namespace Content.Shared.IdentityManagement.Components;
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/// <summary>
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/// Stores the identity entity (whose name is the users 'identity', etc)
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/// for a given entity, and marks that it can have an identity at all.
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/// </summary>
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/// <remarks>
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/// This is a <see cref="ContainerSlot"/> and not just a datum entity because we do sort of care that it gets deleted and sent with the user.
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/// </remarks>
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[RegisterComponent]
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public sealed class IdentityComponent : Component
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{
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[ViewVariables]
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public ContainerSlot IdentityEntitySlot = default!;
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}
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/// <summary>
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/// A data structure representing the 'identity' of an entity as presented to
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/// other players.
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/// </summary>
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public sealed class IdentityRepresentation
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{
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public string TrueName;
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public int TrueAge;
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public Gender TrueGender;
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public string? PresumedName;
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public string? PresumedJob;
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public IdentityRepresentation(string trueName, int trueAge, Gender trueGender, string? presumedName=null, string? presumedJob=null)
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{
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TrueName = trueName;
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TrueAge = trueAge;
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TrueGender = trueGender;
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PresumedJob = presumedJob;
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PresumedName = presumedName;
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}
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public string ToStringKnown(bool trueName)
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{
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return trueName
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? TrueName
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: PresumedName ?? ToStringUnknown();
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}
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/// <summary>
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/// Returns a string representing their identity where it is 'unknown' by a viewer.
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/// Used for cases where the viewer is not necessarily able to accurately assess
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/// the identity of the person being viewed.
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/// </summary>
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public string ToStringUnknown()
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{
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var ageString = TrueAge switch
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{
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<= 30 => Loc.GetString("identity-age-young"),
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> 30 and <= 60 => Loc.GetString("identity-age-middle-aged"),
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> 60 => Loc.GetString("identity-age-old")
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};
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var genderString = TrueGender switch
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{
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Gender.Female => Loc.GetString("identity-gender-feminine"),
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Gender.Male => Loc.GetString("identity-gender-masculine"),
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Gender.Epicene or Gender.Neuter or _ => Loc.GetString("identity-gender-person")
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};
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// i.e. 'young assistant man' or 'old cargo technician person' or 'middle-aged captain'
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return PresumedJob is null
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? $"{ageString} {genderString}"
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: $"{ageString} {PresumedJob} {genderString}";
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}
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}
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60
Content.Shared/IdentityManagement/Identity.cs
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60
Content.Shared/IdentityManagement/Identity.cs
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using Content.Shared.Ghost;
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using Content.Shared.IdentityManagement.Components;
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namespace Content.Shared.IdentityManagement;
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/// <summary>
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/// Static content API for getting the identity entities/names for a given entity.
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/// This should almost always be used in favor of metadata name, if the entity in question is a human player that
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/// can have identity.
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/// </summary>
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public static class Identity
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{
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/// <summary>
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/// Returns the name that should be used for this entity for identity purposes.
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/// </summary>
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public static string Name(EntityUid uid, IEntityManager ent, EntityUid? viewer=null)
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{
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var uidName = ent.GetComponent<MetaDataComponent>(uid).EntityName;
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if (!ent.TryGetComponent<IdentityComponent>(uid, out var identity))
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return uidName;
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var ident = identity.IdentityEntitySlot.ContainedEntity;
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if (ident is null)
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return uidName;
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var identName = ent.GetComponent<MetaDataComponent>(ident.Value).EntityName;
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if (viewer == null || !CanSeeThroughIdentity(uid, viewer.Value, ent))
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{
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return identName;
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}
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if (uidName == identName)
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{
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return uidName;
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}
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return uidName + $" ({identName})";
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}
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/// <summary>
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/// Returns the entity that should be used for identity purposes, for example to pass into localization.
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/// This is an extension method because of its simplicity, and if it was any harder to call it might not
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/// be used enough for loc.
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/// </summary>
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public static EntityUid Entity(EntityUid uid, IEntityManager ent)
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{
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if (!ent.TryGetComponent<IdentityComponent>(uid, out var identity))
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return uid;
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return identity.IdentityEntitySlot.ContainedEntity ?? uid;
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}
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public static bool CanSeeThroughIdentity(EntityUid uid, EntityUid viewer, IEntityManager ent)
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{
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// Would check for uid == viewer here but I think it's better for you to see yourself
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// how everyone else will see you, otherwise people will probably get confused and think they aren't disguised
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return ent.HasComponent<SharedGhostComponent>(viewer);
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}
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}
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28
Content.Shared/IdentityManagement/SharedIdentitySystem.cs
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28
Content.Shared/IdentityManagement/SharedIdentitySystem.cs
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using Content.Shared.IdentityManagement.Components;
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using Robust.Shared.Containers;
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namespace Content.Shared.IdentityManagement;
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public abstract class SharedIdentitySystem : EntitySystem
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{
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[Dependency] private readonly SharedContainerSystem _container = default!;
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private static string SlotName = "identity";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdentityComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<IdentityBlockerComponent, SeeIdentityAttemptEvent>(OnSeeIdentity);
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}
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private void OnSeeIdentity(EntityUid uid, IdentityBlockerComponent component, SeeIdentityAttemptEvent args)
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{
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args.Cancel();
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}
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protected virtual void OnComponentInit(EntityUid uid, IdentityComponent component, ComponentInit args)
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{
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component.IdentityEntitySlot = _container.EnsureContainer<ContainerSlot>(uid, SlotName);
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}
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}
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