* commit * mark TODOs * compiles * cleanup * cleanup * oops * changed my mind * requested changes * genpop fix
389 lines
11 KiB
C#
389 lines
11 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.CCVar;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Random;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Preferences.Loadouts;
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/// <summary>
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/// Contains all of the selected data for a role's loadout.
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/// </summary>
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[Serializable, NetSerializable, DataDefinition]
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public sealed partial class RoleLoadout : IEquatable<RoleLoadout>
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{
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[DataField]
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public ProtoId<RoleLoadoutPrototype> Role;
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[DataField]
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public Dictionary<ProtoId<LoadoutGroupPrototype>, List<Loadout>> SelectedLoadouts = new();
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/// <summary>
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/// Loadout specific name.
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/// </summary>
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public string? EntityName;
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/*
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* Loadout-specific data used for validation.
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*/
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public int? Points;
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public RoleLoadout(ProtoId<RoleLoadoutPrototype> role)
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{
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Role = role;
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}
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public RoleLoadout Clone()
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{
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var weh = new RoleLoadout(Role);
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foreach (var selected in SelectedLoadouts)
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{
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weh.SelectedLoadouts.Add(selected.Key, new List<Loadout>(selected.Value));
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}
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weh.EntityName = EntityName;
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return weh;
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}
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/// <summary>
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/// Ensures all prototypes exist and effects can be applied.
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/// </summary>
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public void EnsureValid(HumanoidCharacterProfile profile, ICommonSession session, IDependencyCollection collection)
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{
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var groupRemove = new ValueList<string>();
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var protoManager = collection.Resolve<IPrototypeManager>();
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var configManager = collection.Resolve<IConfigurationManager>();
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if (!protoManager.TryIndex(Role, out var roleProto))
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{
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EntityName = null;
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SelectedLoadouts.Clear();
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return;
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}
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// Remove name not allowed.
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if (!roleProto.CanCustomizeName)
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{
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EntityName = null;
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}
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// Validate name length
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// TODO: Probably allow regex to be supplied?
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if (EntityName != null)
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{
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var name = EntityName.Trim();
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var maxNameLength = configManager.GetCVar(CCVars.MaxNameLength);
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if (name.Length > maxNameLength)
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{
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EntityName = name[..maxNameLength];
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}
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if (name.Length == 0)
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{
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EntityName = null;
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}
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}
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// In some instances we might not have picked up a new group for existing data.
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foreach (var groupProto in roleProto.Groups)
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{
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if (SelectedLoadouts.ContainsKey(groupProto))
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continue;
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// Data will get set below.
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SelectedLoadouts[groupProto] = new List<Loadout>();
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}
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// Reset points to recalculate.
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Points = roleProto.Points;
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foreach (var (group, groupLoadouts) in SelectedLoadouts)
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{
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// Check the group is even valid for this role.
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if (!roleProto.Groups.Contains(group))
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{
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groupRemove.Add(group);
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continue;
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}
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// Dump if Group doesn't exist
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if (!protoManager.TryIndex(group, out var groupProto))
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{
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groupRemove.Add(group);
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continue;
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}
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var loadouts = groupLoadouts[..Math.Min(groupLoadouts.Count, groupProto.MaxLimit)];
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// Validate first
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for (var i = loadouts.Count - 1; i >= 0; i--)
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{
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var loadout = loadouts[i];
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// Old prototype or otherwise invalid.
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if (!protoManager.TryIndex(loadout.Prototype, out var loadoutProto))
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{
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loadouts.RemoveAt(i);
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continue;
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}
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// Malicious client maybe, check the group even has it.
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if (!groupProto.Loadouts.Contains(loadout.Prototype))
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{
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loadouts.RemoveAt(i);
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continue;
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}
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// Validate the loadout can be applied (e.g. points).
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if (!IsValid(profile, session, loadout.Prototype, collection, out _))
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{
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loadouts.RemoveAt(i);
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continue;
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}
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Apply(loadoutProto);
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}
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// Apply defaults if required
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// Technically it's possible for someone to game themselves into loadouts they shouldn't have
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// If you put invalid ones first but that's your fault for not using sensible defaults
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if (loadouts.Count < groupProto.MinLimit)
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{
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foreach (var protoId in groupProto.Loadouts)
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{
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if (loadouts.Count >= groupProto.MinLimit)
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break;
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if (!protoManager.TryIndex(protoId, out var loadoutProto))
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continue;
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var defaultLoadout = new Loadout()
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{
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Prototype = loadoutProto.ID,
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};
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if (loadouts.Contains(defaultLoadout))
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continue;
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// Not valid so don't default to it anyway.
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if (!IsValid(profile, session, defaultLoadout.Prototype, collection, out _))
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continue;
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loadouts.Add(defaultLoadout);
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Apply(loadoutProto);
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}
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}
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SelectedLoadouts[group] = loadouts;
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}
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foreach (var value in groupRemove)
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{
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SelectedLoadouts.Remove(value);
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}
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}
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private void Apply(LoadoutPrototype loadoutProto)
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{
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foreach (var effect in loadoutProto.Effects)
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{
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effect.Apply(this);
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}
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}
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/// <summary>
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/// Resets the selected loadouts to default if no data is present.
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/// </summary>
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public void SetDefault(HumanoidCharacterProfile? profile, ICommonSession? session, IPrototypeManager protoManager, bool force = false)
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{
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if (profile == null)
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return;
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if (force)
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SelectedLoadouts.Clear();
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var collection = IoCManager.Instance!;
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var roleProto = protoManager.Index(Role);
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for (var i = roleProto.Groups.Count - 1; i >= 0; i--)
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{
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var group = roleProto.Groups[i];
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if (!protoManager.TryIndex(group, out var groupProto))
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continue;
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if (SelectedLoadouts.ContainsKey(group))
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continue;
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var loadouts = new List<Loadout>();
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SelectedLoadouts[group] = loadouts;
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if (groupProto.MinLimit > 0)
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{
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// Apply any loadouts we can.
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foreach (var protoId in groupProto.Loadouts)
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{
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// Reached the limit, time to stop
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if (loadouts.Count >= groupProto.MinLimit)
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break;
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if (!protoManager.TryIndex(protoId, out var loadoutProto))
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continue;
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var defaultLoadout = new Loadout()
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{
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Prototype = loadoutProto.ID,
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};
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// Not valid so don't default to it anyway.
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if (!IsValid(profile, session, defaultLoadout.Prototype, collection, out _))
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continue;
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loadouts.Add(defaultLoadout);
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Apply(loadoutProto);
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}
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}
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}
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}
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/// <summary>
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/// Returns whether a loadout is valid or not.
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/// </summary>
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public bool IsValid(HumanoidCharacterProfile profile, ICommonSession? session, ProtoId<LoadoutPrototype> loadout, IDependencyCollection collection, [NotNullWhen(false)] out FormattedMessage? reason)
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{
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reason = null;
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var protoManager = collection.Resolve<IPrototypeManager>();
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if (!protoManager.TryIndex(loadout, out var loadoutProto))
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{
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// Uhh
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reason = FormattedMessage.FromMarkupOrThrow("");
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return false;
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}
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if (!protoManager.HasIndex(Role))
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{
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reason = FormattedMessage.FromUnformatted("loadouts-prototype-missing");
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return false;
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}
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var valid = true;
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foreach (var effect in loadoutProto.Effects)
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{
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valid = valid && effect.Validate(profile, this, session, collection, out reason);
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}
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return valid;
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}
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/// <summary>
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/// Applies the specified loadout to this group.
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/// </summary>
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public bool AddLoadout(ProtoId<LoadoutGroupPrototype> selectedGroup, ProtoId<LoadoutPrototype> selectedLoadout, IPrototypeManager protoManager)
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{
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var groupLoadouts = SelectedLoadouts[selectedGroup];
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// Need to unselect existing ones if we're at or above limit
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var limit = Math.Max(0, groupLoadouts.Count + 1 - protoManager.Index(selectedGroup).MaxLimit);
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for (var i = 0; i < groupLoadouts.Count; i++)
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{
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var loadout = groupLoadouts[i];
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if (loadout.Prototype != selectedLoadout)
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{
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// Remove any other loadouts that might push it above the limit.
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if (limit > 0)
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{
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limit--;
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groupLoadouts.RemoveAt(i);
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i--;
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}
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continue;
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}
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DebugTools.Assert(false);
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return false;
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}
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groupLoadouts.Add(new Loadout()
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{
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Prototype = selectedLoadout,
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});
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return true;
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}
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/// <summary>
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/// Removed the specified loadout from this group.
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/// </summary>
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public bool RemoveLoadout(ProtoId<LoadoutGroupPrototype> selectedGroup, ProtoId<LoadoutPrototype> selectedLoadout, IPrototypeManager protoManager)
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{
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// Although this may bring us below minimum we'll let EnsureValid handle it.
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var groupLoadouts = SelectedLoadouts[selectedGroup];
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for (var i = 0; i < groupLoadouts.Count; i++)
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{
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var loadout = groupLoadouts[i];
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if (loadout.Prototype != selectedLoadout)
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continue;
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groupLoadouts.RemoveAt(i);
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return true;
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}
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return false;
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}
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public bool Equals(RoleLoadout? other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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if (!Role.Equals(other.Role) ||
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SelectedLoadouts.Count != other.SelectedLoadouts.Count ||
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Points != other.Points ||
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EntityName != other.EntityName)
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{
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return false;
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}
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// Tried using SequenceEqual but it stinky so.
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foreach (var (key, value) in SelectedLoadouts)
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{
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if (!other.SelectedLoadouts.TryGetValue(key, out var otherValue) ||
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!otherValue.SequenceEqual(value))
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{
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return false;
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}
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}
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return true;
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}
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public override bool Equals(object? obj)
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{
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return ReferenceEquals(this, obj) || obj is RoleLoadout other && Equals(other);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Role, SelectedLoadouts, Points);
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}
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}
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