859 lines
30 KiB
C#
859 lines
30 KiB
C#
using System.Linq;
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using System.Text.RegularExpressions;
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using Content.Shared._Horizon.Bark;
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using Content.Shared._NF.Bank;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles;
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using Content.Shared.Traits;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Preferences
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{
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/// <summary>
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/// Character profile. Looks immutable, but uses non-immutable semantics internally for serialization/code sanity purposes.
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/// </summary>
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[DataDefinition]
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[Serializable, NetSerializable]
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public sealed partial class HumanoidCharacterProfile : ICharacterProfile
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{
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private static readonly Regex RestrictedNameRegex = new(@"[^A-Z,a-z,А-Я,а-я,0-9, -, ']"); // Horizon
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private static readonly Regex ICNameCaseRegex = new(@"^(?<word>\w)|\b(?<word>\w)(?=\w*$)");
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public const int MaxNameLength = 32;
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public const int MaxLoadoutNameLength = 32;
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public const int MaxDescLength = 1024; // Horizon
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public const int DefaultBalance = 30000;
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//private readonly Dictionary<string, JobPriority> _jobPriorities; // Frontier: commented out during merge.
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//private readonly List<string> _antagPreferences; // Frontier: commented out during merge.
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//private readonly List<string> _traitPreferences; // Frontier: commented out during merge.
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/// <summary>
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/// Job preferences for initial spawn.
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/// </summary>
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[DataField]
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private Dictionary<ProtoId<JobPrototype>, JobPriority> _jobPriorities = new()
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{
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{
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SharedGameTicker.FallbackOverflowJob, JobPriority.High
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}
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};
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/// <summary>
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/// Antags we have opted in to.
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/// </summary>
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[DataField]
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private HashSet<ProtoId<AntagPrototype>> _antagPreferences = new();
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/// <summary>
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/// Enabled traits.
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/// </summary>
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[DataField]
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private HashSet<ProtoId<TraitPrototype>> _traitPreferences = new();
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/// <summary>
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/// <see cref="_loadouts"/>
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/// </summary>
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public IReadOnlyDictionary<string, RoleLoadout> Loadouts => _loadouts;
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[DataField]
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private Dictionary<string, RoleLoadout> _loadouts = new();
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[DataField]
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public string Name { get; set; } = "John Doe";
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/// <summary>
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/// Detailed text that can appear for the character if <see cref="CCVars.FlavorText"/> is enabled.
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/// </summary>
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[DataField]
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public string FlavorText { get; set; } = string.Empty;
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/// <summary>
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/// Associated <see cref="SpeciesPrototype"/> for this profile.
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/// </summary>
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[DataField]
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public ProtoId<SpeciesPrototype> Species { get; set; } = SharedHumanoidAppearanceSystem.DefaultSpecies;
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[DataField]
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public int Age { get; set; } = 18;
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[DataField]
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public Sex Sex { get; private set; } = Sex.Male;
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[DataField]
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public Gender Gender { get; private set; } = Gender.Male;
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[DataField] // Frontier: Bank balance
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public int BankBalance { get; private set; } = DefaultBalance; // Frontier: Bank balance
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/// <summary>
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/// <see cref="Appearance"/>
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/// </summary>
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public ICharacterAppearance CharacterAppearance => Appearance;
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/// <summary>
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/// Stores markings, eye colors, etc for the profile.
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/// </summary>
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[DataField]
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public HumanoidCharacterAppearance Appearance { get; set; } = new();
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/// <summary>
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/// When spawning into a round what's the preferred spot to spawn.
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/// </summary>
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[DataField]
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public SpawnPriorityPreference SpawnPriority { get; private set; } = SpawnPriorityPreference.None;
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public BarkData Bark = new(); // _Horizon
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/// <summary>
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/// <see cref="_jobPriorities"/>
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/// </summary>
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public IReadOnlyDictionary<ProtoId<JobPrototype>, JobPriority> JobPriorities => _jobPriorities;
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/// <summary>
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/// <see cref="_antagPreferences"/>
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/// </summary>
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public IReadOnlySet<ProtoId<AntagPrototype>> AntagPreferences => _antagPreferences;
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/// <summary>
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/// <see cref="_traitPreferences"/>
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/// </summary>
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public IReadOnlySet<ProtoId<TraitPrototype>> TraitPreferences => _traitPreferences;
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/// <summary>
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/// If we're unable to get one of our preferred jobs do we spawn as a fallback job or do we stay in lobby.
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/// </summary>
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[DataField]
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public PreferenceUnavailableMode PreferenceUnavailable { get; private set; } =
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PreferenceUnavailableMode.SpawnAsOverflow;
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public HumanoidCharacterProfile(
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string name,
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string flavortext,
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string species,
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int age,
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Sex sex,
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Gender gender,
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int bankBalance,
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HumanoidCharacterAppearance appearance,
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SpawnPriorityPreference spawnPriority,
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Dictionary<ProtoId<JobPrototype>, JobPriority> jobPriorities,
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PreferenceUnavailableMode preferenceUnavailable,
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HashSet<ProtoId<AntagPrototype>> antagPreferences,
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HashSet<ProtoId<TraitPrototype>> traitPreferences,
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Dictionary<string, RoleLoadout> loadouts,
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BarkData bark) // _Horizon
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{
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Name = name;
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FlavorText = flavortext;
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Species = species;
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Age = age;
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Sex = sex;
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Gender = gender;
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BankBalance = bankBalance;
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Appearance = appearance;
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SpawnPriority = spawnPriority;
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_jobPriorities = jobPriorities;
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PreferenceUnavailable = preferenceUnavailable;
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_antagPreferences = antagPreferences;
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_traitPreferences = traitPreferences;
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_loadouts = loadouts;
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Bark = bark; // _Horizon
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}
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/// <summary>Copy constructor but with overridable references (to prevent useless copies)</summary>
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private HumanoidCharacterProfile(
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HumanoidCharacterProfile other,
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Dictionary<ProtoId<JobPrototype>, JobPriority> jobPriorities,
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HashSet<ProtoId<AntagPrototype>> antagPreferences,
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HashSet<ProtoId<TraitPrototype>> traitPreferences,
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Dictionary<string, RoleLoadout> loadouts)
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: this(other.Name,
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other.FlavorText,
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other.Species,
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other.Age,
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other.Sex,
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other.Gender,
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other.BankBalance,
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other.Appearance,
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other.SpawnPriority,
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jobPriorities,
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other.PreferenceUnavailable,
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antagPreferences,
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traitPreferences,
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loadouts,
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other.Bark) // _Horizon
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{
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}
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/// <summary>Copy constructor</summary>
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public HumanoidCharacterProfile(HumanoidCharacterProfile other)
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: this(other.Name,
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other.FlavorText,
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other.Species,
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other.Age,
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other.Sex,
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other.Gender,
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other.BankBalance,
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other.Appearance.Clone(),
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other.SpawnPriority,
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new Dictionary<ProtoId<JobPrototype>, JobPriority>(other.JobPriorities),
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other.PreferenceUnavailable,
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new HashSet<ProtoId<AntagPrototype>>(other.AntagPreferences),
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new HashSet<ProtoId<TraitPrototype>>(other.TraitPreferences),
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new Dictionary<string, RoleLoadout>(other.Loadouts),
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other.Bark) // _Horizon
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{
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}
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/// <summary>
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/// Get the default humanoid character profile, using internal constant values.
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/// Defaults to <see cref="SharedHumanoidAppearanceSystem.DefaultSpecies"/> for the species.
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/// </summary>
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/// <returns></returns>
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public HumanoidCharacterProfile()
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{
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}
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/// <summary>
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/// Return a default character profile, based on species.
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/// </summary>
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/// <param name="species">The species to use in this default profile. The default species is <see cref="SharedHumanoidAppearanceSystem.DefaultSpecies"/>.</param>
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/// <returns>Humanoid character profile with default settings.</returns>
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public static HumanoidCharacterProfile DefaultWithSpecies(string species = SharedHumanoidAppearanceSystem.DefaultSpecies)
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{
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return new()
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{
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Species = species,
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};
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}
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// TODO: This should eventually not be a visual change only.
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public static HumanoidCharacterProfile Random(HashSet<string>? ignoredSpecies = null, int balance = DefaultBalance)
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{
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var random = IoCManager.Resolve<IRobustRandom>();
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var species = random.Pick(prototypeManager
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.EnumeratePrototypes<SpeciesPrototype>()
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.Where(x => ignoredSpecies == null ? x.RoundStart : x.RoundStart && !ignoredSpecies.Contains(x.ID))
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.ToArray()
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).ID;
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return RandomWithSpecies(species: species, balance: balance);
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}
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public static HumanoidCharacterProfile RandomWithSpecies(string species = SharedHumanoidAppearanceSystem.DefaultSpecies, int balance = DefaultBalance)
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{
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var random = IoCManager.Resolve<IRobustRandom>();
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var sex = Sex.Unsexed;
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var age = 18;
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if (prototypeManager.TryIndex<SpeciesPrototype>(species, out var speciesPrototype))
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{
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sex = random.Pick(speciesPrototype.Sexes);
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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
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}
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var gender = Gender.Epicene;
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switch (sex)
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{
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case Sex.Male:
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gender = Gender.Male;
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break;
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case Sex.Female:
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gender = Gender.Female;
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break;
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}
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var name = GetName(species, gender);
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return new HumanoidCharacterProfile()
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{
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Name = name,
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Sex = sex,
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Age = age,
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Gender = gender,
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Species = species,
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Appearance = HumanoidCharacterAppearance.Random(species, sex),
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};
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}
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public HumanoidCharacterProfile WithName(string name)
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{
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return new(this) { Name = name };
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}
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public HumanoidCharacterProfile WithFlavorText(string flavorText)
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{
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return new(this) { FlavorText = flavorText };
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}
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public HumanoidCharacterProfile WithAge(int age)
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{
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return new(this) { Age = age };
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}
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public HumanoidCharacterProfile WithSex(Sex sex)
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{
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return new(this) { Sex = sex };
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}
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public HumanoidCharacterProfile WithGender(Gender gender)
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{
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return new(this) { Gender = gender };
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}
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// Frontier: this is probably an issue and should be removed.
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public HumanoidCharacterProfile WithBankBalance(int bankBalance)
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{
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return new(this) { BankBalance = bankBalance };
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}
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// End Frontier
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public HumanoidCharacterProfile WithSpecies(string species)
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{
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return new(this) { Species = species };
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}
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public HumanoidCharacterProfile WithCharacterAppearance(HumanoidCharacterAppearance appearance)
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{
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return new(this) { Appearance = appearance };
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}
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public HumanoidCharacterProfile WithSpawnPriorityPreference(SpawnPriorityPreference spawnPriority)
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{
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return new(this) { SpawnPriority = spawnPriority };
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}
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public HumanoidCharacterProfile WithJobPriorities(IEnumerable<KeyValuePair<ProtoId<JobPrototype>, JobPriority>> jobPriorities)
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{
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var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(jobPriorities);
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var hasHighPrority = false;
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foreach (var (key, value) in dictionary)
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{
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if (value == JobPriority.Never)
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dictionary.Remove(key);
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else if (value != JobPriority.High)
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continue;
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if (hasHighPrority)
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dictionary[key] = JobPriority.Medium;
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hasHighPrority = true;
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}
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return new(this)
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{
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_jobPriorities = dictionary
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};
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}
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public HumanoidCharacterProfile WithJobPriority(ProtoId<JobPrototype> jobId, JobPriority priority)
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{
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var dictionary = new Dictionary<ProtoId<JobPrototype>, 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 if (priority == JobPriority.High)
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{
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// There can only ever be one high priority job.
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foreach (var (job, value) in dictionary)
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{
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if (value == JobPriority.High)
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dictionary[job] = JobPriority.Medium;
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}
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dictionary[jobId] = priority;
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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(this)
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{
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_jobPriorities = dictionary,
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};
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}
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public HumanoidCharacterProfile WithPreferenceUnavailable(PreferenceUnavailableMode mode)
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{
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return new(this) { PreferenceUnavailable = mode };
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}
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public HumanoidCharacterProfile WithAntagPreferences(IEnumerable<ProtoId<AntagPrototype>> antagPreferences)
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{
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return new(this)
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{
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_antagPreferences = new (antagPreferences),
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};
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}
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public HumanoidCharacterProfile WithAntagPreference(ProtoId<AntagPrototype> antagId, bool pref)
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{
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var list = new HashSet<ProtoId<AntagPrototype>>(_antagPreferences);
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if (pref)
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{
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list.Add(antagId);
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}
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else
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{
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list.Remove(antagId);
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}
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return new(this)
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{
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_antagPreferences = list,
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};
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}
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public HumanoidCharacterProfile WithTraitPreference(ProtoId<TraitPrototype> traitId, IPrototypeManager protoManager)
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{
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// null category is assumed to be default.
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if (!protoManager.TryIndex(traitId, out var traitProto))
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return new(this);
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var category = traitProto.Category;
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// Category not found so dump it.
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TraitCategoryPrototype? traitCategory = null;
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if (category != null && !protoManager.TryIndex(category, out traitCategory))
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return new(this);
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var list = new HashSet<ProtoId<TraitPrototype>>(_traitPreferences) { traitId };
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if (traitCategory == null || traitCategory.MaxTraitPoints < 0)
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{
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return new(this)
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{
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_traitPreferences = list,
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};
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}
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var count = 0;
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foreach (var trait in list)
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{
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// If trait not found or another category don't count its points.
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if (!protoManager.TryIndex<TraitPrototype>(trait, out var otherProto) ||
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otherProto.Category != traitCategory)
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{
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continue;
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}
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count += otherProto.Cost;
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}
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if (count > traitCategory.MaxTraitPoints && traitProto.Cost != 0)
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{
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return new(this);
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}
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return new(this)
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{
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_traitPreferences = list,
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};
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}
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public HumanoidCharacterProfile WithoutTraitPreference(ProtoId<TraitPrototype> traitId, IPrototypeManager protoManager)
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{
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var list = new HashSet<ProtoId<TraitPrototype>>(_traitPreferences);
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list.Remove(traitId);
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return new(this)
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{
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_traitPreferences = list,
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};
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}
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public string Summary =>
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Loc.GetString(
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"humanoid-character-profile-summary",
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("name", Name),
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("gender", Gender.ToString().ToLowerInvariant()),
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("age", Age)
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);
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// Frontier
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public string BankBalanceText => BankSystemExtensions.ToSpesoString(BankBalance);
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public bool MemberwiseEquals(ICharacterProfile maybeOther)
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{
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if (maybeOther is not 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 (Gender != other.Gender) return false;
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if (Species != other.Species) return false;
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if (BankBalance != other.BankBalance) return false; // Frontier
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if (PreferenceUnavailable != other.PreferenceUnavailable) return false;
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if (SpawnPriority != other.SpawnPriority) return false;
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if (!_jobPriorities.SequenceEqual(other._jobPriorities)) return false;
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if (!_antagPreferences.SequenceEqual(other._antagPreferences)) return false;
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if (!_traitPreferences.SequenceEqual(other._traitPreferences)) return false;
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if (!Loadouts.SequenceEqual(other.Loadouts)) return false;
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if (FlavorText != other.FlavorText) return false;
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if (!Bark.MemberwiseEquals(other.Bark)) return false; // _Horizon
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return Appearance.MemberwiseEquals(other.Appearance);
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}
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public void EnsureValid(ICommonSession session, IDependencyCollection collection)
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{
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var configManager = collection.Resolve<IConfigurationManager>();
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var prototypeManager = collection.Resolve<IPrototypeManager>();
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if (!prototypeManager.TryIndex(Species, out var speciesPrototype) || speciesPrototype.RoundStart == false)
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{
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Species = SharedHumanoidAppearanceSystem.DefaultSpecies;
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speciesPrototype = prototypeManager.Index(Species);
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}
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var sex = Sex switch
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{
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Sex.Male => Sex.Male,
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Sex.Female => Sex.Female,
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Sex.Unsexed => Sex.Unsexed,
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_ => Sex.Male // Invalid enum values.
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};
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// ensure the species can be that sex and their age fits the founds
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if (!speciesPrototype.Sexes.Contains(sex))
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sex = speciesPrototype.Sexes[0];
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var age = Math.Clamp(Age, speciesPrototype.MinAge, speciesPrototype.MaxAge);
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var gender = Gender switch
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{
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Gender.Epicene => Gender.Epicene,
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Gender.Female => Gender.Female,
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Gender.Male => Gender.Male,
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Gender.Neuter => Gender.Neuter,
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_ => Gender.Epicene // Invalid enum values.
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};
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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,А-Я,а-я,0-9, -, ']", string.Empty); // Horizon
|
||
/*
|
||
* 0041-005A Basic Latin: Uppercase Latin Alphabet
|
||
* 0061-007A Basic Latin: Lowercase Latin Alphabet
|
||
* 00C0-00D6 Latin-1 Supplement: Letters I
|
||
* 00D8-00F6 Latin-1 Supplement: Letters II
|
||
* 00F8-00FF Latin-1 Supplement: Letters III
|
||
* 0100-017F Latin Extended A: European Latin
|
||
*/
|
||
}
|
||
|
||
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;
|
||
if (FlavorText.Length > MaxDescLength)
|
||
{
|
||
flavortext = FormattedMessage.RemoveMarkupOrThrow(FlavorText)[..MaxDescLength];
|
||
}
|
||
else
|
||
{
|
||
flavortext = FormattedMessage.RemoveMarkupOrThrow(FlavorText);
|
||
}
|
||
|
||
// Frontier
|
||
//make sure theres no funny bank stuff going on
|
||
var bankBalance = BankBalance;
|
||
if (BankBalance <= 0)
|
||
{
|
||
bankBalance = 0;
|
||
}
|
||
// End Frontier
|
||
|
||
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;
|
||
BankBalance = bankBalance;
|
||
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(BankBalance); // Frontier
|
||
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);
|
||
}
|
||
|
||
#region Barks
|
||
|
||
// _Horizon start
|
||
public HumanoidCharacterProfile WithBarkProto(string bark)
|
||
{
|
||
return new(this)
|
||
{
|
||
Bark = Bark.WithProto(bark),
|
||
};
|
||
}
|
||
|
||
public HumanoidCharacterProfile WithBarkPitch(float pitch)
|
||
{
|
||
return new(this)
|
||
{
|
||
Bark = Bark.WithPitch(pitch),
|
||
};
|
||
}
|
||
|
||
public HumanoidCharacterProfile WithBarkMinVariation(float variation)
|
||
{
|
||
return new(this)
|
||
{
|
||
Bark = Bark.WithMinVar(variation),
|
||
};
|
||
}
|
||
|
||
public HumanoidCharacterProfile WithBarkMaxVariation(float variation)
|
||
{
|
||
return new(this)
|
||
{
|
||
Bark = Bark.WithMaxVar(variation),
|
||
};
|
||
}
|
||
// _Horizon end
|
||
|
||
#endregion
|
||
}
|
||
}
|