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* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "added ipc plushie (batteries not included) (#3023)" This reverts commit743cdbb606. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * remove oil * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * motorkinds need to inherit an actual species base * forgot the alerts * irrelevant coscult code * excess casualties --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
78 lines
3.6 KiB
C#
78 lines
3.6 KiB
C#
using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Dataset;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Random;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Enums;
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namespace Content.Shared.Humanoid
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{
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/// <summary>
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/// Figure out how to name a humanoid with these extensions.
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/// </summary>
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public sealed class NamingSystem : EntitySystem
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{
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private static readonly ProtoId<SpeciesPrototype> FallbackSpecies = "Human";
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public string GetName(string species, Gender? gender = null)
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{
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// if they have an old species or whatever just fall back to human I guess?
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// Some downstream is probably gonna have this eventually but then they can deal with fallbacks.
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if (!_prototypeManager.TryIndex(species, out SpeciesPrototype? speciesProto))
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{
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speciesProto = _prototypeManager.Index(FallbackSpecies);
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Log.Warning($"Unable to find species {species} for name, falling back to {FallbackSpecies}");
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}
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switch (speciesProto.Naming)
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{
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case SpeciesNaming.First:
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return Loc.GetString("namepreset-first",
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("first", GetFirstName(speciesProto, gender)));
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// Start of Nyano - Summary: for Oni naming
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case SpeciesNaming.LastNoFirst:
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return Loc.GetString("namepreset-lastnofirst",
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("first", GetFirstName(speciesProto, gender)), ("last", GetLastName(speciesProto)));
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// End of Nyano - Summary: for Oni naming
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case SpeciesNaming.TheFirstofLast:
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return Loc.GetString("namepreset-thefirstoflast",
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("first", GetFirstName(speciesProto, gender)), ("last", GetLastName(speciesProto)));
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case SpeciesNaming.FirstDashFirst:
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return Loc.GetString("namepreset-firstdashfirst",
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("first1", GetFirstName(speciesProto, gender)), ("first2", GetFirstName(speciesProto, gender)));
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case SpeciesNaming.LastFirst: // DeltaV: Rodentia name scheme
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return Loc.GetString("namepreset-lastfirst",
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("last", GetLastName(speciesProto)), ("first", GetFirstName(speciesProto, gender)));
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case SpeciesNaming.FirstLast:
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default:
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return Loc.GetString("namepreset-firstlast",
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("first", GetFirstName(speciesProto, gender)), ("last", GetLastName(speciesProto)));
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}
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}
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public string GetFirstName(SpeciesPrototype speciesProto, Gender? gender = null)
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{
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switch (gender)
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{
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case Gender.Male:
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return _random.Pick(_prototypeManager.Index(speciesProto.MaleFirstNames));
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case Gender.Female:
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return _random.Pick(_prototypeManager.Index(speciesProto.FemaleFirstNames));
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default:
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if (_random.Prob(0.5f))
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return _random.Pick(_prototypeManager.Index(speciesProto.MaleFirstNames));
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else
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return _random.Pick(_prototypeManager.Index(speciesProto.FemaleFirstNames));
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}
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}
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public string GetLastName(SpeciesPrototype speciesProto)
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{
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return _random.Pick(_prototypeManager.Index(speciesProto.LastNames));
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}
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}
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}
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