Files
tbd-station-14/Content.Shared/Preferences/HumanoidCharacterProfile.cs
metalgearsloth fcd6c25242 LobbyUI fixes (#27033)
* LobbyUI fixes

I have no idea which were bugs prior but anyway fix stuff.

* More fixes

* Test moment
2024-04-17 12:54:54 +10:00

599 lines
22 KiB
C#

using System.Linq;
using System.Text.RegularExpressions;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Preferences.Loadouts.Effects;
using Content.Shared.Roles;
using Content.Shared.Traits;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Preferences
{
/// <summary>
/// Character profile. Looks immutable, but uses non-immutable semantics internally for serialization/code sanity purposes.
/// </summary>
[DataDefinition]
[Serializable, NetSerializable]
public sealed partial class HumanoidCharacterProfile : ICharacterProfile
{
public const int MaxNameLength = 32;
public const int MaxDescLength = 512;
private readonly Dictionary<string, JobPriority> _jobPriorities;
private readonly List<string> _antagPreferences;
private readonly List<string> _traitPreferences;
public IReadOnlyDictionary<string, RoleLoadout> Loadouts => _loadouts;
private Dictionary<string, RoleLoadout> _loadouts;
// What in the lord is happening here.
private HumanoidCharacterProfile(
string name,
string flavortext,
string species,
int age,
Sex sex,
Gender gender,
HumanoidCharacterAppearance appearance,
SpawnPriorityPreference spawnPriority,
Dictionary<string, JobPriority> jobPriorities,
PreferenceUnavailableMode preferenceUnavailable,
List<string> antagPreferences,
List<string> traitPreferences,
Dictionary<string, RoleLoadout> loadouts)
{
Name = name;
FlavorText = flavortext;
Species = species;
Age = age;
Sex = sex;
Gender = gender;
Appearance = appearance;
SpawnPriority = spawnPriority;
_jobPriorities = jobPriorities;
PreferenceUnavailable = preferenceUnavailable;
_antagPreferences = antagPreferences;
_traitPreferences = traitPreferences;
_loadouts = loadouts;
}
/// <summary>Copy constructor but with overridable references (to prevent useless copies)</summary>
private HumanoidCharacterProfile(
HumanoidCharacterProfile other,
Dictionary<string, JobPriority> jobPriorities,
List<string> antagPreferences,
List<string> traitPreferences,
Dictionary<string, RoleLoadout> loadouts)
: this(other.Name, other.FlavorText, other.Species, other.Age, other.Sex, other.Gender, other.Appearance, other.SpawnPriority,
jobPriorities, other.PreferenceUnavailable, antagPreferences, traitPreferences, loadouts)
{
}
/// <summary>Copy constructor</summary>
private HumanoidCharacterProfile(HumanoidCharacterProfile other)
: this(other, new Dictionary<string, JobPriority>(other.JobPriorities), new List<string>(other.AntagPreferences), new List<string>(other.TraitPreferences), new Dictionary<string, RoleLoadout>(other.Loadouts))
{
}
public HumanoidCharacterProfile(
string name,
string flavortext,
string species,
int age,
Sex sex,
Gender gender,
HumanoidCharacterAppearance appearance,
SpawnPriorityPreference spawnPriority,
IReadOnlyDictionary<string, JobPriority> jobPriorities,
PreferenceUnavailableMode preferenceUnavailable,
IReadOnlyList<string> antagPreferences,
IReadOnlyList<string> traitPreferences,
Dictionary<string, RoleLoadout> loadouts)
: this(name, flavortext, species, age, sex, gender, appearance, spawnPriority, new Dictionary<string, JobPriority>(jobPriorities),
preferenceUnavailable, new List<string>(antagPreferences), new List<string>(traitPreferences), new Dictionary<string, RoleLoadout>(loadouts))
{
}
/// <summary>
/// Get the default humanoid character profile, using internal constant values.
/// Defaults to <see cref="SharedHumanoidAppearanceSystem.DefaultSpecies"/> for the species.
/// </summary>
/// <returns></returns>
public HumanoidCharacterProfile() : this(
"John Doe",
"",
SharedHumanoidAppearanceSystem.DefaultSpecies,
18,
Sex.Male,
Gender.Male,
new HumanoidCharacterAppearance(),
SpawnPriorityPreference.None,
new Dictionary<string, JobPriority>
{
{SharedGameTicker.FallbackOverflowJob, JobPriority.High}
},
PreferenceUnavailableMode.SpawnAsOverflow,
new List<string>(),
new List<string>(),
new Dictionary<string, RoleLoadout>())
{
}
/// <summary>
/// Return a default character profile, based on species.
/// </summary>
/// <param name="species">The species to use in this default profile. The default species is <see cref="SharedHumanoidAppearanceSystem.DefaultSpecies"/>.</param>
/// <returns>Humanoid character profile with default settings.</returns>
public static HumanoidCharacterProfile DefaultWithSpecies(string species = SharedHumanoidAppearanceSystem.DefaultSpecies)
{
return new(
"John Doe",
"",
species,
18,
Sex.Male,
Gender.Male,
HumanoidCharacterAppearance.DefaultWithSpecies(species),
SpawnPriorityPreference.None,
new Dictionary<string, JobPriority>
{
{SharedGameTicker.FallbackOverflowJob, JobPriority.High}
},
PreferenceUnavailableMode.SpawnAsOverflow,
new List<string>(),
new List<string>(),
new Dictionary<string, RoleLoadout>());
}
// TODO: This should eventually not be a visual change only.
public static HumanoidCharacterProfile Random(HashSet<string>? ignoredSpecies = null)
{
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
var random = IoCManager.Resolve<IRobustRandom>();
var species = random.Pick(prototypeManager
.EnumeratePrototypes<SpeciesPrototype>()
.Where(x => ignoredSpecies == null ? x.RoundStart : x.RoundStart && !ignoredSpecies.Contains(x.ID))
.ToArray()
).ID;
return RandomWithSpecies(species);
}
public static HumanoidCharacterProfile RandomWithSpecies(string species = SharedHumanoidAppearanceSystem.DefaultSpecies)
{
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
var random = IoCManager.Resolve<IRobustRandom>();
var sex = Sex.Unsexed;
var age = 18;
if (prototypeManager.TryIndex<SpeciesPrototype>(species, out var speciesPrototype))
{
sex = random.Pick(speciesPrototype.Sexes);
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
}
var gender = Gender.Epicene;
switch (sex)
{
case Sex.Male:
gender = Gender.Male;
break;
case Sex.Female:
gender = Gender.Female;
break;
}
var name = GetName(species, gender);
return new HumanoidCharacterProfile(name, "", species, age, sex, gender, HumanoidCharacterAppearance.Random(species, sex), SpawnPriorityPreference.None,
new Dictionary<string, JobPriority>
{
{SharedGameTicker.FallbackOverflowJob, JobPriority.High},
}, PreferenceUnavailableMode.StayInLobby, new List<string>(), new List<string>(), new Dictionary<string, RoleLoadout>());
}
public string Name { get; private set; }
public string FlavorText { get; private set; }
public string Species { get; private set; }
[DataField("age")]
public int Age { get; private set; }
[DataField("sex")]
public Sex Sex { get; private set; }
[DataField("gender")]
public Gender Gender { get; private set; }
public ICharacterAppearance CharacterAppearance => Appearance;
[DataField("appearance")]
public HumanoidCharacterAppearance Appearance { get; private set; }
public SpawnPriorityPreference SpawnPriority { get; private set; }
public IReadOnlyDictionary<string, JobPriority> JobPriorities => _jobPriorities;
public IReadOnlyList<string> AntagPreferences => _antagPreferences;
public IReadOnlyList<string> TraitPreferences => _traitPreferences;
public PreferenceUnavailableMode PreferenceUnavailable { get; private set; }
public HumanoidCharacterProfile WithName(string name)
{
return new(this) { Name = name };
}
public HumanoidCharacterProfile WithFlavorText(string flavorText)
{
return new(this) { FlavorText = flavorText };
}
public HumanoidCharacterProfile WithAge(int age)
{
return new(this) { Age = age };
}
public HumanoidCharacterProfile WithSex(Sex sex)
{
return new(this) { Sex = sex };
}
public HumanoidCharacterProfile WithGender(Gender gender)
{
return new(this) { Gender = gender };
}
public HumanoidCharacterProfile WithSpecies(string species)
{
return new(this) { Species = species };
}
public HumanoidCharacterProfile WithCharacterAppearance(HumanoidCharacterAppearance appearance)
{
return new(this) { Appearance = appearance };
}
public HumanoidCharacterProfile WithSpawnPriorityPreference(SpawnPriorityPreference spawnPriority)
{
return new(this) { SpawnPriority = spawnPriority };
}
public HumanoidCharacterProfile WithJobPriorities(IEnumerable<KeyValuePair<string, JobPriority>> jobPriorities)
{
return new(this, new Dictionary<string, JobPriority>(jobPriorities), _antagPreferences, _traitPreferences, _loadouts);
}
public HumanoidCharacterProfile WithJobPriority(string jobId, JobPriority priority)
{
var dictionary = new Dictionary<string, JobPriority>(_jobPriorities);
if (priority == JobPriority.Never)
{
dictionary.Remove(jobId);
}
else
{
dictionary[jobId] = priority;
}
return new(this, dictionary, _antagPreferences, _traitPreferences, _loadouts);
}
public HumanoidCharacterProfile WithPreferenceUnavailable(PreferenceUnavailableMode mode)
{
return new(this) { PreferenceUnavailable = mode };
}
public HumanoidCharacterProfile WithAntagPreferences(IEnumerable<string> antagPreferences)
{
return new(this, _jobPriorities, new List<string>(antagPreferences), _traitPreferences, _loadouts);
}
public HumanoidCharacterProfile WithAntagPreference(string antagId, bool pref)
{
var list = new List<string>(_antagPreferences);
if (pref)
{
if (!list.Contains(antagId))
{
list.Add(antagId);
}
}
else
{
if (list.Contains(antagId))
{
list.Remove(antagId);
}
}
return new(this, _jobPriorities, list, _traitPreferences, _loadouts);
}
public HumanoidCharacterProfile WithTraitPreference(string traitId, bool pref)
{
var list = new List<string>(_traitPreferences);
// TODO: Maybe just refactor this to HashSet? Same with _antagPreferences
if (pref)
{
if (!list.Contains(traitId))
{
list.Add(traitId);
}
}
else
{
if (list.Contains(traitId))
{
list.Remove(traitId);
}
}
return new(this, _jobPriorities, _antagPreferences, list, _loadouts);
}
public string Summary =>
Loc.GetString(
"humanoid-character-profile-summary",
("name", Name),
("gender", Gender.ToString().ToLowerInvariant()),
("age", Age)
);
public bool MemberwiseEquals(ICharacterProfile maybeOther)
{
if (maybeOther is not HumanoidCharacterProfile other) return false;
if (Name != other.Name) return false;
if (Age != other.Age) return false;
if (Sex != other.Sex) return false;
if (Gender != other.Gender) return false;
if (PreferenceUnavailable != other.PreferenceUnavailable) return false;
if (SpawnPriority != other.SpawnPriority) return false;
if (!_jobPriorities.SequenceEqual(other._jobPriorities)) return false;
if (!_antagPreferences.SequenceEqual(other._antagPreferences)) return false;
if (!_traitPreferences.SequenceEqual(other._traitPreferences)) return false;
if (!Loadouts.SequenceEqual(other.Loadouts)) return false;
return Appearance.MemberwiseEquals(other.Appearance);
}
public void EnsureValid(ICommonSession session, IDependencyCollection collection)
{
var configManager = collection.Resolve<IConfigurationManager>();
var prototypeManager = collection.Resolve<IPrototypeManager>();
if (!prototypeManager.TryIndex<SpeciesPrototype>(Species, out var speciesPrototype) || speciesPrototype.RoundStart == false)
{
Species = SharedHumanoidAppearanceSystem.DefaultSpecies;
speciesPrototype = prototypeManager.Index<SpeciesPrototype>(Species);
}
var sex = Sex switch
{
Sex.Male => Sex.Male,
Sex.Female => Sex.Female,
Sex.Unsexed => Sex.Unsexed,
_ => Sex.Male // Invalid enum values.
};
// ensure the species can be that sex and their age fits the founds
if (!speciesPrototype.Sexes.Contains(sex))
sex = speciesPrototype.Sexes[0];
var age = Math.Clamp(Age, speciesPrototype.MinAge, speciesPrototype.MaxAge);
var gender = Gender switch
{
Gender.Epicene => Gender.Epicene,
Gender.Female => Gender.Female,
Gender.Male => Gender.Male,
Gender.Neuter => Gender.Neuter,
_ => Gender.Epicene // Invalid enum values.
};
string name;
if (string.IsNullOrEmpty(Name))
{
name = GetName(Species, gender);
}
else if (Name.Length > MaxNameLength)
{
name = Name[..MaxNameLength];
}
else
{
name = Name;
}
name = name.Trim();
if (configManager.GetCVar(CCVars.RestrictedNames))
{
name = Regex.Replace(name, @"[^A-Z,a-z,0-9, -]", string.Empty);
}
if (configManager.GetCVar(CCVars.ICNameCase))
{
// This regex replaces the first character of the first and last words of the name with their uppercase version
name = Regex.Replace(name,
@"^(?<word>\w)|\b(?<word>\w)(?=\w*$)",
m => m.Groups["word"].Value.ToUpper());
}
if (string.IsNullOrEmpty(name))
{
name = GetName(Species, gender);
}
string flavortext;
if (FlavorText.Length > MaxDescLength)
{
flavortext = FormattedMessage.RemoveMarkup(FlavorText)[..MaxDescLength];
}
else
{
flavortext = FormattedMessage.RemoveMarkup(FlavorText);
}
var appearance = HumanoidCharacterAppearance.EnsureValid(Appearance, Species, Sex);
var prefsUnavailableMode = PreferenceUnavailable switch
{
PreferenceUnavailableMode.StayInLobby => PreferenceUnavailableMode.StayInLobby,
PreferenceUnavailableMode.SpawnAsOverflow => PreferenceUnavailableMode.SpawnAsOverflow,
_ => PreferenceUnavailableMode.StayInLobby // Invalid enum values.
};
var spawnPriority = SpawnPriority switch
{
SpawnPriorityPreference.None => SpawnPriorityPreference.None,
SpawnPriorityPreference.Arrivals => SpawnPriorityPreference.Arrivals,
SpawnPriorityPreference.Cryosleep => SpawnPriorityPreference.Cryosleep,
_ => SpawnPriorityPreference.None // Invalid enum values.
};
var priorities = new Dictionary<string, JobPriority>(JobPriorities
.Where(p => prototypeManager.TryIndex<JobPrototype>(p.Key, out var job) && job.SetPreference && p.Value switch
{
JobPriority.Never => false, // Drop never since that's assumed default.
JobPriority.Low => true,
JobPriority.Medium => true,
JobPriority.High => true,
_ => false
}));
var antags = AntagPreferences
.Where(id => prototypeManager.TryIndex<AntagPrototype>(id, out var antag) && antag.SetPreference)
.ToList();
var traits = TraitPreferences
.Where(prototypeManager.HasIndex<TraitPrototype>)
.ToList();
Name = name;
FlavorText = flavortext;
Age = age;
Sex = sex;
Gender = gender;
Appearance = appearance;
SpawnPriority = spawnPriority;
_jobPriorities.Clear();
foreach (var (job, priority) in priorities)
{
_jobPriorities.Add(job, priority);
}
PreferenceUnavailable = prefsUnavailableMode;
_antagPreferences.Clear();
_antagPreferences.AddRange(antags);
_traitPreferences.Clear();
_traitPreferences.AddRange(traits);
// Checks prototypes exist for all loadouts and dump / set to default if not.
var toRemove = new ValueList<string>();
foreach (var (roleName, loadouts) in _loadouts)
{
if (!prototypeManager.HasIndex<RoleLoadoutPrototype>(roleName))
{
toRemove.Add(roleName);
continue;
}
loadouts.EnsureValid(session, collection);
}
foreach (var value in toRemove)
{
_loadouts.Remove(value);
}
}
public ICharacterProfile Validated(ICommonSession session, IDependencyCollection collection)
{
var profile = new HumanoidCharacterProfile(this);
profile.EnsureValid(session, collection);
return profile;
}
// sorry this is kind of weird and duplicated,
/// working inside these non entity systems is a bit wack
public static string GetName(string species, Gender gender)
{
var namingSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<NamingSystem>();
return namingSystem.GetName(species, gender);
}
public 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;
}
}
}