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