using Content.Server.Access.Systems; using Content.Server.Administration.Logs; using Content.Server.CriminalRecords.Systems; using Content.Server.Humanoid; using Content.Shared.Clothing; using Content.Shared.Database; using Content.Shared.Hands; using Content.Shared.Humanoid; using Content.Shared.IdentityManagement; using Content.Shared.IdentityManagement.Components; using Content.Shared.Inventory; using Content.Shared.Inventory.Events; using Robust.Shared.Containers; using Robust.Shared.Enums; using Robust.Shared.GameObjects.Components.Localization; namespace Content.Server.IdentityManagement; /// /// Responsible for updating the identity of an entity on init or clothing equip/unequip. /// public sealed class IdentitySystem : SharedIdentitySystem { [Dependency] private readonly IdCardSystem _idCard = default!; [Dependency] private readonly IAdminLogManager _adminLog = default!; [Dependency] private readonly MetaDataSystem _metaData = default!; [Dependency] private readonly SharedContainerSystem _container = default!; [Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!; [Dependency] private readonly CriminalRecordsConsoleSystem _criminalRecordsConsole = default!; [Dependency] private readonly GrammarSystem _grammarSystem = default!; private HashSet _queuedIdentityUpdates = new(); public override void Initialize() { base.Initialize(); SubscribeLocalEvent((uid, _, _) => QueueIdentityUpdate(uid)); SubscribeLocalEvent((uid, _, _) => QueueIdentityUpdate(uid)); SubscribeLocalEvent((uid, _, _) => QueueIdentityUpdate(uid)); SubscribeLocalEvent((uid, _, _) => QueueIdentityUpdate(uid)); SubscribeLocalEvent((uid, _, _) => QueueIdentityUpdate(uid)); SubscribeLocalEvent((uid, _, _) => QueueIdentityUpdate(uid)); SubscribeLocalEvent(OnMapInit); } public override void Update(float frameTime) { base.Update(frameTime); foreach (var ent in _queuedIdentityUpdates) { if (!TryComp(ent, out var identity)) continue; UpdateIdentityInfo(ent, identity); } _queuedIdentityUpdates.Clear(); } // This is where the magic happens private void OnMapInit(EntityUid uid, IdentityComponent component, MapInitEvent args) { var ident = Spawn(null, Transform(uid).Coordinates); _metaData.SetEntityName(ident, "identity"); QueueIdentityUpdate(uid); _container.Insert(ident, component.IdentityEntitySlot); } /// /// Queues an identity update to the start of the next tick. /// public void QueueIdentityUpdate(EntityUid uid) { _queuedIdentityUpdates.Add(uid); } #region Private API /// /// Updates the metadata name for the id(entity) from the current state of the character. /// private void UpdateIdentityInfo(EntityUid uid, IdentityComponent identity) { if (identity.IdentityEntitySlot.ContainedEntity is not { } ident) return; var representation = GetIdentityRepresentation(uid); var name = GetIdentityName(uid, representation); // Clone the old entity's grammar to the identity entity, for loc purposes. if (TryComp(uid, out var grammar)) { var identityGrammar = EnsureComp(ident); identityGrammar.Attributes.Clear(); foreach (var (k, v) in grammar.Attributes) { identityGrammar.Attributes.Add(k, v); } // If presumed name is null and we're using that, we set proper noun to be false ("the old woman") if (name != representation.TrueName && representation.PresumedName == null) _grammarSystem.SetProperNoun((uid, grammar), false); Dirty(ident, identityGrammar); } if (name == Name(ident)) return; _metaData.SetEntityName(ident, name); _adminLog.Add(LogType.Identity, LogImpact.Medium, $"{ToPrettyString(uid)} changed identity to {name}"); var identityChangedEvent = new IdentityChangedEvent(uid, ident); RaiseLocalEvent(uid, ref identityChangedEvent); SetIdentityCriminalIcon(uid); } private string GetIdentityName(EntityUid target, IdentityRepresentation representation) { var ev = new SeeIdentityAttemptEvent(); RaiseLocalEvent(target, ev); return representation.ToStringKnown(!ev.Cancelled); } /// /// When the identity of a person is changed, searches the criminal records to see if the name of the new identity /// has a record. If the new name has a criminal status attached to it, the person will get the criminal status /// until they change identity again. /// private void SetIdentityCriminalIcon(EntityUid uid) { _criminalRecordsConsole.CheckNewIdentity(uid); } /// /// Gets an 'identity representation' of an entity, with their true name being the entity name /// and their 'presumed name' and 'presumed job' being the name/job on their ID card, if they have one. /// private IdentityRepresentation GetIdentityRepresentation(EntityUid target, InventoryComponent? inventory=null, HumanoidAppearanceComponent? appearance=null) { int age = 18; Gender gender = Gender.Epicene; string species = SharedHumanoidAppearanceSystem.DefaultSpecies; // Always use their actual age and gender, since that can't really be changed by an ID. if (Resolve(target, ref appearance, false)) { gender = appearance.Gender; age = appearance.Age; species = appearance.Species; } var ageString = _humanoid.GetAgeRepresentation(species, age); var trueName = Name(target); if (!Resolve(target, ref inventory, false)) return new(trueName, gender, ageString, string.Empty); string? presumedJob = null; string? presumedName = null; // Get their name and job from their ID for their presumed name. if (_idCard.TryFindIdCard(target, out var id)) { presumedName = string.IsNullOrWhiteSpace(id.Comp.FullName) ? null : id.Comp.FullName; presumedJob = id.Comp.LocalizedJobTitle?.ToLowerInvariant(); } // If it didn't find a job, that's fine. return new(trueName, gender, ageString, presumedName, presumedJob); } #endregion }