Files
Delta-v/Content.Shared/IdentityManagement/IdentitySystem.cs
T
b465cfb3fd Nubody Merge (#5670)
* Nubody (#42419)

* Nubody

* fix test fails

* gibbing

* lung test returns

* doc comment

* hand organ test

* giblet test

* yaml formatting

* returning

* relocate

* trimming

* re-smite

* oops thusd tweak

* arachnids have slower metabolism i guess

* never mind the old behaviour is bad actually

* rider whyyy

* style changes and allat

* fix collision

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* C# files done

* Visual nubody (humanoid appearance refactor) (#42476)

* initial visual nubody

* oops overlay

* im so pheeming rn

* conversion...

* tests

* comeback of the underwear

* oops eyes

* blabbl

* zeds

* yaml linted

* search and visible count constraints

* reordering

* preserve previously selected markings colors

* fix test

* some ui niceties

* ordering

* make DB changes backwards-compatible/downgrade-friendly

* fix things again

* fix migration

* vulpkanin markings limit increase

* wrapping

* code cleanup and more code cleanup and more code cleanup and more code cleanup and

* fix slop ports

* better sampling API

* make filter work + use the method i made for its intended purpose

* fix test fails real quick

* magic mirror cleanup, remove TODO

* don't 0-init the organ profile data

* remove deltastates

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Let vox eat trash again (#42503)

* C# complete port

* Getting closer

* Harpy Nubody Port

* Port Feroxi, Kitsune. Fix some yml typos and remove ipcs stuff

* Port Oni

* Port Rest, except Motorkind

* Port Motorkind

* Remove more surgery, restore too much deleted stuff

* Fix Typos and change some organ names. Need to split eyes next

* Harpy HAve Wings again

* Some fixes, More Surgeyr Removal, Copying of eye organs

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* Use correct Body imports

* Markings Refactoring, Harpy Layering

* Motorkind doesn't crash anymore. Some layer remappings.

* Allow Organs to have Markings Displacements again. (#43604)

* first shtep

* readd markings support

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Fix STalk eyes and several layerings

* Fix sexed organs (#42554)

* Fix markings for several species, fit them for sexed organs and rename some files to fit them for it

* Additional IPC-related removals

* Vulpkanin eyes are now correct again

* Fix Subtle Cultist Marks on species

* Fix Asakim Sprites (sexed) and make CD imports work

* Migration, error fixes, and Height

* Fix humanoid profile voice being broken (#42550)

Fix humanoid appearance voice being broken

* Change Kitsune SexChanged Event to with ref

* Fix asakim issue, Respirator fix

* Simplify hands UI code (#42534)

* Simplify hands UI code

* i remembered about SortedHands in the component

* minor cleanup

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Set size of Analyzer back to 350, Kitsune can't gib themselves no more. Migration

* yml linter errors and an rudimentary onAdd Organ Functionality

* Fixing it trying to remove nothing

* midpoint migration

* Why do you put so many organs everywhere

* More missing prototypes

* Migration of more organs

* Forgot lungs

* Move character preview handling into a specialized control (#41252)

* Move character preview handling into a specialized control

Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>

* Restore job name that I accidentally removed from character picker buttons

* Just resolve dependencies the standard way

---------

Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>

* Drop ICharacterProfile/ICharacterAppearance interfaces (#42661)

* Ensure profile loading only returns valid species (#42842) (Stable merge) (#42865)

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* Changes to make it work for us.

* No more bald Harpy

* OperatingTables instead of null

* Adding Delta V Comments, commenting out instead of deleting

* Fix broken Height Scale.

* Remove HumanoidSilicon Mention

* Did an error. Readded, uncommented.

* Clean up Marking data structure, add tests for Zombie transformation (#42756)

* Clean up Marking data structure, add tests for Zombie transformation

* empty

* AAAAAAAAAAAAAAAA

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Fix markings colour setting (#42771)

* Fix: Markings Color For Downstream

* Comment out A Leg. Remove Todo

* Revert to original hidden species code

---------

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: Absotively <jen@jenpollock.ca>
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Myra <vasilis@pikachu.systems>
2026-05-12 21:55:29 +02:00

251 lines
9.7 KiB
C#

using Content.Shared.Access.Systems;
using Content.Shared.Administration.Logs;
using Content.Shared.Clothing;
using Content.Shared.CriminalRecords.Systems;
using Content.Shared.Database;
using Content.Shared.Hands;
using Content.Shared.Humanoid;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Preferences;
using Content.Shared.VoiceMask;
using Robust.Shared.Containers;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects.Components.Localization;
using Robust.Shared.Timing;
namespace Content.Shared.IdentityManagement;
/// <summary>
/// Responsible for updating the identity of an entity on init or clothing equip/unequip.
/// </summary>
public sealed class IdentitySystem : EntitySystem
{
[Dependency] private readonly GrammarSystem _grammarSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLog = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedCriminalRecordsConsoleSystem _criminalRecordsConsole = default!;
[Dependency] private readonly HumanoidProfileSystem _humanoidProfile = default!;
[Dependency] private readonly SharedIdCardSystem _idCard = default!;
// The name of the container holding the identity entity
private const string SlotName = "identity";
// Recycled hashset for tracking identities each tick that need to update
private readonly HashSet<EntityUid> _queuedIdentityUpdates = new();
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<IdentityBlockerComponent, SeeIdentityAttemptEvent>(OnSeeIdentity);
SubscribeLocalEvent<IdentityBlockerComponent, InventoryRelayedEvent<SeeIdentityAttemptEvent>>(OnRelaySeeIdentity);
SubscribeLocalEvent<IdentityBlockerComponent, ItemMaskToggledEvent>(OnMaskToggled);
SubscribeLocalEvent<IdentityComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<IdentityComponent, ComponentInit>(OnComponentInit);
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, EntityRenamedEvent>((uid, _, _) => QueueIdentityUpdate(uid));
SubscribeLocalEvent<IdentityComponent, VoiceMaskNameUpdatedEvent>((uid, _, _) => QueueIdentityUpdate(uid));
}
/// <summary>
/// Iterates through all identities that need to be updated.
/// </summary>
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();
}
#region Event Handlers
// Creates an identity entity, and store it in the identity container
private void OnMapInit(Entity<IdentityComponent> ent, ref MapInitEvent args)
{
if (ent.Comp.IdentityEntitySlot is not { } slot)
{
Log.Error($"Uninitialized IdentityEntitySlot for {ToPrettyString(ent.Owner)}.");
return;
}
var ident = Spawn(null, Transform(ent).Coordinates);
_metaData.SetEntityName(ident, "identity");
QueueIdentityUpdate(ent);
_container.Insert(ident, slot);
}
private void OnComponentInit(Entity<IdentityComponent> ent, ref ComponentInit args)
{
ent.Comp.IdentityEntitySlot = _container.EnsureContainer<ContainerSlot>(ent, SlotName);
}
// Adds an identity blocker's coverage, and cancels the event if coverage is complete.
private void OnSeeIdentity(Entity<IdentityBlockerComponent> ent, ref SeeIdentityAttemptEvent args)
{
if (ent.Comp.Enabled)
{
args.TotalCoverage |= ent.Comp.Coverage;
if (args.TotalCoverage == IdentityBlockerCoverage.FULL)
args.Cancel();
}
}
private void OnRelaySeeIdentity(Entity<IdentityBlockerComponent> ent, ref InventoryRelayedEvent<SeeIdentityAttemptEvent> args)
{
OnSeeIdentity(ent, ref args.Args);
}
// Toggles if a mask is hiding the identity.
private void OnMaskToggled(Entity<IdentityBlockerComponent> ent, ref ItemMaskToggledEvent args)
{
ent.Comp.Enabled = !args.Mask.Comp.IsToggled;
Dirty(ent);
}
#endregion
/// <summary>
/// Queues an identity update to the start of the next tick.
/// </summary>
public void QueueIdentityUpdate(EntityUid uid)
{
if (_timing.ApplyingState)
return;
_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(Entity<IdentityComponent> ent)
{
if (ent.Comp.IdentityEntitySlot?.ContainedEntity is not { } ident)
return;
var representation = GetIdentityRepresentation(ent.Owner);
var name = GetIdentityName(ent, representation);
// Clone the old entity's grammar to the identity entity, for loc purposes.
if (TryComp<GrammarComponent>(ent, 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)
_grammarSystem.SetProperNoun((ident, identityGrammar), false);
Dirty(ident, identityGrammar);
}
if (name == Name(ident))
return;
_metaData.SetEntityName(ident, name);
_adminLog.Add(LogType.Identity, LogImpact.Medium, $"{ToPrettyString(ent)} changed identity to {name}");
var identityChangedEvent = new IdentityChangedEvent(ent, ident);
RaiseLocalEvent(ent, ref identityChangedEvent);
SetIdentityCriminalIcon(ent);
}
/// <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>
/// Attempts to get an entity's name. Cancelled if the entity has full coverage from <see cref="IdentityBlockerComponent"/>.
/// </summary>
/// <param name="target">The entity being targeted.</param>
/// <param name="representation">The data structure containing an entity's identities.</param>
/// <returns>
/// An entity's real name if <see cref="SeeIdentityAttemptEvent"/> isn't cancelled,
/// or a hidden identity such as a fake ID or fully hidden identity like "middle-aged man".
/// </returns>
private string GetIdentityName(EntityUid target, IdentityRepresentation representation)
{
var ev = new SeeIdentityAttemptEvent();
RaiseLocalEvent(target, ev);
return representation.ToStringKnown(!ev.Cancelled, ev.NameOverride);
}
/// <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(Entity<InventoryComponent?, HumanoidProfileComponent?> target)
{
var age = 18;
var gender = Gender.Epicene;
var species = HumanoidCharacterProfile.DefaultSpecies;
// Always use their actual age and gender, since that can't really be changed by an ID.
if (Resolve(target, ref target.Comp2, false))
{
gender = target.Comp2.Gender;
age = target.Comp2.Age;
species = target.Comp2.Species;
}
var ageString = _humanoidProfile.GetAgeRepresentation(species, age);
var trueName = Name(target);
if (!Resolve(target, ref target.Comp1, 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.LocalizedJobTitle?.ToLowerInvariant();
}
// If it didn't find a job, that's fine.
return new(trueName, gender, ageString, presumedName, presumedJob);
}
#endregion
}
/// <summary>
/// Gets called whenever an entity changes their identity.
/// </summary>
[ByRefEvent]
public record struct IdentityChangedEvent(EntityUid CharacterEntity, EntityUid IdentityEntity);