* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues
469 lines
17 KiB
C#
469 lines
17 KiB
C#
using System.Linq;
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using System.Globalization;
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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.Random.Helpers;
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using Content.Shared.Roles;
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using Content.Shared.Traits;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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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 class HumanoidCharacterProfile : ICharacterProfile
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{
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public const int MinimumAge = 18;
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public const int MaximumAge = 120;
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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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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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ClothingPreference clothing,
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BackpackPreference backpack,
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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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{
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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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Clothing = clothing;
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Backpack = backpack;
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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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}
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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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: this(other.Name, other.FlavorText, other.Species, other.Age, other.Sex, other.Gender, other.Appearance, other.Clothing, other.Backpack,
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jobPriorities, other.PreferenceUnavailable, antagPreferences, traitPreferences)
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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))
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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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ClothingPreference clothing,
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BackpackPreference backpack,
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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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: this(name, flavortext, species, age, sex, gender, appearance, clothing, backpack, new Dictionary<string, JobPriority>(jobPriorities),
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preferenceUnavailable, new List<string>(antagPreferences), new List<string>(traitPreferences))
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{
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}
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public static HumanoidCharacterProfile Default()
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{
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return new(
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"John Doe",
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"",
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SharedHumanoidSystem.DefaultSpecies,
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MinimumAge,
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Sex.Male,
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Gender.Male,
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HumanoidCharacterAppearance.Default(),
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ClothingPreference.Jumpsuit,
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BackpackPreference.Backpack,
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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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}
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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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var sex = random.Prob(0.5f) ? Sex.Male : Sex.Female;
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var gender = sex == Sex.Male ? Gender.Male : Gender.Female;
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var name = sex.GetName(species, prototypeManager, random);
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var age = random.Next(MinimumAge, MaximumAge);
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return new HumanoidCharacterProfile(name, "", species, age, sex, gender, HumanoidCharacterAppearance.Random(species, sex), ClothingPreference.Jumpsuit, BackpackPreference.Backpack,
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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>());
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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 ClothingPreference Clothing { get; private set; }
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public BackpackPreference Backpack { 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 WithClothingPreference(ClothingPreference clothing)
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{
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return new(this) { Clothing = clothing };
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}
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public HumanoidCharacterProfile WithBackpackPreference(BackpackPreference backpack)
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{
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return new(this) { Backpack = backpack };
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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);
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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);
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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);
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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);
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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);
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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 (PreferenceUnavailable != other.PreferenceUnavailable) return false;
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if (Clothing != other.Clothing) return false;
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if (Backpack != other.Backpack) 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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return Appearance.MemberwiseEquals(other.Appearance);
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}
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public void EnsureValid()
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{
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var age = Math.Clamp(Age, MinimumAge, MaximumAge);
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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.Male // Invalid enum values.
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};
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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 = Sex.GetName(Species);
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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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var configManager = IoCManager.Resolve<IConfigurationManager>();
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if (configManager.GetCVar(CCVars.RestrictedNames))
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{
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name = Regex.Replace(name, @"[^A-Z,a-z,0-9, -]", 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 = Regex.Replace(name,
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@"^(?<word>\w)|\b(?<word>\w)(?=\w*$)",
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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 = Sex.GetName(Species);
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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);
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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.
|
|
};
|
|
|
|
var clothing = Clothing switch
|
|
{
|
|
ClothingPreference.Jumpsuit => ClothingPreference.Jumpsuit,
|
|
ClothingPreference.Jumpskirt => ClothingPreference.Jumpskirt,
|
|
_ => ClothingPreference.Jumpsuit // Invalid enum values.
|
|
};
|
|
|
|
var backpack = Backpack switch
|
|
{
|
|
BackpackPreference.Backpack => BackpackPreference.Backpack,
|
|
BackpackPreference.Satchel => BackpackPreference.Satchel,
|
|
BackpackPreference.Duffelbag => BackpackPreference.Duffelbag,
|
|
_ => BackpackPreference.Backpack // Invalid enum values.
|
|
};
|
|
|
|
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
|
|
|
|
var priorities = new Dictionary<string, JobPriority>(JobPriorities
|
|
.Where(p => prototypeManager.HasIndex<JobPrototype>(p.Key) && p.Value switch
|
|
{
|
|
JobPriority.Never => false, // Drop never since that's assumed default.
|
|
JobPriority.Low => true,
|
|
JobPriority.Medium => true,
|
|
JobPriority.High => true,
|
|
_ => false
|
|
}));
|
|
|
|
var antags = AntagPreferences
|
|
.Where(prototypeManager.HasIndex<AntagPrototype>)
|
|
.ToList();
|
|
|
|
var traits = TraitPreferences
|
|
.Where(prototypeManager.HasIndex<TraitPrototype>)
|
|
.ToList();
|
|
|
|
Name = name;
|
|
FlavorText = flavortext;
|
|
Age = age;
|
|
Sex = sex;
|
|
Gender = gender;
|
|
Appearance = appearance;
|
|
Clothing = clothing;
|
|
Backpack = backpack;
|
|
|
|
_jobPriorities.Clear();
|
|
|
|
foreach (var (job, priority) in priorities)
|
|
{
|
|
_jobPriorities.Add(job, priority);
|
|
}
|
|
|
|
PreferenceUnavailable = prefsUnavailableMode;
|
|
|
|
_antagPreferences.Clear();
|
|
_antagPreferences.AddRange(antags);
|
|
|
|
_traitPreferences.Clear();
|
|
_traitPreferences.AddRange(traits);
|
|
}
|
|
|
|
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,
|
|
Clothing,
|
|
Backpack
|
|
),
|
|
PreferenceUnavailable,
|
|
_jobPriorities,
|
|
_antagPreferences,
|
|
_traitPreferences
|
|
);
|
|
}
|
|
}
|
|
}
|