Files
wwdpublic/Content.Server/IdentityManagement/IdentitySystem.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

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# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

177 lines
6.6 KiB
C#

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