Role subtypes (#35359)

This commit is contained in:
Errant
2025-04-16 19:04:48 +02:00
committed by GitHub
parent 7aa0c7562e
commit fb388d2265
20 changed files with 414 additions and 121 deletions

View File

@@ -6,6 +6,7 @@ using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Ghost;
using Content.Shared.Mind;
using Content.Shared.Roles;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface;
@@ -22,10 +23,11 @@ internal sealed class AdminNameOverlay : Overlay
private readonly IEyeManager _eyeManager;
private readonly EntityLookupSystem _entityLookup;
private readonly IUserInterfaceManager _userInterfaceManager;
private readonly SharedRoleSystem _roles;
private readonly Font _font;
private readonly Font _fontBold;
private bool _overlayClassic;
private bool _overlaySymbols;
private AdminOverlayAntagFormat _overlayFormat;
private AdminOverlayAntagSymbolStyle _overlaySymbolStyle;
private bool _overlayPlaytime;
private bool _overlayStartingJob;
private float _ghostFadeDistance;
@@ -33,9 +35,10 @@ internal sealed class AdminNameOverlay : Overlay
private int _overlayStackMax;
private float _overlayMergeDistance;
//TODO make this adjustable via GUI
//TODO make this adjustable via GUI?
private readonly ProtoId<RoleTypePrototype>[] _filter =
["SoloAntagonist", "TeamAntagonist", "SiliconAntagonist", "FreeAgent"];
private readonly string _antagLabelClassic = Loc.GetString("admin-overlay-antag-classic");
public AdminNameOverlay(
@@ -45,20 +48,22 @@ internal sealed class AdminNameOverlay : Overlay
IResourceCache resourceCache,
EntityLookupSystem entityLookup,
IUserInterfaceManager userInterfaceManager,
IConfigurationManager config)
IConfigurationManager config,
SharedRoleSystem roles)
{
_system = system;
_entityManager = entityManager;
_eyeManager = eyeManager;
_entityLookup = entityLookup;
_userInterfaceManager = userInterfaceManager;
_roles = roles;
ZIndex = 200;
// Setting these to a specific ttf would break the antag symbols
_font = resourceCache.NotoStack();
_fontBold = resourceCache.NotoStack(variation: "Bold");
config.OnValueChanged(CCVars.AdminOverlayClassic, (show) => { _overlayClassic = show; }, true);
config.OnValueChanged(CCVars.AdminOverlaySymbols, (show) => { _overlaySymbols = show; }, true);
config.OnValueChanged(CCVars.AdminOverlayAntagFormat, (show) => { _overlayFormat = UpdateOverlayFormat(show); }, true);
config.OnValueChanged(CCVars.AdminOverlaySymbolStyle, (show) => { _overlaySymbolStyle = UpdateOverlaySymbolStyle(show); }, true);
config.OnValueChanged(CCVars.AdminOverlayPlaytime, (show) => { _overlayPlaytime = show; }, true);
config.OnValueChanged(CCVars.AdminOverlayStartingJob, (show) => { _overlayStartingJob = show; }, true);
config.OnValueChanged(CCVars.AdminOverlayGhostHideDistance, (f) => { _ghostHideDistance = f; }, true);
@@ -67,6 +72,22 @@ internal sealed class AdminNameOverlay : Overlay
config.OnValueChanged(CCVars.AdminOverlayMergeDistance, (f) => { _overlayMergeDistance = f; }, true);
}
private AdminOverlayAntagFormat UpdateOverlayFormat(string formatString)
{
if (!Enum.TryParse<AdminOverlayAntagFormat>(formatString, out var format))
format = AdminOverlayAntagFormat.Binary;
return format;
}
private AdminOverlayAntagSymbolStyle UpdateOverlaySymbolStyle(string symbolString)
{
if (!Enum.TryParse<AdminOverlayAntagSymbolStyle>(symbolString, out var symbolStyle))
symbolStyle = AdminOverlayAntagSymbolStyle.Off;
return symbolStyle;
}
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
protected override void Draw(in OverlayDrawArgs args)
@@ -183,33 +204,55 @@ internal sealed class AdminNameOverlay : Overlay
currentOffset += lineoffset;
}
// Classic Antag Label
if (_overlayClassic && playerInfo.Antag)
// Determine antag symbol
string? symbol;
switch (_overlaySymbolStyle)
{
var symbol = _overlaySymbols ? Loc.GetString("player-tab-antag-prefix") : string.Empty;
var label = _overlaySymbols
? Loc.GetString("player-tab-character-name-antag-symbol",
("symbol", symbol),
("name", _antagLabelClassic))
: _antagLabelClassic;
color = Color.OrangeRed;
color.A = alpha;
args.ScreenHandle.DrawString(_fontBold, screenCoordinates + currentOffset, label, uiScale, color);
currentOffset += lineoffset;
case AdminOverlayAntagSymbolStyle.Specific:
symbol = playerInfo.RoleProto.Symbol;
break;
case AdminOverlayAntagSymbolStyle.Basic:
symbol = Loc.GetString("player-tab-antag-prefix");
break;
default:
case AdminOverlayAntagSymbolStyle.Off:
symbol = string.Empty;
break;
}
// Role Type
else if (!_overlayClassic && _filter.Contains(playerInfo.RoleProto))
// Determine antag/role type name
string? text;
switch (_overlayFormat)
{
var symbol = _overlaySymbols && playerInfo.Antag ? playerInfo.RoleProto.Symbol : string.Empty;
var role = Loc.GetString(playerInfo.RoleProto.Name).ToUpper();
var label = _overlaySymbols
? Loc.GetString("player-tab-character-name-antag-symbol", ("symbol", symbol), ("name", role))
: role;
case AdminOverlayAntagFormat.Roletype:
color = playerInfo.RoleProto.Color;
symbol = _filter.Contains(playerInfo.RoleProto) ? symbol : string.Empty;
text = _filter.Contains(playerInfo.RoleProto)
? Loc.GetString(playerInfo.RoleProto.Name).ToUpper()
: string.Empty;
break;
case AdminOverlayAntagFormat.Subtype:
color = playerInfo.RoleProto.Color;
symbol = _filter.Contains(playerInfo.RoleProto) ? symbol : string.Empty;
text = _filter.Contains(playerInfo.RoleProto)
? _roles.GetRoleSubtypeLabel(playerInfo.RoleProto.Name, playerInfo.Subtype).ToUpper()
: string.Empty;
break;
default:
case AdminOverlayAntagFormat.Binary:
color = Color.OrangeRed;
symbol = playerInfo.Antag ? symbol : string.Empty;
text = playerInfo.Antag ? _antagLabelClassic : string.Empty;
break;
}
// Draw antag label
color.A = alpha;
var label = !string.IsNullOrEmpty(symbol)
? Loc.GetString("player-tab-character-name-antag-symbol", ("symbol", symbol), ("name", text))
: text;
args.ScreenHandle.DrawString(_fontBold, screenCoordinates + currentOffset, label, uiScale, color);
currentOffset += lineoffset;
}
//Save the coordinates and size of the text block, for stack merge check
drawnOverlays.Add((screenCoordinatesCenter, currentOffset));

View File

@@ -0,0 +1,15 @@
namespace Content.Client.Administration;
public enum AdminOverlayAntagFormat
{
Binary,
Roletype,
Subtype
}
public enum AdminOverlayAntagSymbolStyle
{
Off,
Basic,
Specific
}

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@@ -1,4 +1,5 @@
using Content.Client.Administration.Managers;
using Content.Shared.Roles;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface;
@@ -15,6 +16,7 @@ namespace Content.Client.Administration.Systems
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly SharedRoleSystem _roles = default!;
private AdminNameOverlay _adminNameOverlay = default!;
@@ -30,7 +32,8 @@ namespace Content.Client.Administration.Systems
_resourceCache,
_entityLookup,
_userInterfaceManager,
_configurationManager);
_configurationManager,
_roles);
_adminManager.AdminStatusUpdated += OnAdminStatusUpdated;
}
@@ -46,7 +49,8 @@ namespace Content.Client.Administration.Systems
public void AdminOverlayOn()
{
if (_overlayManager.HasOverlay<AdminNameOverlay>()) return;
if (_overlayManager.HasOverlay<AdminNameOverlay>())
return;
_overlayManager.AddOverlay(_adminNameOverlay);
OverlayEnabled?.Invoke();
}

View File

@@ -32,6 +32,10 @@ public sealed partial class PlayerTab : Control
private bool _ascending = true;
private bool _showDisconnected;
private AdminPlayerTabColorOption _playerTabColorSetting;
private AdminPlayerTabRoleTypeOption _playerTabRoleSetting;
private AdminPlayerTabSymbolOption _playerTabSymbolSetting;
public event Action<GUIBoundKeyEventArgs, ListData>? OnEntryKeyBindDown;
public PlayerTab()
@@ -44,9 +48,10 @@ public sealed partial class PlayerTab : Control
_adminSystem.OverlayEnabled += OverlayEnabled;
_adminSystem.OverlayDisabled += OverlayDisabled;
_config.OnValueChanged(CCVars.AdminPlayerlistSeparateSymbols, PlayerListSettingsChanged);
_config.OnValueChanged(CCVars.AdminPlayerlistHighlightedCharacterColor, PlayerListSettingsChanged);
_config.OnValueChanged(CCVars.AdminPlayerlistRoleTypeColor, PlayerListSettingsChanged);
_config.OnValueChanged(CCVars.AdminPlayerTabRoleSetting, RoleSettingChanged, true);
_config.OnValueChanged(CCVars.AdminPlayerTabColorSetting, ColorSettingChanged, true);
_config.OnValueChanged(CCVars.AdminPlayerTabSymbolSetting, SymbolSettingChanged, true);
OverlayButton.OnPressed += OverlayButtonPressed;
ShowDisconnectedButton.OnPressed += ShowDisconnectedPressed;
@@ -113,8 +118,27 @@ public sealed partial class PlayerTab : Control
#region ListContainer
private void PlayerListSettingsChanged(bool _)
private void RoleSettingChanged(string s)
{
if (!Enum.TryParse<AdminPlayerTabRoleTypeOption>(s, out var format))
format = AdminPlayerTabRoleTypeOption.Subtype;
_playerTabRoleSetting = format;
RefreshPlayerList(_adminSystem.PlayerList);
}
private void ColorSettingChanged(string s)
{
if (!Enum.TryParse<AdminPlayerTabColorOption>(s, out var format))
format = AdminPlayerTabColorOption.Both;
_playerTabColorSetting = format;
RefreshPlayerList(_adminSystem.PlayerList);
}
private void SymbolSettingChanged(string s)
{
if (!Enum.TryParse<AdminPlayerTabSymbolOption>(s, out var format))
format = AdminPlayerTabSymbolOption.Specific;
_playerTabSymbolSetting = format;
RefreshPlayerList(_adminSystem.PlayerList);
}
@@ -140,7 +164,12 @@ public sealed partial class PlayerTab : Control
if (data is not PlayerListData { Info: var player})
return;
var entry = new PlayerTabEntry(player, new StyleBoxFlat(button.Index % 2 == 0 ? _altColor : _defaultColor));
var entry = new PlayerTabEntry(
player,
new StyleBoxFlat(button.Index % 2 == 0 ? _altColor : _defaultColor),
_playerTabColorSetting,
_playerTabRoleSetting,
_playerTabSymbolSetting);
button.AddChild(entry);
button.ToolTip = $"{player.Username}, {player.CharacterName}, {player.IdentityName}, {player.StartingJob}";
}

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@@ -1,42 +1,99 @@
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Roles;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Configuration;
namespace Content.Client.Administration.UI.Tabs.PlayerTab;
[GenerateTypedNameReferences]
public sealed partial class PlayerTabEntry : PanelContainer
{
public NetEntity? PlayerEntity;
[Dependency] private readonly IEntityManager _entMan = default!;
public PlayerTabEntry(PlayerInfo player, StyleBoxFlat styleBoxFlat)
public PlayerTabEntry(
PlayerInfo player,
StyleBoxFlat styleBoxFlat,
AdminPlayerTabColorOption colorOption,
AdminPlayerTabRoleTypeOption roleSetting,
AdminPlayerTabSymbolOption symbolSetting)
{
IoCManager.InjectDependencies(this);
RobustXamlLoader.Load(this);
var config = IoCManager.Resolve<IConfigurationManager>();
var roles = _entMan.System<SharedRoleSystem>();
UsernameLabel.Text = player.Username;
if (!player.Connected)
UsernameLabel.StyleClasses.Add("Disabled");
JobLabel.Text = player.StartingJob;
var separateAntagSymbols = config.GetCVar(CCVars.AdminPlayerlistSeparateSymbols);
var genericAntagSymbol = player.Antag ? Loc.GetString("player-tab-antag-prefix") : string.Empty;
var roleSymbol = player.Antag ? player.RoleProto.Symbol : string.Empty;
var symbol = separateAntagSymbols ? roleSymbol : genericAntagSymbol;
var colorAntags = false;
var colorRoles = false;
switch (colorOption)
{
case AdminPlayerTabColorOption.Off:
break;
case AdminPlayerTabColorOption.Character:
colorAntags = true;
break;
case AdminPlayerTabColorOption.Roletype:
colorRoles = true;
break;
default:
case AdminPlayerTabColorOption.Both:
colorAntags = true;
colorRoles = true;
break;
}
var symbol = string.Empty;
switch (symbolSetting)
{
case AdminPlayerTabSymbolOption.Off:
break;
case AdminPlayerTabSymbolOption.Basic:
symbol = player.Antag ? Loc.GetString("player-tab-antag-prefix") : string.Empty;
break;
default:
case AdminPlayerTabSymbolOption.Specific:
symbol = player.Antag ? player.RoleProto.Symbol : string.Empty;
break;
}
CharacterLabel.Text = Loc.GetString("player-tab-character-name-antag-symbol", ("symbol", symbol), ("name", player.CharacterName));
if (player.Antag && config.GetCVar(CCVars.AdminPlayerlistHighlightedCharacterColor))
if (player.Antag && colorAntags)
CharacterLabel.FontColorOverride = player.RoleProto.Color;
if (player.IdentityName != player.CharacterName)
CharacterLabel.Text += $" [{player.IdentityName}]";
RoleTypeLabel.Text = Loc.GetString(player.RoleProto.Name);
if (config.GetCVar(CCVars.AdminPlayerlistRoleTypeColor))
var roletype = RoleTypeLabel.Text = Loc.GetString(player.RoleProto.Name);
var subtype = roles.GetRoleSubtypeLabel(player.RoleProto.Name, player.Subtype);
switch (roleSetting)
{
case AdminPlayerTabRoleTypeOption.RoleTypeSubtype:
RoleTypeLabel.Text = roletype != subtype
? roletype + " - " +subtype
: roletype;
break;
case AdminPlayerTabRoleTypeOption.SubtypeRoleType:
RoleTypeLabel.Text = roletype != subtype
? subtype + " - " + roletype
: roletype;
break;
case AdminPlayerTabRoleTypeOption.RoleType:
RoleTypeLabel.Text = roletype;
break;
default:
case AdminPlayerTabRoleTypeOption.Subtype:
RoleTypeLabel.Text = subtype;
break;
}
if (colorRoles)
RoleTypeLabel.FontColorOverride = player.RoleProto.Color;
BackgroundColorPanel.PanelOverride = styleBoxFlat;
OverallPlaytimeLabel.Text = player.PlaytimeString;
PlayerEntity = player.NetEntity;
}
}

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@@ -0,0 +1,24 @@
namespace Content.Client.Administration.UI.Tabs.PlayerTab;
public enum AdminPlayerTabColorOption
{
Off,
Character,
Roletype,
Both
}
public enum AdminPlayerTabRoleTypeOption
{
RoleType,
Subtype,
RoleTypeSubtype,
SubtypeRoleType
}
public enum AdminPlayerTabSymbolOption
{
Off,
Basic,
Specific
}

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@@ -6,18 +6,18 @@
<BoxContainer Orientation="Vertical" Margin="8">
<Label Text="{Loc 'ui-options-admin-player-panel'}"
StyleClasses="LabelKeyText"/>
<CheckBox Name="PlayerlistSeparateSymbolsCheckBox" Text="{Loc 'ui-options-admin-playerlist-separate-symbols'}" />
<CheckBox Name="PlayerlistCharacterColorCheckBox" Text="{Loc 'ui-options-admin-playerlist-character-color'}" />
<CheckBox Name="PlayerlistRoleTypeColorCheckBox" Text="{Loc 'ui-options-admin-playerlist-roletype-color'}" />
<ui:OptionDropDown Name="DropDownPlayerTabSymbolSetting" Title="{Loc 'ui-options-admin-player-tab-symbol-setting'}" />
<ui:OptionDropDown Name="DropDownPlayerTabRoleSetting" Title="{Loc 'ui-options-admin-player-tab-role-setting'}" />
<ui:OptionDropDown Name="DropDownPlayerTabColorSetting" Title="{Loc 'ui-options-admin-player-tab-color-setting'}" />
<Label Text="{Loc 'ui-options-admin-overlay-title'}"
StyleClasses="LabelKeyText"/>
<CheckBox Name="EnableClassicOverlayCheckBox" Text="{Loc 'ui-options-enable-classic-overlay'}" />
<CheckBox Name="EnableOverlaySymbolsCheckBox" Text="{Loc 'ui-options-enable-overlay-symbols'}" />
<CheckBox Name="EnableOverlayPlaytimeCheckBox" Text="{Loc 'ui-options-enable-overlay-playtime'}" />
<CheckBox Name="EnableOverlayStartingJobCheckBox" Text="{Loc 'ui-options-enable-overlay-starting-job'}" />
<ui:OptionSlider Name="OverlayMergeDistanceSlider" Title="{Loc 'ui-options-overlay-merge-distance'}"/>
<ui:OptionSlider Name="OverlayGhostFadeSlider" Title="{Loc 'ui-options-overlay-ghost-fade-distance'}"/>
<ui:OptionSlider Name="OverlayGhostHideSlider" Title="{Loc 'ui-options-overlay-ghost-hide-distance'}"/>
<ui:OptionDropDown Name="DropDownOverlayAntagFormat" Title="{Loc 'ui-options-admin-overlay-antag-format'}" />
<ui:OptionDropDown Name="DropDownOverlayAntagSymbol" Title="{Loc 'ui-options-admin-overlay-antag-symbol'}" />
<CheckBox Name="EnableOverlayPlaytimeCheckBox" Text="{Loc 'ui-options-admin-enable-overlay-playtime'}" />
<CheckBox Name="EnableOverlayStartingJobCheckBox" Text="{Loc 'ui-options-admin-enable-overlay-starting-job'}" />
<ui:OptionSlider Name="OverlayMergeDistanceSlider" Title="{Loc 'ui-options-admin-overlay-merge-distance'}"/>
<ui:OptionSlider Name="OverlayGhostFadeSlider" Title="{Loc 'ui-options-admin-overlay-ghost-fade-distance'}"/>
<ui:OptionSlider Name="OverlayGhostHideSlider" Title="{Loc 'ui-options-admin-overlay-ghost-hide-distance'}"/>
</BoxContainer>
</ScrollContainer>
<ui:OptionsTabControlRow Name="Control" Access="Public" />

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@@ -1,3 +1,5 @@
using Content.Client.Administration;
using Content.Client.Administration.UI.Tabs.PlayerTab;
using Content.Shared.CCVar;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface;
@@ -19,12 +21,43 @@ public sealed partial class AdminOptionsTab : Control
{
RobustXamlLoader.Load(this);
Control.AddOptionCheckBox(CCVars.AdminPlayerlistSeparateSymbols, PlayerlistSeparateSymbolsCheckBox);
Control.AddOptionCheckBox(CCVars.AdminPlayerlistHighlightedCharacterColor, PlayerlistCharacterColorCheckBox);
Control.AddOptionCheckBox(CCVars.AdminPlayerlistRoleTypeColor, PlayerlistRoleTypeColorCheckBox);
var antagFormats = new List<OptionDropDownCVar<string>.ValueOption>();
foreach (var format in Enum.GetValues(typeof(AdminOverlayAntagFormat)))
{
antagFormats.Add(new OptionDropDownCVar<string>.ValueOption(format.ToString()!, Loc.GetString($"ui-options-admin-overlay-antag-format-{format.ToString()!.ToLower()}")));
}
var antagSymbolStyles = new List<OptionDropDownCVar<string>.ValueOption>();
foreach (var symbol in Enum.GetValues(typeof(AdminOverlayAntagSymbolStyle)))
{
antagSymbolStyles.Add(new OptionDropDownCVar<string>.ValueOption(symbol.ToString()!, Loc.GetString($"ui-options-admin-overlay-antag-symbol-{symbol.ToString()!.ToLower()}")));
}
var playerTabColorSettings = new List<OptionDropDownCVar<string>.ValueOption>();
foreach (var setting in Enum.GetValues(typeof(AdminPlayerTabColorOption)))
{
playerTabColorSettings.Add(new OptionDropDownCVar<string>.ValueOption(setting.ToString()!, Loc.GetString($"ui-options-admin-player-tab-color-setting-{setting.ToString()!.ToLower()}")));
}
var playerTabRoleSettings = new List<OptionDropDownCVar<string>.ValueOption>();
foreach (var setting in Enum.GetValues(typeof(AdminPlayerTabRoleTypeOption)))
{
playerTabRoleSettings.Add(new OptionDropDownCVar<string>.ValueOption(setting.ToString()!, Loc.GetString($"ui-options-admin-player-tab-role-setting-{setting.ToString()!.ToLower()}")));
}
var playerTabSymbolSettings = new List<OptionDropDownCVar<string>.ValueOption>();
foreach (var setting in Enum.GetValues(typeof(AdminPlayerTabSymbolOption)))
{
playerTabSymbolSettings.Add(new OptionDropDownCVar<string>.ValueOption(setting.ToString()!, Loc.GetString($"ui-options-admin-player-tab-symbol-setting-{setting.ToString()!.ToLower()}")));
}
Control.AddOptionDropDown(CCVars.AdminPlayerTabSymbolSetting, DropDownPlayerTabSymbolSetting, playerTabSymbolSettings);
Control.AddOptionDropDown(CCVars.AdminPlayerTabRoleSetting, DropDownPlayerTabRoleSetting, playerTabRoleSettings);
Control.AddOptionDropDown(CCVars.AdminPlayerTabColorSetting, DropDownPlayerTabColorSetting, playerTabColorSettings);
Control.AddOptionDropDown(CCVars.AdminOverlayAntagFormat, DropDownOverlayAntagFormat, antagFormats);
Control.AddOptionDropDown(CCVars.AdminOverlaySymbolStyle, DropDownOverlayAntagSymbol, antagSymbolStyles);
Control.AddOptionCheckBox(CCVars.AdminOverlayClassic, EnableClassicOverlayCheckBox);
Control.AddOptionCheckBox(CCVars.AdminOverlaySymbols, EnableOverlaySymbolsCheckBox);
Control.AddOptionCheckBox(CCVars.AdminOverlayPlaytime, EnableOverlayPlaytimeCheckBox);
Control.AddOptionCheckBox(CCVars.AdminOverlayStartingJob, EnableOverlayStartingJobCheckBox);

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@@ -221,18 +221,11 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
if (!_ent.TryGetComponent<MindComponent>(container.Mind.Value, out var mind))
return;
var roleText = Loc.GetString("role-type-crew-aligned-name");
var color = Color.White;
if (_prototypeManager.TryIndex(mind.RoleType, out var proto))
{
roleText = Loc.GetString(proto.Name);
color = proto.Color;
}
else
_sawmill.Error($"{_player.LocalEntity} has invalid Role Type '{mind.RoleType}'. Displaying '{roleText}' instead");
if (!_prototypeManager.TryIndex(mind.RoleType, out var proto))
_sawmill.Error($"Player '{_player.LocalSession}' has invalid Role Type '{mind.RoleType}'. Displaying default instead");
_window.RoleType.Text = roleText;
_window.RoleType.FontColorOverride = color;
_window.RoleType.Text = Loc.GetString(proto?.Name ?? "role-type-crew-aligned-name");
_window.RoleType.FontColorOverride = proto?.Color ?? Color.White;
}
private void CharacterDetached(EntityUid uid)

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@@ -235,12 +235,16 @@ public sealed class AdminSystem : EntitySystem
// Starting role, antagonist status and role type
RoleTypePrototype roleType = new();
var startingRole = string.Empty;
LocId? subtype = null;
if (_minds.TryGetMind(session, out var mindId, out var mindComp) && mindComp is not null)
{
sortWeight = _role.GetRoleCompByTime(mindComp)?.Comp.SortWeight ?? 0;
if (_proto.TryIndex(mindComp.RoleType, out var role))
{
roleType = role;
subtype = mindComp.Subtype;
}
else
Log.Error($"{ToPrettyString(mindId)} has invalid Role Type '{mindComp.RoleType}'. Displaying '{Loc.GetString(roleType.Name)}' instead");
@@ -269,6 +273,7 @@ public sealed class AdminSystem : EntitySystem
startingRole,
antag,
roleType,
subtype,
sortWeight,
GetNetEntity(session?.AttachedEntity),
data.UserId,

View File

@@ -12,6 +12,7 @@ public sealed record PlayerInfo(
string StartingJob,
bool Antag,
RoleTypePrototype RoleProto,
LocId? Subtype,
int SortWeight,
NetEntity? NetEntity,
NetUserId SessionId,

View File

@@ -38,10 +38,13 @@ public sealed partial class CCVars
CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY);
/// <summary>
/// If true, the admin overlay will be displayed in the old style (showing only "ANTAG")
/// Determines how antagonist status/roletype is displayed. Based on AdminOverlayAntagFormats enum
/// Binary: Roletypes of interest get an "ANTAG" label
/// Roletype: Roletypes of interest will have their roletype name displayed in their specific color
/// Subtype: Roletypes of interest will have their subtype displayed. if subtype is not set, roletype will be shown.
/// </summary>
public static readonly CVarDef<bool> AdminOverlayClassic =
CVarDef.Create("ui.admin_overlay_classic", false, CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<string> AdminOverlayAntagFormat =
CVarDef.Create("ui.admin_overlay_antag_format", "Subtype", CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the admin overlay will display the total time of the players
@@ -50,34 +53,48 @@ public sealed partial class CCVars
CVarDef.Create("ui.admin_overlay_playtime", true, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the admin overlay will display the players starting position.
/// If true, the admin overlay will display the player's starting role.
/// </summary>
public static readonly CVarDef<bool> AdminOverlayStartingJob =
CVarDef.Create("ui.admin_overlay_starting_job", true, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the admin window player tab will show different antag symbols for each role type
/// Determines how antagonist status/roletype is displayed Before character names on the Player Tab
/// Off: No symbol is shown.
/// Basic: The same antag symbol is shown for anyone marked as antag.
/// Specific: The roletype-specific symbol is shown for anyone marked as antag.
/// </summary>
public static readonly CVarDef<bool> AdminPlayerlistSeparateSymbols =
CVarDef.Create("ui.admin_playerlist_separate_symbols", false, CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<string> AdminPlayerTabSymbolSetting =
CVarDef.Create("ui.admin_player_tab_symbols", "Specific", CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, characters with antag role types will have their names colored by their role type
/// Determines what columns are colorized
/// Off: None.
/// Character: The character names of "roletypes-of-interest" have their role type's color.
/// Roletype: Role types are shown in their respective colors.
/// Both: Both characters and role types are colorized.
/// </summary>
public static readonly CVarDef<bool> AdminPlayerlistHighlightedCharacterColor =
CVarDef.Create("ui.admin_playerlist_highlighted_character_color", true, CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<string> AdminPlayerTabColorSetting =
CVarDef.Create("ui.admin_player_tab_color", "Both", CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the Role Types column will be colored
/// Determines what's displayed in the Role column - role type, subtype, or both.
/// RoleType
/// SubType
/// RoleTypeSubtype
/// SubtypeRoleType
/// </summary>
public static readonly CVarDef<bool> AdminPlayerlistRoleTypeColor =
CVarDef.Create("ui.admin_playerlist_role_type_color", true, CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<string> AdminPlayerTabRoleSetting =
CVarDef.Create("ui.admin_player_tab_role", "Subtype", CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the admin overlay will show antag symbols
/// Determines how antagonist status/roletype is displayed. Based on AdminOverlayAntagSymbolStyles enum
/// Off: No symbol is shown.
/// Basic: The same antag symbol is shown for anyone marked as antag.
/// Specific: The roletype-specific symbol is shown for anyone marked as antag.
/// </summary>
public static readonly CVarDef<bool> AdminOverlaySymbols =
CVarDef.Create("ui.admin_overlay_symbols", true, CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<string> AdminOverlaySymbolStyle =
CVarDef.Create("ui.admin_overlay_symbol_style", "Specific", CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// The range (in tiles) around the cursor within which the admin overlays of ghosts start to fade out

View File

@@ -108,6 +108,12 @@ public sealed partial class MindComponent : Component
[DataField, AutoNetworkedField]
public ProtoId<RoleTypePrototype> RoleType = "Neutral";
/// <summary>
/// The role's subtype, shown only to admins to help with antag categorization
/// </summary>
[DataField]
public LocId? Subtype;
/// <summary>
/// The session of the player owning this mind.
/// Can be null, in which case the player is currently not logged in.

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@@ -21,7 +21,7 @@ public sealed partial class RoleTypePrototype : IPrototype
/// The role's displayed color.
/// </summary>
[DataField]
public Color Color { get; private set; } = Color.FromHex("#eeeeee");
public Color Color = Color.FromHex("#eeeeee");
/// <summary>
/// A symbol used to represent the role type.

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@@ -15,7 +15,7 @@ public sealed partial class MindRoleComponent : BaseMindRoleComponent
/// A single antag Mind Role is enough to make the owner mind count as Antagonist.
/// </summary>
[DataField]
public bool Antag { get; set; } = false;
public bool Antag;
/// <summary>
/// The mind's current antagonist/special role, or lack thereof;
@@ -23,11 +23,17 @@ public sealed partial class MindRoleComponent : BaseMindRoleComponent
[DataField]
public ProtoId<RoleTypePrototype>? RoleType;
/// <summary>
/// The role's subtype, shown only to admins to help with antag categorization
/// </summary>
[DataField]
public LocId? Subtype;
/// <summary>
/// True if this mindrole is an exclusive antagonist. Antag setting is not checked if this is True.
/// </summary>
[DataField]
public bool ExclusiveAntag { get; set; } = false;
public bool ExclusiveAntag;
/// <summary>
/// The Mind that this role belongs to

View File

@@ -6,7 +6,6 @@ using Content.Shared.Database;
using Content.Shared.GameTicking;
using Content.Shared.Mind;
using Content.Shared.Roles.Jobs;
using Content.Shared.Silicons.Borgs.Components;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
@@ -202,22 +201,22 @@ public abstract class SharedRoleSystem : EntitySystem
return false;
//get the most important/latest mind role
var roleType = GetRoleTypeByTime(ent.Comp);
var (roleType, subtype) = GetRoleTypeByTime(ent.Comp);
if (ent.Comp.RoleType == roleType)
if (ent.Comp.RoleType == roleType && ent.Comp.Subtype == subtype)
return false;
SetRoleType(ent.Owner, roleType);
SetRoleType(ent.Owner, roleType, subtype);
return true;
}
/// <summary>
/// Return the most recently specified role type, or Neutral
/// Return the most recently specified role type and subtype, or Neutral
/// </summary>
private ProtoId<RoleTypePrototype> GetRoleTypeByTime(MindComponent mind)
private (ProtoId<RoleTypePrototype>, LocId?) GetRoleTypeByTime(MindComponent mind)
{
var role = GetRoleCompByTime(mind);
return role?.Comp?.RoleType ?? "Neutral";
return (role?.Comp?.RoleType ?? "Neutral", role?.Comp?.Subtype);
}
/// <summary>
@@ -238,21 +237,22 @@ public abstract class SharedRoleSystem : EntitySystem
return (result);
}
private void SetRoleType(EntityUid mind, ProtoId<RoleTypePrototype> roleTypeId)
private void SetRoleType(EntityUid mind, ProtoId<RoleTypePrototype> roleTypeId, LocId? subtype)
{
if (!TryComp<MindComponent>(mind, out var comp))
{
Log.Error($"Failed to update Role Type of mind entity {ToPrettyString(mind)} to {roleTypeId}. MindComponent not found.");
Log.Error($"Failed to update Role Type of mind entity {ToPrettyString(mind)} to {roleTypeId}, {subtype}. MindComponent not found.");
return;
}
if (!_prototypes.HasIndex(roleTypeId))
{
Log.Error($"Failed to change Role Type of {_minds.MindOwnerLoggingString(comp)} to {roleTypeId}. Invalid role");
Log.Error($"Failed to change Role Type of {_minds.MindOwnerLoggingString(comp)} to {roleTypeId}, {subtype}. Invalid role");
return;
}
comp.RoleType = roleTypeId;
comp.Subtype = subtype;
Dirty(mind, comp);
// Update player character window
@@ -269,13 +269,13 @@ public abstract class SharedRoleSystem : EntitySystem
Log.Error($"{ToPrettyString(mind)} does not have an OwnedEntity!");
_adminLogger.Add(LogType.Mind,
LogImpact.Medium,
$"Role Type of {ToPrettyString(mind)} changed to {roleTypeId}");
$"Role Type of {ToPrettyString(mind)} changed to {roleTypeId}, {subtype}");
return;
}
_adminLogger.Add(LogType.Mind,
LogImpact.High,
$"Role Type of {ToPrettyString(comp.OwnedEntity)} changed to {roleTypeId}");
$"Role Type of {ToPrettyString(comp.OwnedEntity)} changed to {roleTypeId}, {subtype}");
}
/// <summary>
@@ -630,6 +630,14 @@ public abstract class SharedRoleSystem : EntitySystem
return antag.Requirements;
}
/// <summary>
/// Returns the localized name of a role type's subtype. If the provided subtype parameter turns out to be empty, it returns the localized name of the role type instead.
/// </summary>
public string GetRoleSubtypeLabel(LocId roleType, LocId? subtype)
{
return string.IsNullOrEmpty(subtype) ? Loc.GetString(roleType) : Loc.GetString(subtype);
}
}
/// <summary>

View File

@@ -339,15 +339,37 @@ ui-options-censor-nudity = Censor character nudity
ui-options-admin-player-panel = Admin Menu Players List
ui-options-admin-playerlist-separate-symbols = Show separate symbols for each antag role type
ui-options-admin-playerlist-character-color = Color names of antagonist characters
ui-options-admin-playerlist-roletype-color = Color role types
ui-options-admin-player-tab-symbol-setting = Character column antag symbols
ui-options-admin-player-tab-symbol-setting-off = No antag symbol
ui-options-admin-player-tab-symbol-setting-basic = Show standard antag symbol
ui-options-admin-player-tab-symbol-setting-specific = Show specific antag symbol
ui-options-admin-player-tab-role-setting = Role display settings
ui-options-admin-player-tab-role-setting-roletype = Show role type
ui-options-admin-player-tab-role-setting-subtype = Show subtype
ui-options-admin-player-tab-role-setting-roletypesubtype = Show role type and subtype
ui-options-admin-player-tab-role-setting-subtyperoletype = Show subtype and role type
ui-options-admin-player-tab-color-setting = Color settings
ui-options-admin-player-tab-color-setting-off = I hate colors
ui-options-admin-player-tab-color-setting-character = Colorize antag character names
ui-options-admin-player-tab-color-setting-roletype = Colorize all role types
ui-options-admin-player-tab-color-setting-both = Colorize both
ui-options-admin-overlay-title = Admin Overlay
ui-options-enable-classic-overlay = Revert overlay to classic mode
ui-options-enable-overlay-symbols = Add antag symbol to text
ui-options-enable-overlay-playtime = Show playtime
ui-options-enable-overlay-starting-job = Show starting job
ui-options-overlay-merge-distance = Stack merge distance
ui-options-overlay-ghost-fade-distance = Ghost overlay fade range from mouse
ui-options-overlay-ghost-hide-distance = Ghost overlay hide range from mouse
ui-options-admin-overlay-antag-format = Antag label style
ui-options-admin-overlay-antag-format-binary = Show antag status
ui-options-admin-overlay-antag-format-roletype = Show role type
ui-options-admin-overlay-antag-format-subtype = Show subtype
ui-options-admin-overlay-antag-symbol = Antag symbol style
ui-options-admin-overlay-antag-symbol-off = No antag symbol
ui-options-admin-overlay-antag-symbol-basic = Show standard antag symbol
ui-options-admin-overlay-antag-symbol-specific = Show specific antag symbol
ui-options-admin-enable-overlay-playtime = Show playtime
ui-options-admin-enable-overlay-starting-job = Show starting job
ui-options-admin-overlay-merge-distance = Stack merge distance
ui-options-admin-overlay-ghost-fade-distance = Ghost overlay fade range from mouse
ui-options-admin-overlay-ghost-hide-distance = Ghost overlay hide range from mouse

View File

@@ -17,3 +17,19 @@ role-type-free-agent-color = #ffff00
role-type-familiar-color = #6495ed
role-type-silicon-color = #6495ed
role-type-silicon-antagonist-color =#c832e6
# Ideally, subtype names should be short
role-subtype-traitor = Traitor
role-subtype-thief = Thief
role-subtype-ninja = Ninja
role-subtype-nukie = Nukie
role-subtype-traitor-reinforcement = Reinforcement
role-subtype-revolutionary = Rev
role-subtype-head-revolutionary = Head Rev
role-subtype-initial-infected = Infected
role-subtype-zombie = Zombie
role-subtype-dragon = Dragon
role-subtype-survivor = Survivor
role-subtype-subverted = Subverted
role-subtype-paradox-clone = Paradox
role-subtype-wizard = Wizard

View File

@@ -95,7 +95,6 @@
antagPrototype: GenericTeamAntagonist
# This should be used (or inherited) for team antags that are summoned or converted in large quantities, and are "secondary" to other antags
# TODO: sort weight
- type: entity
parent: MindRoleGhostRoleTeamAntagonist
id: MindRoleGhostRoleTeamAntagonistFlock
@@ -130,6 +129,7 @@
- type: MindRole
antagPrototype: SubvertedSilicon
roleType: SiliconAntagonist
subtype: role-subtype-subverted
- type: SubvertedSiliconRole
# Dragon
@@ -141,6 +141,7 @@
- type: MindRole
antagPrototype: Dragon
roleType: TeamAntagonist
subtype: role-subtype-dragon
exclusiveAntag: true
- type: DragonRole
- type: RoleBriefing
@@ -154,6 +155,7 @@
components:
- type: MindRole
antagPrototype: SpaceNinja
subtype: role-subtype-ninja
exclusiveAntag: true
- type: NinjaRole
@@ -165,7 +167,7 @@
components:
- type: MindRole
antagPrototype: ParadoxClone
roleType: SoloAntagonist
subtype: role-subtype-paradox-clone
- type: ParadoxCloneRole
# Nukies
@@ -176,6 +178,7 @@
components:
- type: MindRole
roleType: TeamAntagonist
subtype: role-subtype-nukie
exclusiveAntag: true
antagPrototype: Nukeops
- type: NukeopsRole
@@ -206,6 +209,7 @@
antagPrototype: HeadRev
exclusiveAntag: true
roleType: TeamAntagonist
subtype: role-subtype-head-revolutionary
- type: RevolutionaryRole
- type: entity
@@ -215,6 +219,7 @@
components:
- type: MindRole
antagPrototype: Rev
subtype: role-subtype-revolutionary
# Survivors (Wizard)
- type: entity
@@ -225,6 +230,7 @@
- type: MindRole
antagPrototype: Survivor
roleType: FreeAgent
subtype: role-subtype-survivor
- type: SurvivorRole
# Thief
@@ -235,6 +241,7 @@
components:
- type: MindRole
antagPrototype: Thief
subtype: role-subtype-thief
- type: ThiefRole
# Traitors
@@ -246,6 +253,7 @@
- type: MindRole
antagPrototype: Traitor
exclusiveAntag: true
subtype: role-subtype-traitor
- type: TraitorRole
- type: entity
@@ -263,6 +271,7 @@
components:
- type: MindRole
roleType: TeamAntagonist
subtype: role-subtype-traitor-reinforcement
antagPrototype: GenericTeamAntagonist
# Wizards
@@ -274,6 +283,7 @@
- type: MindRole
antagPrototype: Wizard
exclusiveAntag: true
subtype: role-subtype-wizard
- type: WizardRole
# Zombie Squad
@@ -286,6 +296,7 @@
antagPrototype: InitialInfected
exclusiveAntag: true
roleType: TeamAntagonist
subtype: role-subtype-initial-infected
- type: InitialInfectedRole
- type: entity
@@ -296,5 +307,5 @@
- type: MindRole
antagPrototype: Zombie
exclusiveAntag: true
roleType: TeamAntagonist
subtype: role-subtype-zombie
- type: ZombieRole

View File

@@ -1,5 +1,8 @@
# For use by Role Types
# Do not touch these
# The primary role types are referenced by RP Rules, and were specified based on head admin input.
# Do not create new ones without discussion.
# You probably want a Subtype instead, anyway. Use MindRoleComponent.Subtype
# Any new primary role types must be listed in RoleTypes.xml
# If you change/add a color here, also change it in role-types.ftl!