using Content.Shared.GameTicking;
using Content.Shared.NameIdentifier;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.NameIdentifier;
///
/// Handles unique name identifiers for entities e.g. `monkey (MK-912)`
///
public sealed class NameIdentifierSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[ViewVariables]
public Dictionary> CurrentIds = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnComponentInit);
SubscribeLocalEvent(CleanupIds);
InitialSetupPrototypes();
_prototypeManager.PrototypesReloaded += OnReloadPrototypes;
}
public override void Shutdown()
{
base.Shutdown();
_prototypeManager.PrototypesReloaded -= OnReloadPrototypes;
}
///
/// Generates a new unique name/suffix for a given entity and adds it to
/// but does not set the entity's name.
///
public string GenerateUniqueName(EntityUid uid, NameIdentifierGroupPrototype proto)
{
var entityName = Name(uid);
if (!CurrentIds.TryGetValue(proto, out var set))
return entityName;
if (set.Count == (proto.MaxValue - proto.MinValue) + 1)
{
// Oh jeez. We're outta numbers.
return entityName;
}
// This is kind of inefficient with very large amounts of entities but its better than any other method
// I could come up with.
var randomVal = _robustRandom.Next(proto.MinValue, proto.MaxValue);
while (set.Contains(randomVal))
{
randomVal = _robustRandom.Next(proto.MinValue, proto.MaxValue);
}
set.Add(randomVal);
return proto.Prefix is not null
? $"{proto.Prefix}-{randomVal}"
: $"{randomVal}";
}
private void OnComponentInit(EntityUid uid, NameIdentifierComponent component, ComponentInit args)
{
if (!_prototypeManager.TryIndex(component.Group, out var group))
return;
// Generate a new name.
var meta = MetaData(uid);
var uniqueName = GenerateUniqueName(uid, group);
// "DR-1234" as opposed to "drone (DR-1234)"
meta.EntityName = group.FullName
? uniqueName
: $"{meta.EntityName} ({uniqueName})";
}
private void InitialSetupPrototypes()
{
foreach (var proto in _prototypeManager.EnumeratePrototypes())
{
CurrentIds.Add(proto, new());
}
}
private void OnReloadPrototypes(PrototypesReloadedEventArgs ev)
{
if (!ev.ByType.TryGetValue(typeof(NameIdentifierGroupPrototype), out var set))
return;
foreach (var (_, proto) in set.Modified)
{
if (proto is not NameIdentifierGroupPrototype group)
continue;
// Only bother adding new ones.
if (CurrentIds.ContainsKey(group))
continue;
CurrentIds.Add(group, new());
}
}
private void CleanupIds(RoundRestartCleanupEvent ev)
{
foreach (var (_, set) in CurrentIds)
{
set.Clear();
}
}
}