Predict identity (#40185)
* crossing the pond * share some station records * share some criminal records * single system * comments * minor touchups * I always forget this part * requested changes * revert predicted spawn * requested changes --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
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Content.Shared/IdentityManagement/IdentitySystem.cs
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241
Content.Shared/IdentityManagement/IdentitySystem.cs
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using Content.Shared.Access.Systems;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Clothing;
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using Content.Shared.CriminalRecords.Systems;
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using Content.Shared.Database;
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using Content.Shared.Hands;
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using Content.Shared.Humanoid;
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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 Robust.Shared.Containers;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects.Components.Localization;
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using Robust.Shared.Timing;
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namespace Content.Shared.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 sealed class IdentitySystem : EntitySystem
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{
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[Dependency] private readonly GrammarSystem _grammarSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLog = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedCriminalRecordsConsoleSystem _criminalRecordsConsole = default!;
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[Dependency] private readonly SharedHumanoidAppearanceSystem _humanoid = default!;
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[Dependency] private readonly SharedIdCardSystem _idCard = default!;
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// The name of the container holding the identity entity
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private const string SlotName = "identity";
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// Recycled hashset for tracking identities each tick that need to update
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private readonly HashSet<EntityUid> _queuedIdentityUpdates = new();
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdentityBlockerComponent, SeeIdentityAttemptEvent>(OnSeeIdentity);
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SubscribeLocalEvent<IdentityBlockerComponent, InventoryRelayedEvent<SeeIdentityAttemptEvent>>(OnRelaySeeIdentity);
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SubscribeLocalEvent<IdentityBlockerComponent, ItemMaskToggledEvent>(OnMaskToggled);
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SubscribeLocalEvent<IdentityComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<IdentityComponent, ComponentInit>(OnComponentInit);
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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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SubscribeLocalEvent<IdentityComponent, WearerMaskToggledEvent>((uid, _, _) => QueueIdentityUpdate(uid));
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SubscribeLocalEvent<IdentityComponent, EntityRenamedEvent>((uid, _, _) => QueueIdentityUpdate(uid));
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}
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/// <summary>
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/// Iterates through all identities that need to be updated.
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/// </summary>
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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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foreach (var ent in _queuedIdentityUpdates)
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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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_queuedIdentityUpdates.Clear();
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}
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#region Event Handlers
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// Creates an identity entity, and store it in the identity container
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private void OnMapInit(Entity<IdentityComponent> ent, ref MapInitEvent args)
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{
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var ident = Spawn(null, Transform(ent).Coordinates);
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_metaData.SetEntityName(ident, "identity");
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QueueIdentityUpdate(ent);
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_container.Insert(ident, ent.Comp.IdentityEntitySlot);
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}
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private void OnComponentInit(Entity<IdentityComponent> ent, ref ComponentInit args)
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{
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ent.Comp.IdentityEntitySlot = _container.EnsureContainer<ContainerSlot>(ent, SlotName);
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}
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// Adds an identity blocker's coverage, and cancels the event if coverage is complete.
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private void OnSeeIdentity(Entity<IdentityBlockerComponent> ent, ref SeeIdentityAttemptEvent args)
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{
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if (ent.Comp.Enabled)
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{
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args.TotalCoverage |= ent.Comp.Coverage;
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if (args.TotalCoverage == IdentityBlockerCoverage.FULL)
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args.Cancel();
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}
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}
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private void OnRelaySeeIdentity(Entity<IdentityBlockerComponent> ent, ref InventoryRelayedEvent<SeeIdentityAttemptEvent> args)
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{
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OnSeeIdentity(ent, ref args.Args);
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}
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// Toggles if a mask is hiding the identity.
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private void OnMaskToggled(Entity<IdentityBlockerComponent> ent, ref ItemMaskToggledEvent args)
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{
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ent.Comp.Enabled = !args.Mask.Comp.IsToggled;
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Dirty(ent);
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}
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#endregion
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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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if (_timing.ApplyingState)
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return;
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_queuedIdentityUpdates.Add(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(Entity<IdentityComponent> ent)
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{
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if (ent.Comp.IdentityEntitySlot.ContainedEntity is not { } ident)
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return;
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var representation = GetIdentityRepresentation(ent.Owner);
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var name = GetIdentityName(ent, 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>(ent, 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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_grammarSystem.SetProperNoun((ident, identityGrammar), false);
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Dirty(ident, identityGrammar);
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}
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if (name == Name(ident))
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return;
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_metaData.SetEntityName(ident, name);
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_adminLog.Add(LogType.Identity, LogImpact.Medium, $"{ToPrettyString(ent)} changed identity to {name}");
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var identityChangedEvent = new IdentityChangedEvent(ent, ident);
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RaiseLocalEvent(ent, ref identityChangedEvent);
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SetIdentityCriminalIcon(ent);
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}
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/// <summary>
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/// When the identity of a person is changed, searches the criminal records to see if the name of the new identity
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/// has a record. If the new name has a criminal status attached to it, the person will get the criminal status
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/// until they change identity again.
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/// </summary>
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private void SetIdentityCriminalIcon(EntityUid uid)
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{
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_criminalRecordsConsole.CheckNewIdentity(uid);
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}
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/// <summary>
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/// Attempts to get an entity's name. Cancelled if the entity has full coverage from <see cref="IdentityBlockerComponent"/>.
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/// </summary>
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/// <param name="target">The entity being targeted.</param>
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/// <param name="representation">The data structure containing an entity's identities.</param>
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/// <returns>
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/// An entity's real name if <see cref="SeeIdentityAttemptEvent"/> isn't cancelled,
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/// or a hidden identity such as a fake ID or fully hidden identity like "middle-aged man".
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/// </returns>
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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(Entity<InventoryComponent?, HumanoidAppearanceComponent?> target)
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{
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var age = 18;
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var gender = Gender.Epicene;
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var species = SharedHumanoidAppearanceSystem.DefaultSpecies;
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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 target.Comp2, false))
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{
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gender = target.Comp2.Gender;
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age = target.Comp2.Age;
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species = target.Comp2.Species;
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}
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var ageString = _humanoid.GetAgeRepresentation(species, age);
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var trueName = Name(target);
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if (!Resolve(target, ref target.Comp1, false))
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return new(trueName, gender, ageString, 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 = string.IsNullOrWhiteSpace(id.Comp.FullName) ? null : id.Comp.FullName;
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presumedJob = id.Comp.LocalizedJobTitle?.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, gender, ageString, presumedName, presumedJob);
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}
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#endregion
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}
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/// <summary>
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/// Gets called whenever an entity changes their identity.
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/// </summary>
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[ByRefEvent]
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public record struct IdentityChangedEvent(EntityUid CharacterEntity, EntityUid IdentityEntity);
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