* Implemented random character creation * Pick from a list and apply a bit of randomness instead * Rename SetInitialData, unselect list entries properly
126 lines
4.6 KiB
C#
126 lines
4.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Preferences
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{
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[Serializable, NetSerializable]
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public class HumanoidCharacterProfile : ICharacterProfile
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{
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private readonly Dictionary<string, JobPriority> _jobPriorities;
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public static int MinimumAge = 18;
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public static int MaximumAge = 90;
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private HumanoidCharacterProfile(
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string name,
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int age,
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Sex sex,
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HumanoidCharacterAppearance appearance,
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Dictionary<string, JobPriority> jobPriorities,
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PreferenceUnavailableMode preferenceUnavailable)
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{
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Name = name;
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Age = age;
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Sex = sex;
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Appearance = appearance;
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_jobPriorities = jobPriorities;
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PreferenceUnavailable = preferenceUnavailable;
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}
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public HumanoidCharacterProfile(
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string name,
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int age,
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Sex sex,
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HumanoidCharacterAppearance appearance,
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IReadOnlyDictionary<string, JobPriority> jobPriorities,
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PreferenceUnavailableMode preferenceUnavailable)
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: this(name, age, sex, appearance, new Dictionary<string, JobPriority>(jobPriorities),
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preferenceUnavailable)
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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 HumanoidCharacterProfile("John Doe", 18, Sex.Male, HumanoidCharacterAppearance.Default(),
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new Dictionary<string, JobPriority>
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{
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{SharedGameTicker.OverflowJob, JobPriority.High}
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}, PreferenceUnavailableMode.StayInLobby);
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}
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public string Name { get; }
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public int Age { get; }
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public Sex Sex { get; }
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public ICharacterAppearance CharacterAppearance => Appearance;
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public HumanoidCharacterAppearance Appearance { get; }
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public IReadOnlyDictionary<string, JobPriority> JobPriorities => _jobPriorities;
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public PreferenceUnavailableMode PreferenceUnavailable { get; }
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public HumanoidCharacterProfile WithName(string name)
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{
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return new HumanoidCharacterProfile(name, Age, Sex, Appearance, _jobPriorities, PreferenceUnavailable);
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}
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public HumanoidCharacterProfile WithAge(int age)
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{
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return new HumanoidCharacterProfile(Name, age, Sex, Appearance, _jobPriorities, PreferenceUnavailable);
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}
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public HumanoidCharacterProfile WithSex(Sex sex)
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{
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return new HumanoidCharacterProfile(Name, Age, sex, Appearance, _jobPriorities, PreferenceUnavailable);
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}
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public HumanoidCharacterProfile WithCharacterAppearance(HumanoidCharacterAppearance appearance)
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{
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return new HumanoidCharacterProfile(Name, Age, Sex, appearance, _jobPriorities, PreferenceUnavailable);
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}
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public HumanoidCharacterProfile WithJobPriorities(IReadOnlyDictionary<string, JobPriority> jobPriorities)
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{
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return new HumanoidCharacterProfile(
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Name,
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Age,
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Sex,
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Appearance,
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new Dictionary<string, JobPriority>(jobPriorities),
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PreferenceUnavailable);
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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 HumanoidCharacterProfile(Name, Age, Sex, Appearance, dictionary, PreferenceUnavailable);
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}
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public HumanoidCharacterProfile WithPreferenceUnavailable(PreferenceUnavailableMode mode)
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{
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return new HumanoidCharacterProfile(Name, Age, Sex, Appearance, _jobPriorities, mode);
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}
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public string Summary =>
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$"{Name}, {Age} years old {Sex.ToString().ToLower()} human.";
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public bool MemberwiseEquals(ICharacterProfile maybeOther)
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{
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if (!(maybeOther is 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 (PreferenceUnavailable != other.PreferenceUnavailable) return false;
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if (!_jobPriorities.SequenceEqual(other._jobPriorities)) return false;
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return Appearance.MemberwiseEquals(other.Appearance);
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}
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}
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}
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