Files
tbd-station-14/Content.Shared/Preferences/HumanoidCharacterProfile.cs
āda de24413bd5 HumanoidCharacterProfile and IdCardConsoleComponent constants moved to cvar. Sync id card length with character name length (#35407)
* commit

* mark TODOs

* compiles

* cleanup

* cleanup

* oops

* changed my mind

* requested changes

* genpop fix
2025-05-17 15:27:39 +10:00

759 lines
26 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.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
{
private static readonly Regex RestrictedNameRegex = new(@"[^A-Za-z0-9 '\-]");
private static readonly Regex ICNameCaseRegex = new(@"^(?<word>\w)|\b(?<word>\w)(?=\w*$)");
/// <summary>
/// Job preferences for initial spawn.
/// </summary>
[DataField]
private Dictionary<ProtoId<JobPrototype>, JobPriority> _jobPriorities = new()
{
{
SharedGameTicker.FallbackOverflowJob, JobPriority.High
}
};
/// <summary>
/// Antags we have opted in to.
/// </summary>
[DataField]
private HashSet<ProtoId<AntagPrototype>> _antagPreferences = new();
/// <summary>
/// Enabled traits.
/// </summary>
[DataField]
private HashSet<ProtoId<TraitPrototype>> _traitPreferences = new();
/// <summary>
/// <see cref="_loadouts"/>
/// </summary>
public IReadOnlyDictionary<string, RoleLoadout> Loadouts => _loadouts;
[DataField]
private Dictionary<string, RoleLoadout> _loadouts = new();
[DataField]
public string Name { get; set; } = "John Doe";
/// <summary>
/// Detailed text that can appear for the character if <see cref="CCVars.FlavorText"/> is enabled.
/// </summary>
[DataField]
public string FlavorText { get; set; } = string.Empty;
/// <summary>
/// Associated <see cref="SpeciesPrototype"/> for this profile.
/// </summary>
[DataField]
public ProtoId<SpeciesPrototype> Species { get; set; } = SharedHumanoidAppearanceSystem.DefaultSpecies;
[DataField]
public int Age { get; set; } = 18;
[DataField]
public Sex Sex { get; private set; } = Sex.Male;
[DataField]
public Gender Gender { get; private set; } = Gender.Male;
/// <summary>
/// <see cref="Appearance"/>
/// </summary>
public ICharacterAppearance CharacterAppearance => Appearance;
/// <summary>
/// Stores markings, eye colors, etc for the profile.
/// </summary>
[DataField]
public HumanoidCharacterAppearance Appearance { get; set; } = new();
/// <summary>
/// When spawning into a round what's the preferred spot to spawn.
/// </summary>
[DataField]
public SpawnPriorityPreference SpawnPriority { get; private set; } = SpawnPriorityPreference.None;
/// <summary>
/// <see cref="_jobPriorities"/>
/// </summary>
public IReadOnlyDictionary<ProtoId<JobPrototype>, JobPriority> JobPriorities => _jobPriorities;
/// <summary>
/// <see cref="_antagPreferences"/>
/// </summary>
public IReadOnlySet<ProtoId<AntagPrototype>> AntagPreferences => _antagPreferences;
/// <summary>
/// <see cref="_traitPreferences"/>
/// </summary>
public IReadOnlySet<ProtoId<TraitPrototype>> TraitPreferences => _traitPreferences;
/// <summary>
/// If we're unable to get one of our preferred jobs do we spawn as a fallback job or do we stay in lobby.
/// </summary>
[DataField]
public PreferenceUnavailableMode PreferenceUnavailable { get; private set; } =
PreferenceUnavailableMode.SpawnAsOverflow;
public HumanoidCharacterProfile(
string name,
string flavortext,
string species,
int age,
Sex sex,
Gender gender,
HumanoidCharacterAppearance appearance,
SpawnPriorityPreference spawnPriority,
Dictionary<ProtoId<JobPrototype>, JobPriority> jobPriorities,
PreferenceUnavailableMode preferenceUnavailable,
HashSet<ProtoId<AntagPrototype>> antagPreferences,
HashSet<ProtoId<TraitPrototype>> 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;
var hasHighPrority = false;
foreach (var (key, value) in _jobPriorities)
{
if (value == JobPriority.Never)
_jobPriorities.Remove(key);
else if (value != JobPriority.High)
continue;
if (hasHighPrority)
_jobPriorities[key] = JobPriority.Medium;
hasHighPrority = true;
}
}
/// <summary>Copy constructor</summary>
public HumanoidCharacterProfile(HumanoidCharacterProfile other)
: this(other.Name,
other.FlavorText,
other.Species,
other.Age,
other.Sex,
other.Gender,
other.Appearance.Clone(),
other.SpawnPriority,
new Dictionary<ProtoId<JobPrototype>, JobPriority>(other.JobPriorities),
other.PreferenceUnavailable,
new HashSet<ProtoId<AntagPrototype>>(other.AntagPreferences),
new HashSet<ProtoId<TraitPrototype>>(other.TraitPreferences),
new Dictionary<string, RoleLoadout>(other.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()
{
}
/// <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()
{
Species = species,
};
}
// 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 = name,
Sex = sex,
Age = age,
Gender = gender,
Species = species,
Appearance = HumanoidCharacterAppearance.Random(species, sex),
};
}
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<ProtoId<JobPrototype>, JobPriority>> jobPriorities)
{
var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(jobPriorities);
var hasHighPrority = false;
foreach (var (key, value) in dictionary)
{
if (value == JobPriority.Never)
dictionary.Remove(key);
else if (value != JobPriority.High)
continue;
if (hasHighPrority)
dictionary[key] = JobPriority.Medium;
hasHighPrority = true;
}
return new(this)
{
_jobPriorities = dictionary
};
}
public HumanoidCharacterProfile WithJobPriority(ProtoId<JobPrototype> jobId, JobPriority priority)
{
var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(_jobPriorities);
if (priority == JobPriority.Never)
{
dictionary.Remove(jobId);
}
else if (priority == JobPriority.High)
{
// There can only ever be one high priority job.
foreach (var (job, value) in dictionary)
{
if (value == JobPriority.High)
dictionary[job] = JobPriority.Medium;
}
dictionary[jobId] = priority;
}
else
{
dictionary[jobId] = priority;
}
return new(this)
{
_jobPriorities = dictionary,
};
}
public HumanoidCharacterProfile WithPreferenceUnavailable(PreferenceUnavailableMode mode)
{
return new(this) { PreferenceUnavailable = mode };
}
public HumanoidCharacterProfile WithAntagPreferences(IEnumerable<ProtoId<AntagPrototype>> antagPreferences)
{
return new(this)
{
_antagPreferences = new (antagPreferences),
};
}
public HumanoidCharacterProfile WithAntagPreference(ProtoId<AntagPrototype> antagId, bool pref)
{
var list = new HashSet<ProtoId<AntagPrototype>>(_antagPreferences);
if (pref)
{
list.Add(antagId);
}
else
{
list.Remove(antagId);
}
return new(this)
{
_antagPreferences = list,
};
}
public HumanoidCharacterProfile WithTraitPreference(ProtoId<TraitPrototype> traitId, IPrototypeManager protoManager)
{
// null category is assumed to be default.
if (!protoManager.TryIndex(traitId, out var traitProto))
return new(this);
var category = traitProto.Category;
// Category not found so dump it.
TraitCategoryPrototype? traitCategory = null;
if (category != null && !protoManager.TryIndex(category, out traitCategory))
return new(this);
var list = new HashSet<ProtoId<TraitPrototype>>(_traitPreferences) { traitId };
if (traitCategory == null || traitCategory.MaxTraitPoints < 0)
{
return new(this)
{
_traitPreferences = list,
};
}
var count = 0;
foreach (var trait in list)
{
// If trait not found or another category don't count its points.
if (!protoManager.TryIndex<TraitPrototype>(trait, out var otherProto) ||
otherProto.Category != traitCategory)
{
continue;
}
count += otherProto.Cost;
}
if (count > traitCategory.MaxTraitPoints && traitProto.Cost != 0)
{
return new(this);
}
return new(this)
{
_traitPreferences = list,
};
}
public HumanoidCharacterProfile WithoutTraitPreference(ProtoId<TraitPrototype> traitId, IPrototypeManager protoManager)
{
var list = new HashSet<ProtoId<TraitPrototype>>(_traitPreferences);
list.Remove(traitId);
return new(this)
{
_traitPreferences = list,
};
}
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 (Species != other.Species) 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;
if (FlavorText != other.FlavorText) 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(Species, out var speciesPrototype) || speciesPrototype.RoundStart == false)
{
Species = SharedHumanoidAppearanceSystem.DefaultSpecies;
speciesPrototype = prototypeManager.Index(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;
var maxNameLength = configManager.GetCVar(CCVars.MaxNameLength);
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 = RestrictedNameRegex.Replace(name, 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 = ICNameCaseRegex.Replace(name, m => m.Groups["word"].Value.ToUpper());
}
if (string.IsNullOrEmpty(name))
{
name = GetName(Species, gender);
}
string flavortext;
var maxFlavorTextLength = configManager.GetCVar(CCVars.MaxFlavorTextLength);
if (FlavorText.Length > maxFlavorTextLength)
{
flavortext = FormattedMessage.RemoveMarkupOrThrow(FlavorText)[..maxFlavorTextLength];
}
else
{
flavortext = FormattedMessage.RemoveMarkupOrThrow(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<ProtoId<JobPrototype>, 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 hasHighPrio = false;
foreach (var (key, value) in priorities)
{
if (value != JobPriority.High)
continue;
if (hasHighPrio)
priorities[key] = JobPriority.Medium;
hasHighPrio = true;
}
var antags = AntagPreferences
.Where(id => prototypeManager.TryIndex(id, out var antag) && antag.SetPreference)
.ToList();
var traits = TraitPreferences
.Where(prototypeManager.HasIndex)
.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.UnionWith(antags);
_traitPreferences.Clear();
_traitPreferences.UnionWith(GetValidTraits(traits, prototypeManager));
// 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(this, session, collection);
}
foreach (var value in toRemove)
{
_loadouts.Remove(value);
}
}
/// <summary>
/// Takes in an IEnumerable of traits and returns a List of the valid traits.
/// </summary>
public List<ProtoId<TraitPrototype>> GetValidTraits(IEnumerable<ProtoId<TraitPrototype>> traits, IPrototypeManager protoManager)
{
// Track points count for each group.
var groups = new Dictionary<string, int>();
var result = new List<ProtoId<TraitPrototype>>();
foreach (var trait in traits)
{
if (!protoManager.TryIndex(trait, out var traitProto))
continue;
// Always valid.
if (traitProto.Category == null)
{
result.Add(trait);
continue;
}
// No category so dump it.
if (!protoManager.TryIndex(traitProto.Category, out var category))
continue;
var existing = groups.GetOrNew(category.ID);
existing += traitProto.Cost;
// Too expensive.
if (existing > category.MaxTraitPoints)
continue;
groups[category.ID] = existing;
result.Add(trait);
}
return result;
}
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 ReferenceEquals(this, obj) || obj is HumanoidCharacterProfile other && Equals(other);
}
public override int GetHashCode()
{
var hashCode = new HashCode();
hashCode.Add(_jobPriorities);
hashCode.Add(_antagPreferences);
hashCode.Add(_traitPreferences);
hashCode.Add(_loadouts);
hashCode.Add(Name);
hashCode.Add(FlavorText);
hashCode.Add(Species);
hashCode.Add(Age);
hashCode.Add((int)Sex);
hashCode.Add((int)Gender);
hashCode.Add(Appearance);
hashCode.Add((int)SpawnPriority);
hashCode.Add((int)PreferenceUnavailable);
return hashCode.ToHashCode();
}
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();
var profile = Clone();
profile._loadouts = copied;
return profile;
}
public RoleLoadout GetLoadoutOrDefault(string id, ICommonSession? session, ProtoId<SpeciesPrototype>? species, IEntityManager entManager, IPrototypeManager protoManager)
{
if (!_loadouts.TryGetValue(id, out var loadout))
{
loadout = new RoleLoadout(id);
loadout.SetDefault(this, session, protoManager, force: true);
}
loadout.SetDefault(this, session, protoManager);
return loadout;
}
public HumanoidCharacterProfile Clone()
{
return new HumanoidCharacterProfile(this);
}
}
}