Files
tbd-station-14/Content.Shared/IdentityManagement/Identity.cs
Kara 2d5ec7f85c Id[entity] 2.0 (real) (#9612)
* starter API

* network ID cards

* Port more stuff from old identity

* Re-implement identity representation + name updating

* move

* proper name returning for `IdentityName`

* move everything important to server, give in to  temptation

* shared / server / client split sadly. move ensure to shared and spawn to server

* identity update queueing + identityblocker

* fixes

* and just like that it's usable for admins

* huge identity pass

* pass dos

* jesus christ

* figs :D

* fuck u

* fix bad merge.

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
2022-07-10 20:36:53 -05:00

61 lines
2.2 KiB
C#

using Content.Shared.Ghost;
using Content.Shared.IdentityManagement.Components;
namespace Content.Shared.IdentityManagement;
/// <summary>
/// Static content API for getting the identity entities/names for a given entity.
/// This should almost always be used in favor of metadata name, if the entity in question is a human player that
/// can have identity.
/// </summary>
public static class Identity
{
/// <summary>
/// Returns the name that should be used for this entity for identity purposes.
/// </summary>
public static string Name(EntityUid uid, IEntityManager ent, EntityUid? viewer=null)
{
var uidName = ent.GetComponent<MetaDataComponent>(uid).EntityName;
if (!ent.TryGetComponent<IdentityComponent>(uid, out var identity))
return uidName;
var ident = identity.IdentityEntitySlot.ContainedEntity;
if (ident is null)
return uidName;
var identName = ent.GetComponent<MetaDataComponent>(ident.Value).EntityName;
if (viewer == null || !CanSeeThroughIdentity(uid, viewer.Value, ent))
{
return identName;
}
if (uidName == identName)
{
return uidName;
}
return uidName + $" ({identName})";
}
/// <summary>
/// Returns the entity that should be used for identity purposes, for example to pass into localization.
/// This is an extension method because of its simplicity, and if it was any harder to call it might not
/// be used enough for loc.
/// </summary>
public static EntityUid Entity(EntityUid uid, IEntityManager ent)
{
if (!ent.TryGetComponent<IdentityComponent>(uid, out var identity))
return uid;
return identity.IdentityEntitySlot.ContainedEntity ?? uid;
}
public static bool CanSeeThroughIdentity(EntityUid uid, EntityUid viewer, IEntityManager ent)
{
// Would check for uid == viewer here but I think it's better for you to see yourself
// how everyone else will see you, otherwise people will probably get confused and think they aren't disguised
return ent.HasComponent<SharedGhostComponent>(viewer);
}
}