Using static Regex functions that take in a pattern is bad because the pattern constantly needs to be re-parsed. With https://github.com/space-wizards/RobustToolbox/pull/5107, the engine has an analyzer to warn for this practice now. This commit brings most of content up to snuff already, though some of the tricker code I left for somebody else.
601 lines
22 KiB
C#
601 lines
22 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.Preferences.Loadouts.Effects;
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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-Z,a-z,0-9, -]");
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private static readonly Regex ICNameCaseRegex = new(@"^(?<word>\w)|\b(?<word>\w)(?=\w*$)");
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public const int MaxNameLength = 32;
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public const int MaxDescLength = 512;
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private readonly Dictionary<string, JobPriority> _jobPriorities;
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private readonly List<string> _antagPreferences;
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private readonly List<string> _traitPreferences;
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public IReadOnlyDictionary<string, RoleLoadout> Loadouts => _loadouts;
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private Dictionary<string, RoleLoadout> _loadouts;
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// What in the lord is happening here.
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private 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<string, JobPriority> jobPriorities,
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PreferenceUnavailableMode preferenceUnavailable,
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List<string> antagPreferences,
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List<string> 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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}
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/// <summary>Copy constructor but with overridable references (to prevent useless copies)</summary>
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private HumanoidCharacterProfile(
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HumanoidCharacterProfile other,
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Dictionary<string, JobPriority> jobPriorities,
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List<string> antagPreferences,
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List<string> traitPreferences,
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Dictionary<string, RoleLoadout> loadouts)
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: this(other.Name, other.FlavorText, other.Species, other.Age, other.Sex, other.Gender, other.Appearance, other.SpawnPriority,
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jobPriorities, other.PreferenceUnavailable, antagPreferences, traitPreferences, loadouts)
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{
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}
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/// <summary>Copy constructor</summary>
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private HumanoidCharacterProfile(HumanoidCharacterProfile other)
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: this(other, new Dictionary<string, JobPriority>(other.JobPriorities), new List<string>(other.AntagPreferences), new List<string>(other.TraitPreferences), new Dictionary<string, RoleLoadout>(other.Loadouts))
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{
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}
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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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IReadOnlyDictionary<string, JobPriority> jobPriorities,
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PreferenceUnavailableMode preferenceUnavailable,
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IReadOnlyList<string> antagPreferences,
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IReadOnlyList<string> traitPreferences,
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Dictionary<string, RoleLoadout> loadouts)
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: this(name, flavortext, species, age, sex, gender, appearance, spawnPriority, new Dictionary<string, JobPriority>(jobPriorities),
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preferenceUnavailable, new List<string>(antagPreferences), new List<string>(traitPreferences), new Dictionary<string, RoleLoadout>(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() : this(
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"John Doe",
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"",
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SharedHumanoidAppearanceSystem.DefaultSpecies,
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18,
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Sex.Male,
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Gender.Male,
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new HumanoidCharacterAppearance(),
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SpawnPriorityPreference.None,
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new Dictionary<string, JobPriority>
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{
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{SharedGameTicker.FallbackOverflowJob, JobPriority.High}
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},
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PreferenceUnavailableMode.SpawnAsOverflow,
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new List<string>(),
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new List<string>(),
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new Dictionary<string, RoleLoadout>())
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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 = SharedHumanoidAppearanceSystem.DefaultSpecies)
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{
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return new(
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"John Doe",
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"",
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species,
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18,
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Sex.Male,
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Gender.Male,
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HumanoidCharacterAppearance.DefaultWithSpecies(species),
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SpawnPriorityPreference.None,
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new Dictionary<string, JobPriority>
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{
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{SharedGameTicker.FallbackOverflowJob, JobPriority.High}
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},
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PreferenceUnavailableMode.SpawnAsOverflow,
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new List<string>(),
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new List<string>(),
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new Dictionary<string, RoleLoadout>());
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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 = SharedHumanoidAppearanceSystem.DefaultSpecies)
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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 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(name, "", species, age, sex, gender, HumanoidCharacterAppearance.Random(species, sex), SpawnPriorityPreference.None,
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new Dictionary<string, JobPriority>
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{
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{SharedGameTicker.FallbackOverflowJob, JobPriority.High},
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}, PreferenceUnavailableMode.StayInLobby, new List<string>(), new List<string>(), new Dictionary<string, RoleLoadout>());
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}
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public string Name { get; private set; }
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public string FlavorText { get; private set; }
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public string Species { get; private set; }
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[DataField("age")]
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public int Age { get; private set; }
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[DataField("sex")]
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public Sex Sex { get; private set; }
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[DataField("gender")]
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public Gender Gender { get; private set; }
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public ICharacterAppearance CharacterAppearance => Appearance;
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[DataField("appearance")]
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public HumanoidCharacterAppearance Appearance { get; private set; }
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public SpawnPriorityPreference SpawnPriority { get; private set; }
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public IReadOnlyDictionary<string, JobPriority> JobPriorities => _jobPriorities;
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public IReadOnlyList<string> AntagPreferences => _antagPreferences;
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public IReadOnlyList<string> TraitPreferences => _traitPreferences;
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public PreferenceUnavailableMode PreferenceUnavailable { get; private set; }
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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<string, JobPriority>> jobPriorities)
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{
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return new(this, new Dictionary<string, JobPriority>(jobPriorities), _antagPreferences, _traitPreferences, _loadouts);
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}
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public HumanoidCharacterProfile WithJobPriority(string jobId, JobPriority priority)
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{
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var dictionary = new Dictionary<string, 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
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{
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dictionary[jobId] = priority;
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}
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return new(this, dictionary, _antagPreferences, _traitPreferences, _loadouts);
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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<string> antagPreferences)
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{
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return new(this, _jobPriorities, new List<string>(antagPreferences), _traitPreferences, _loadouts);
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}
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public HumanoidCharacterProfile WithAntagPreference(string antagId, bool pref)
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{
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var list = new List<string>(_antagPreferences);
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if (pref)
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{
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if (!list.Contains(antagId))
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{
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list.Add(antagId);
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}
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}
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else
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{
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if (list.Contains(antagId))
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{
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list.Remove(antagId);
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}
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}
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return new(this, _jobPriorities, list, _traitPreferences, _loadouts);
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}
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public HumanoidCharacterProfile WithTraitPreference(string traitId, bool pref)
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{
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var list = new List<string>(_traitPreferences);
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// TODO: Maybe just refactor this to HashSet? Same with _antagPreferences
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if (pref)
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{
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if (!list.Contains(traitId))
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{
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list.Add(traitId);
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}
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}
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else
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{
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if (list.Contains(traitId))
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{
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list.Remove(traitId);
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}
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}
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return new(this, _jobPriorities, _antagPreferences, list, _loadouts);
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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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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<SpeciesPrototype>(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<SpeciesPrototype>(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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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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if (FlavorText.Length > MaxDescLength)
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{
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flavortext = FormattedMessage.RemoveMarkup(FlavorText)[..MaxDescLength];
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}
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else
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{
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flavortext = FormattedMessage.RemoveMarkup(FlavorText);
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}
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var appearance = HumanoidCharacterAppearance.EnsureValid(Appearance, Species, Sex);
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var prefsUnavailableMode = PreferenceUnavailable switch
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{
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PreferenceUnavailableMode.StayInLobby => PreferenceUnavailableMode.StayInLobby,
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PreferenceUnavailableMode.SpawnAsOverflow => PreferenceUnavailableMode.SpawnAsOverflow,
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_ => PreferenceUnavailableMode.StayInLobby // Invalid enum values.
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};
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var spawnPriority = SpawnPriority switch
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{
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SpawnPriorityPreference.None => SpawnPriorityPreference.None,
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SpawnPriorityPreference.Arrivals => SpawnPriorityPreference.Arrivals,
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SpawnPriorityPreference.Cryosleep => SpawnPriorityPreference.Cryosleep,
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_ => SpawnPriorityPreference.None // Invalid enum values.
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};
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var priorities = new Dictionary<string, JobPriority>(JobPriorities
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.Where(p => prototypeManager.TryIndex<JobPrototype>(p.Key, out var job) && job.SetPreference && p.Value switch
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{
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JobPriority.Never => false, // Drop never since that's assumed default.
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JobPriority.Low => true,
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JobPriority.Medium => true,
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JobPriority.High => true,
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_ => false
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}));
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var antags = AntagPreferences
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.Where(id => prototypeManager.TryIndex<AntagPrototype>(id, out var antag) && antag.SetPreference)
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.ToList();
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var traits = TraitPreferences
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.Where(prototypeManager.HasIndex<TraitPrototype>)
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.ToList();
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Name = name;
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FlavorText = flavortext;
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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.Clear();
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foreach (var (job, priority) in priorities)
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{
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_jobPriorities.Add(job, priority);
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}
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PreferenceUnavailable = prefsUnavailableMode;
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_antagPreferences.Clear();
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_antagPreferences.AddRange(antags);
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_traitPreferences.Clear();
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_traitPreferences.AddRange(traits);
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// Checks prototypes exist for all loadouts and dump / set to default if not.
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var toRemove = new ValueList<string>();
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foreach (var (roleName, loadouts) in _loadouts)
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{
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if (!prototypeManager.HasIndex<RoleLoadoutPrototype>(roleName))
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{
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toRemove.Add(roleName);
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continue;
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}
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loadouts.EnsureValid(session, collection);
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}
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foreach (var value in toRemove)
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{
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_loadouts.Remove(value);
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}
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}
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public ICharacterProfile Validated(ICommonSession session, IDependencyCollection collection)
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{
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var profile = new HumanoidCharacterProfile(this);
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profile.EnsureValid(session, collection);
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return profile;
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}
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// 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 override bool Equals(object? obj)
|
|
{
|
|
return obj is HumanoidCharacterProfile other && MemberwiseEquals(other);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return HashCode.Combine(
|
|
HashCode.Combine(
|
|
Name,
|
|
Species,
|
|
Age,
|
|
Sex,
|
|
Gender,
|
|
Appearance
|
|
),
|
|
SpawnPriority,
|
|
PreferenceUnavailable,
|
|
_jobPriorities,
|
|
_antagPreferences,
|
|
_traitPreferences,
|
|
_loadouts
|
|
);
|
|
}
|
|
|
|
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();
|
|
return new(this, _jobPriorities, _antagPreferences, _traitPreferences, copied);
|
|
}
|
|
|
|
public RoleLoadout GetLoadoutOrDefault(string id, IEntityManager entManager, IPrototypeManager protoManager)
|
|
{
|
|
if (!_loadouts.TryGetValue(id, out var loadout))
|
|
{
|
|
loadout = new RoleLoadout(id);
|
|
loadout.SetDefault(protoManager, force: true);
|
|
}
|
|
|
|
loadout.SetDefault(protoManager);
|
|
return loadout;
|
|
}
|
|
}
|
|
}
|