* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes #39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
770 lines
26 KiB
C#
770 lines
26 KiB
C#
using System.Linq;
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using System.Text.RegularExpressions;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles;
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using Content.Shared.Traits;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Preferences
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{
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/// <summary>
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/// Character profile. Looks immutable, but uses non-immutable semantics internally for serialization/code sanity purposes.
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/// </summary>
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[DataDefinition]
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[Serializable, NetSerializable]
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public sealed partial class HumanoidCharacterProfile : ICharacterProfile
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{
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private static readonly Regex RestrictedNameRegex = new(@"[^A-Za-z0-9 '\-]");
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private static readonly Regex ICNameCaseRegex = new(@"^(?<word>\w)|\b(?<word>\w)(?=\w*$)");
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/// <summary>
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/// Job preferences for initial spawn.
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/// </summary>
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[DataField]
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private Dictionary<ProtoId<JobPrototype>, JobPriority> _jobPriorities = new()
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{
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{
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SharedGameTicker.FallbackOverflowJob, JobPriority.High
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}
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};
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/// <summary>
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/// Antags we have opted in to.
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/// </summary>
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[DataField]
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private HashSet<ProtoId<AntagPrototype>> _antagPreferences = new();
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/// <summary>
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/// Enabled traits.
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/// </summary>
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[DataField]
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private HashSet<ProtoId<TraitPrototype>> _traitPreferences = new();
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/// <summary>
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/// <see cref="_loadouts"/>
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/// </summary>
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public IReadOnlyDictionary<string, RoleLoadout> Loadouts => _loadouts;
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[DataField]
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private Dictionary<string, RoleLoadout> _loadouts = new();
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[DataField]
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public string Name { get; set; } = "John Doe";
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/// <summary>
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/// Detailed text that can appear for the character if <see cref="CCVars.FlavorText"/> is enabled.
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/// </summary>
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[DataField]
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public string FlavorText { get; set; } = string.Empty;
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/// <summary>
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/// Associated <see cref="SpeciesPrototype"/> for this profile.
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/// </summary>
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[DataField]
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public ProtoId<SpeciesPrototype> Species { get; set; } = SharedHumanoidAppearanceSystem.DefaultSpecies;
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[DataField]
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public int Age { get; set; } = 18;
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[DataField]
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public Sex Sex { get; private set; } = Sex.Male;
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[DataField]
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public Gender Gender { get; private set; } = Gender.Male;
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/// <summary>
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/// <see cref="Appearance"/>
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/// </summary>
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public ICharacterAppearance CharacterAppearance => Appearance;
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/// <summary>
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/// Stores markings, eye colors, etc for the profile.
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/// </summary>
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[DataField]
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public HumanoidCharacterAppearance Appearance { get; set; } = new();
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/// <summary>
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/// When spawning into a round what's the preferred spot to spawn.
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/// </summary>
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[DataField]
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public SpawnPriorityPreference SpawnPriority { get; private set; } = SpawnPriorityPreference.None;
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/// <summary>
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/// <see cref="_jobPriorities"/>
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/// </summary>
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public IReadOnlyDictionary<ProtoId<JobPrototype>, JobPriority> JobPriorities => _jobPriorities;
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/// <summary>
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/// <see cref="_antagPreferences"/>
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/// </summary>
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public IReadOnlySet<ProtoId<AntagPrototype>> AntagPreferences => _antagPreferences;
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/// <summary>
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/// <see cref="_traitPreferences"/>
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/// </summary>
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public IReadOnlySet<ProtoId<TraitPrototype>> TraitPreferences => _traitPreferences;
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/// <summary>
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/// If we're unable to get one of our preferred jobs do we spawn as a fallback job or do we stay in lobby.
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/// </summary>
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[DataField]
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public PreferenceUnavailableMode PreferenceUnavailable { get; private set; } =
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PreferenceUnavailableMode.SpawnAsOverflow;
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public HumanoidCharacterProfile(
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string name,
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string flavortext,
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string species,
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int age,
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Sex sex,
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Gender gender,
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HumanoidCharacterAppearance appearance,
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SpawnPriorityPreference spawnPriority,
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Dictionary<ProtoId<JobPrototype>, JobPriority> jobPriorities,
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PreferenceUnavailableMode preferenceUnavailable,
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HashSet<ProtoId<AntagPrototype>> antagPreferences,
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HashSet<ProtoId<TraitPrototype>> traitPreferences,
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Dictionary<string, RoleLoadout> loadouts)
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{
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Name = name;
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FlavorText = flavortext;
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Species = species;
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Age = age;
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Sex = sex;
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Gender = gender;
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Appearance = appearance;
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SpawnPriority = spawnPriority;
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_jobPriorities = jobPriorities;
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PreferenceUnavailable = preferenceUnavailable;
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_antagPreferences = antagPreferences;
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_traitPreferences = traitPreferences;
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_loadouts = loadouts;
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var hasHighPrority = false;
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foreach (var (key, value) in _jobPriorities)
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{
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if (value == JobPriority.Never)
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_jobPriorities.Remove(key);
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else if (value != JobPriority.High)
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continue;
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if (hasHighPrority)
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_jobPriorities[key] = JobPriority.Medium;
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hasHighPrority = true;
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}
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}
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/// <summary>Copy constructor</summary>
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public HumanoidCharacterProfile(HumanoidCharacterProfile other)
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: this(other.Name,
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other.FlavorText,
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other.Species,
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other.Age,
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other.Sex,
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other.Gender,
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other.Appearance.Clone(),
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other.SpawnPriority,
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new Dictionary<ProtoId<JobPrototype>, JobPriority>(other.JobPriorities),
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other.PreferenceUnavailable,
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new HashSet<ProtoId<AntagPrototype>>(other.AntagPreferences),
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new HashSet<ProtoId<TraitPrototype>>(other.TraitPreferences),
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new Dictionary<string, RoleLoadout>(other.Loadouts))
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{
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}
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/// <summary>
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/// Get the default humanoid character profile, using internal constant values.
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/// Defaults to <see cref="SharedHumanoidAppearanceSystem.DefaultSpecies"/> for the species.
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/// </summary>
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/// <returns></returns>
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public HumanoidCharacterProfile()
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{
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}
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/// <summary>
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/// Return a default character profile, based on species.
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/// </summary>
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/// <param name="species">The species to use in this default profile. The default species is <see cref="SharedHumanoidAppearanceSystem.DefaultSpecies"/>.</param>
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/// <returns>Humanoid character profile with default settings.</returns>
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public static HumanoidCharacterProfile DefaultWithSpecies(string? species = null)
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{
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species ??= SharedHumanoidAppearanceSystem.DefaultSpecies;
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return new()
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{
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Species = species,
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};
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}
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// TODO: This should eventually not be a visual change only.
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public static HumanoidCharacterProfile Random(HashSet<string>? ignoredSpecies = null)
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{
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var random = IoCManager.Resolve<IRobustRandom>();
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var species = random.Pick(prototypeManager
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.EnumeratePrototypes<SpeciesPrototype>()
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.Where(x => ignoredSpecies == null ? x.RoundStart : x.RoundStart && !ignoredSpecies.Contains(x.ID))
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.ToArray()
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).ID;
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return RandomWithSpecies(species);
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}
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public static HumanoidCharacterProfile RandomWithSpecies(string? species = null)
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{
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species ??= SharedHumanoidAppearanceSystem.DefaultSpecies;
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var random = IoCManager.Resolve<IRobustRandom>();
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var sex = Sex.Unsexed;
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var age = 18;
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if (prototypeManager.TryIndex<SpeciesPrototype>(species, out var speciesPrototype))
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{
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sex = random.Pick(speciesPrototype.Sexes);
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age = random.Next(speciesPrototype.MinAge, speciesPrototype.OldAge); // people don't look and keep making 119 year old characters with zero rp, cap it at middle aged
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}
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var gender = Gender.Epicene;
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switch (sex)
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{
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case Sex.Male:
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gender = Gender.Male;
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break;
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case Sex.Female:
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gender = Gender.Female;
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break;
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}
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var name = GetName(species, gender);
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return new HumanoidCharacterProfile()
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{
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Name = name,
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Sex = sex,
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Age = age,
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Gender = gender,
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Species = species,
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Appearance = HumanoidCharacterAppearance.Random(species, sex),
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};
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}
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public HumanoidCharacterProfile WithName(string name)
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{
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return new(this) { Name = name };
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}
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public HumanoidCharacterProfile WithFlavorText(string flavorText)
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{
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return new(this) { FlavorText = flavorText };
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}
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public HumanoidCharacterProfile WithAge(int age)
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{
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return new(this) { Age = age };
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}
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public HumanoidCharacterProfile WithSex(Sex sex)
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{
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return new(this) { Sex = sex };
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}
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public HumanoidCharacterProfile WithGender(Gender gender)
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{
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return new(this) { Gender = gender };
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}
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public HumanoidCharacterProfile WithSpecies(string species)
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{
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return new(this) { Species = species };
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}
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public HumanoidCharacterProfile WithCharacterAppearance(HumanoidCharacterAppearance appearance)
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{
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return new(this) { Appearance = appearance };
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}
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public HumanoidCharacterProfile WithSpawnPriorityPreference(SpawnPriorityPreference spawnPriority)
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{
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return new(this) { SpawnPriority = spawnPriority };
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}
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public HumanoidCharacterProfile WithJobPriorities(IEnumerable<KeyValuePair<ProtoId<JobPrototype>, JobPriority>> jobPriorities)
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{
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var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(jobPriorities);
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var hasHighPrority = false;
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foreach (var (key, value) in dictionary)
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{
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if (value == JobPriority.Never)
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dictionary.Remove(key);
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else if (value != JobPriority.High)
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continue;
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if (hasHighPrority)
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dictionary[key] = JobPriority.Medium;
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hasHighPrority = true;
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}
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return new(this)
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{
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_jobPriorities = dictionary
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};
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}
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public HumanoidCharacterProfile WithJobPriority(ProtoId<JobPrototype> jobId, JobPriority priority)
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{
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var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(_jobPriorities);
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if (priority == JobPriority.Never)
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{
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dictionary.Remove(jobId);
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}
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else if (priority == JobPriority.High)
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{
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// There can only ever be one high priority job.
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foreach (var (job, value) in dictionary)
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{
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if (value == JobPriority.High)
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dictionary[job] = JobPriority.Medium;
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}
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dictionary[jobId] = priority;
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}
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else
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{
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dictionary[jobId] = priority;
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}
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return new(this)
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{
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_jobPriorities = dictionary,
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};
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}
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public HumanoidCharacterProfile WithPreferenceUnavailable(PreferenceUnavailableMode mode)
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{
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return new(this) { PreferenceUnavailable = mode };
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}
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public HumanoidCharacterProfile WithAntagPreferences(IEnumerable<ProtoId<AntagPrototype>> antagPreferences)
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{
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return new(this)
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{
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_antagPreferences = new (antagPreferences),
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};
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}
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public HumanoidCharacterProfile WithAntagPreference(ProtoId<AntagPrototype> antagId, bool pref)
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{
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var list = new HashSet<ProtoId<AntagPrototype>>(_antagPreferences);
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if (pref)
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{
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list.Add(antagId);
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}
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else
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{
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list.Remove(antagId);
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}
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return new(this)
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{
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_antagPreferences = list,
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};
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}
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public HumanoidCharacterProfile WithTraitPreference(ProtoId<TraitPrototype> traitId, IPrototypeManager protoManager)
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{
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// null category is assumed to be default.
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if (!protoManager.TryIndex(traitId, out var traitProto))
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return new(this);
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var category = traitProto.Category;
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// Category not found so dump it.
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TraitCategoryPrototype? traitCategory = null;
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if (category != null && !protoManager.Resolve(category, out traitCategory))
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return new(this);
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var list = new HashSet<ProtoId<TraitPrototype>>(_traitPreferences) { traitId };
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if (traitCategory == null || traitCategory.MaxTraitPoints < 0)
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{
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return new(this)
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{
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_traitPreferences = list,
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};
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}
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var count = 0;
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foreach (var trait in list)
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{
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// If trait not found or another category don't count its points.
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if (!protoManager.TryIndex<TraitPrototype>(trait, out var otherProto) ||
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otherProto.Category != traitCategory)
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{
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continue;
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}
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count += otherProto.Cost;
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}
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if (count > traitCategory.MaxTraitPoints && traitProto.Cost != 0)
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{
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return new(this);
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}
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return new(this)
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{
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_traitPreferences = list,
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};
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}
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public HumanoidCharacterProfile WithoutTraitPreference(ProtoId<TraitPrototype> traitId, IPrototypeManager protoManager)
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{
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var list = new HashSet<ProtoId<TraitPrototype>>(_traitPreferences);
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list.Remove(traitId);
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return new(this)
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{
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_traitPreferences = list,
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};
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}
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public string Summary =>
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Loc.GetString(
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"humanoid-character-profile-summary",
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("name", Name),
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("gender", Gender.ToString().ToLowerInvariant()),
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("age", Age)
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);
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public bool MemberwiseEquals(ICharacterProfile maybeOther)
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{
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if (maybeOther is not HumanoidCharacterProfile other) return false;
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if (Name != other.Name) return false;
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if (Age != other.Age) return false;
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if (Sex != other.Sex) return false;
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if (Gender != other.Gender) return false;
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if (Species != other.Species) return false;
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if (PreferenceUnavailable != other.PreferenceUnavailable) return false;
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if (SpawnPriority != other.SpawnPriority) return false;
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if (!_jobPriorities.SequenceEqual(other._jobPriorities)) return false;
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if (!_antagPreferences.SequenceEqual(other._antagPreferences)) return false;
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if (!_traitPreferences.SequenceEqual(other._traitPreferences)) return false;
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if (!Loadouts.SequenceEqual(other.Loadouts)) return false;
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if (FlavorText != other.FlavorText) return false;
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return Appearance.MemberwiseEquals(other.Appearance);
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}
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public void EnsureValid(ICommonSession session, IDependencyCollection collection)
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{
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var configManager = collection.Resolve<IConfigurationManager>();
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var prototypeManager = collection.Resolve<IPrototypeManager>();
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if (!prototypeManager.TryIndex(Species, out var speciesPrototype) || speciesPrototype.RoundStart == false)
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{
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Species = SharedHumanoidAppearanceSystem.DefaultSpecies;
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speciesPrototype = prototypeManager.Index(Species);
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}
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var sex = Sex switch
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{
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Sex.Male => Sex.Male,
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Sex.Female => Sex.Female,
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Sex.Unsexed => Sex.Unsexed,
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_ => Sex.Male // Invalid enum values.
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};
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// ensure the species can be that sex and their age fits the founds
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if (!speciesPrototype.Sexes.Contains(sex))
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sex = speciesPrototype.Sexes[0];
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var age = Math.Clamp(Age, speciesPrototype.MinAge, speciesPrototype.MaxAge);
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var gender = Gender switch
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{
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Gender.Epicene => Gender.Epicene,
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Gender.Female => Gender.Female,
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Gender.Male => Gender.Male,
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Gender.Neuter => Gender.Neuter,
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_ => Gender.Epicene // Invalid enum values.
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};
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string name;
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var maxNameLength = configManager.GetCVar(CCVars.MaxNameLength);
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if (string.IsNullOrEmpty(Name))
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{
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name = GetName(Species, gender);
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}
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else if (Name.Length > maxNameLength)
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{
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name = Name[..maxNameLength];
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}
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else
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{
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name = Name;
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}
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name = name.Trim();
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if (configManager.GetCVar(CCVars.RestrictedNames))
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{
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name = RestrictedNameRegex.Replace(name, string.Empty);
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}
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if (configManager.GetCVar(CCVars.ICNameCase))
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{
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// This regex replaces the first character of the first and last words of the name with their uppercase version
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name = ICNameCaseRegex.Replace(name, m => m.Groups["word"].Value.ToUpper());
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}
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if (string.IsNullOrEmpty(name))
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{
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name = GetName(Species, gender);
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}
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string flavortext;
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var maxFlavorTextLength = configManager.GetCVar(CCVars.MaxFlavorTextLength);
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if (FlavorText.Length > maxFlavorTextLength)
|
|
{
|
|
flavortext = FormattedMessage.RemoveMarkupOrThrow(FlavorText)[..maxFlavorTextLength];
|
|
}
|
|
else
|
|
{
|
|
flavortext = FormattedMessage.RemoveMarkupOrThrow(FlavorText);
|
|
}
|
|
|
|
var appearance = HumanoidCharacterAppearance.EnsureValid(Appearance, Species, Sex);
|
|
|
|
var prefsUnavailableMode = PreferenceUnavailable switch
|
|
{
|
|
PreferenceUnavailableMode.StayInLobby => PreferenceUnavailableMode.StayInLobby,
|
|
PreferenceUnavailableMode.SpawnAsOverflow => PreferenceUnavailableMode.SpawnAsOverflow,
|
|
_ => PreferenceUnavailableMode.StayInLobby // Invalid enum values.
|
|
};
|
|
|
|
var spawnPriority = SpawnPriority switch
|
|
{
|
|
SpawnPriorityPreference.None => SpawnPriorityPreference.None,
|
|
SpawnPriorityPreference.Arrivals => SpawnPriorityPreference.Arrivals,
|
|
SpawnPriorityPreference.Cryosleep => SpawnPriorityPreference.Cryosleep,
|
|
_ => SpawnPriorityPreference.None // Invalid enum values.
|
|
};
|
|
|
|
var priorities = new Dictionary<ProtoId<JobPrototype>, JobPriority>(JobPriorities
|
|
.Where(p => prototypeManager.TryIndex<JobPrototype>(p.Key, out var job) && job.SetPreference && p.Value switch
|
|
{
|
|
JobPriority.Never => false, // Drop never since that's assumed default.
|
|
JobPriority.Low => true,
|
|
JobPriority.Medium => true,
|
|
JobPriority.High => true,
|
|
_ => false
|
|
}));
|
|
|
|
var hasHighPrio = false;
|
|
foreach (var (key, value) in priorities)
|
|
{
|
|
if (value != JobPriority.High)
|
|
continue;
|
|
|
|
if (hasHighPrio)
|
|
priorities[key] = JobPriority.Medium;
|
|
hasHighPrio = true;
|
|
}
|
|
|
|
var antags = AntagPreferences
|
|
.Where(id => prototypeManager.TryIndex(id, out var antag) && antag.SetPreference)
|
|
.ToList();
|
|
|
|
var traits = TraitPreferences
|
|
.Where(prototypeManager.HasIndex)
|
|
.ToList();
|
|
|
|
Name = name;
|
|
FlavorText = flavortext;
|
|
Age = age;
|
|
Sex = sex;
|
|
Gender = gender;
|
|
Appearance = appearance;
|
|
SpawnPriority = spawnPriority;
|
|
|
|
_jobPriorities.Clear();
|
|
|
|
foreach (var (job, priority) in priorities)
|
|
{
|
|
_jobPriorities.Add(job, priority);
|
|
}
|
|
|
|
PreferenceUnavailable = prefsUnavailableMode;
|
|
|
|
_antagPreferences.Clear();
|
|
_antagPreferences.UnionWith(antags);
|
|
|
|
_traitPreferences.Clear();
|
|
_traitPreferences.UnionWith(GetValidTraits(traits, prototypeManager));
|
|
|
|
// Checks prototypes exist for all loadouts and dump / set to default if not.
|
|
var toRemove = new ValueList<string>();
|
|
|
|
foreach (var (roleName, loadouts) in _loadouts)
|
|
{
|
|
if (!prototypeManager.HasIndex<RoleLoadoutPrototype>(roleName))
|
|
{
|
|
toRemove.Add(roleName);
|
|
continue;
|
|
}
|
|
|
|
loadouts.EnsureValid(this, session, collection);
|
|
}
|
|
|
|
foreach (var value in toRemove)
|
|
{
|
|
_loadouts.Remove(value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Takes in an IEnumerable of traits and returns a List of the valid traits.
|
|
/// </summary>
|
|
public List<ProtoId<TraitPrototype>> GetValidTraits(IEnumerable<ProtoId<TraitPrototype>> traits, IPrototypeManager protoManager)
|
|
{
|
|
// Track points count for each group.
|
|
var groups = new Dictionary<string, int>();
|
|
var result = new List<ProtoId<TraitPrototype>>();
|
|
|
|
foreach (var trait in traits)
|
|
{
|
|
if (!protoManager.TryIndex(trait, out var traitProto))
|
|
continue;
|
|
|
|
// Always valid.
|
|
if (traitProto.Category == null)
|
|
{
|
|
result.Add(trait);
|
|
continue;
|
|
}
|
|
|
|
// No category so dump it.
|
|
if (!protoManager.Resolve(traitProto.Category, out var category))
|
|
continue;
|
|
|
|
var existing = groups.GetOrNew(category.ID);
|
|
existing += traitProto.Cost;
|
|
|
|
// Too expensive.
|
|
if (existing > category.MaxTraitPoints)
|
|
continue;
|
|
|
|
groups[category.ID] = existing;
|
|
result.Add(trait);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public ICharacterProfile Validated(ICommonSession session, IDependencyCollection collection)
|
|
{
|
|
var profile = new HumanoidCharacterProfile(this);
|
|
profile.EnsureValid(session, collection);
|
|
return profile;
|
|
}
|
|
|
|
// sorry this is kind of weird and duplicated,
|
|
/// working inside these non entity systems is a bit wack
|
|
public static string GetName(string species, Gender gender)
|
|
{
|
|
var namingSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<NamingSystem>();
|
|
return namingSystem.GetName(species, gender);
|
|
}
|
|
public bool Equals(HumanoidCharacterProfile? other)
|
|
{
|
|
if (other is null)
|
|
return false;
|
|
|
|
return ReferenceEquals(this, other) || MemberwiseEquals(other);
|
|
}
|
|
|
|
public override bool Equals(object? obj)
|
|
{
|
|
return obj is HumanoidCharacterProfile other && Equals(other);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
var hashCode = new HashCode();
|
|
hashCode.Add(_jobPriorities);
|
|
hashCode.Add(_antagPreferences);
|
|
hashCode.Add(_traitPreferences);
|
|
hashCode.Add(_loadouts);
|
|
hashCode.Add(Name);
|
|
hashCode.Add(FlavorText);
|
|
hashCode.Add(Species);
|
|
hashCode.Add(Age);
|
|
hashCode.Add((int)Sex);
|
|
hashCode.Add((int)Gender);
|
|
hashCode.Add(Appearance);
|
|
hashCode.Add((int)SpawnPriority);
|
|
hashCode.Add((int)PreferenceUnavailable);
|
|
return hashCode.ToHashCode();
|
|
}
|
|
|
|
public void SetLoadout(RoleLoadout loadout)
|
|
{
|
|
_loadouts[loadout.Role.Id] = loadout;
|
|
}
|
|
|
|
public HumanoidCharacterProfile WithLoadout(RoleLoadout loadout)
|
|
{
|
|
// Deep copies so we don't modify the DB profile.
|
|
var copied = new Dictionary<string, RoleLoadout>();
|
|
|
|
foreach (var proto in _loadouts)
|
|
{
|
|
if (proto.Key == loadout.Role)
|
|
continue;
|
|
|
|
copied[proto.Key] = proto.Value.Clone();
|
|
}
|
|
|
|
copied[loadout.Role] = loadout.Clone();
|
|
var profile = Clone();
|
|
profile._loadouts = copied;
|
|
return profile;
|
|
}
|
|
|
|
public RoleLoadout GetLoadoutOrDefault(string id, ICommonSession? session, ProtoId<SpeciesPrototype>? species, IEntityManager entManager, IPrototypeManager protoManager)
|
|
{
|
|
if (!_loadouts.TryGetValue(id, out var loadout))
|
|
{
|
|
loadout = new RoleLoadout(id);
|
|
loadout.SetDefault(this, session, protoManager, force: true);
|
|
}
|
|
|
|
loadout.SetDefault(this, session, protoManager);
|
|
return loadout;
|
|
}
|
|
|
|
public HumanoidCharacterProfile Clone()
|
|
{
|
|
return new HumanoidCharacterProfile(this);
|
|
}
|
|
}
|
|
}
|