Clothing and pronoun fields (#2689)

* Clothing & Gender fields: Add to database [MODIFIED TO NOT DEPEND ON SAPHIRE-DB-REFACTOR]

Sorry about this, Saphire.

* Clothing & Gender fields: Add UI [FALLBACK II]

* Clothing & Gender fields: Actually apply gender

* Clothing & Gender fields: Import innerclothingskirt field from my previous attempt

Couldn't import actual prototypes because of a change to IDs

* Clothing & Gender fields: Add innerclothingskirt field to everything

* Clothing & Gender fields: Jumpskirts now work

* Clothing & Gender fields: Gender field will follow sex field if it's not different (UX improvement) [FALLBACK II]

* Clothing & Gender fields: Gender -> Pronouns to reduce confusion. Also, fix profile summary. Properly. [FALLBACK II]

* Clothing & Pronoun fields: Refactor so that profile equipment adjustments are performed in StartingGearPrototype.
This commit is contained in:
20kdc
2020-12-24 13:42:40 +00:00
committed by GitHub
parent b4506b4d08
commit 6b5cded8c2
40 changed files with 1866 additions and 337 deletions

View File

@@ -11,6 +11,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
{
private HumanoidCharacterAppearance _appearance;
private Sex _sex;
private Gender _gender;
public sealed override string Name => "HumanoidAppearance";
public sealed override uint? NetID => ContentNetIDs.HUMANOID_APPEARANCE;
@@ -37,17 +38,20 @@ namespace Content.Shared.GameObjects.Components.Mobs
}
}
public Gender Gender => Sex switch
[ViewVariables(VVAccess.ReadWrite)]
public virtual Gender Gender
{
Sex.Female => Gender.Female,
Sex.Male => Gender.Male,
Sex.Classified => Gender.Neuter,
_ => Gender.Epicene,
};
get => _gender;
set
{
_gender = value;
Dirty();
}
}
public override ComponentState GetComponentState()
{
return new HumanoidAppearanceComponentState(Appearance, Sex);
return new HumanoidAppearanceComponentState(Appearance, Sex, Gender);
}
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
@@ -59,6 +63,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
Appearance = cast.Appearance;
Sex = cast.Sex;
Gender = cast.Gender;
}
public void UpdateFromProfile(ICharacterProfile profile)
@@ -66,20 +71,23 @@ namespace Content.Shared.GameObjects.Components.Mobs
var humanoid = (HumanoidCharacterProfile) profile;
Appearance = (HumanoidCharacterAppearance) humanoid.CharacterAppearance;
Sex = humanoid.Sex;
Gender = humanoid.Gender;
}
[Serializable]
[NetSerializable]
private sealed class HumanoidAppearanceComponentState : ComponentState
{
public HumanoidAppearanceComponentState(HumanoidCharacterAppearance appearance, Sex sex) : base(ContentNetIDs.HUMANOID_APPEARANCE)
public HumanoidAppearanceComponentState(HumanoidCharacterAppearance appearance, Sex sex, Gender gender) : base(ContentNetIDs.HUMANOID_APPEARANCE)
{
Appearance = appearance;
Sex = sex;
Gender = gender;
}
public HumanoidCharacterAppearance Appearance { get; }
public Sex Sex { get; }
public Gender Gender { get; }
}
}
}

View File

@@ -0,0 +1,11 @@
namespace Content.Shared.Preferences
{
/// <summary>
/// The clothing preference for a profile. Stored in database!
/// </summary>
public enum ClothingPreference
{
Jumpsuit,
Jumpskirt
}
}

View File

@@ -10,11 +10,16 @@ using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Localization.Macros;
using Robust.Shared.Localization;
namespace Content.Shared.Preferences
{
/// <summary>
/// Character profile. Looks immutable, but uses non-immutable semantics internally for serialization/code sanity purposes.
/// </summary>
[Serializable, NetSerializable]
public class HumanoidCharacterProfile : ICharacterProfile
public class HumanoidCharacterProfile : ICharacterProfile, IGenderable
{
private readonly Dictionary<string, JobPriority> _jobPriorities;
private readonly List<string> _antagPreferences;
@@ -26,7 +31,9 @@ namespace Content.Shared.Preferences
string name,
int age,
Sex sex,
Gender gender,
HumanoidCharacterAppearance appearance,
ClothingPreference clothing,
Dictionary<string, JobPriority> jobPriorities,
PreferenceUnavailableMode preferenceUnavailable,
List<string> antagPreferences)
@@ -34,21 +41,41 @@ namespace Content.Shared.Preferences
Name = name;
Age = age;
Sex = sex;
Gender = gender;
Appearance = appearance;
Clothing = clothing;
_jobPriorities = jobPriorities;
PreferenceUnavailable = preferenceUnavailable;
_antagPreferences = antagPreferences;
}
/// <summary>Copy constructor but with overridable references (to prevent useless copies)</summary>
private HumanoidCharacterProfile(
HumanoidCharacterProfile other,
Dictionary<string, JobPriority> jobPriorities,
List<string> antagPreferences)
: this(other.Name, other.Age, other.Sex, other.Gender, other.Appearance, other.Clothing,
jobPriorities, other.PreferenceUnavailable, antagPreferences)
{
}
/// <summary>Copy constructor</summary>
private HumanoidCharacterProfile(HumanoidCharacterProfile other)
: this(other, new Dictionary<string, JobPriority>(other.JobPriorities), new List<string>(other.AntagPreferences))
{
}
public HumanoidCharacterProfile(
string name,
int age,
Sex sex,
Gender gender,
HumanoidCharacterAppearance appearance,
ClothingPreference clothing,
IReadOnlyDictionary<string, JobPriority> jobPriorities,
PreferenceUnavailableMode preferenceUnavailable,
IReadOnlyList<string> antagPreferences)
: this(name, age, sex, appearance, new Dictionary<string, JobPriority>(jobPriorities),
: this(name, age, sex, gender, appearance, clothing, new Dictionary<string, JobPriority>(jobPriorities),
preferenceUnavailable, new List<string>(antagPreferences))
{
}
@@ -62,6 +89,7 @@ namespace Content.Shared.Preferences
{
var random = IoCManager.Resolve<IRobustRandom>();
var sex = random.Prob(0.5f) ? Sex.Male : Sex.Female;
var gender = sex == Sex.Male ? Gender.Male : Gender.Female;
var firstName = random.Pick(sex == Sex.Male
? Names.MaleFirstNames
@@ -70,52 +98,57 @@ namespace Content.Shared.Preferences
var name = $"{firstName} {lastName}";
var age = random.Next(MinimumAge, MaximumAge);
return new HumanoidCharacterProfile(name, age, sex, HumanoidCharacterAppearance.Random(sex),
return new HumanoidCharacterProfile(name, age, sex, gender, HumanoidCharacterAppearance.Random(sex), ClothingPreference.Jumpsuit,
new Dictionary<string, JobPriority>
{
{SharedGameTicker.OverflowJob, JobPriority.High}
}, PreferenceUnavailableMode.StayInLobby, new List<string>());
}
public string Name { get; }
public int Age { get; }
public Sex Sex { get; }
public string Name { get; private set; }
public int Age { get; private set; }
public Sex Sex { get; private set; }
public Gender Gender { get; private set; }
public ICharacterAppearance CharacterAppearance => Appearance;
public HumanoidCharacterAppearance Appearance { get; }
public HumanoidCharacterAppearance Appearance { get; private set; }
public ClothingPreference Clothing { get; private set; }
public IReadOnlyDictionary<string, JobPriority> JobPriorities => _jobPriorities;
public IReadOnlyList<string> AntagPreferences => _antagPreferences;
public PreferenceUnavailableMode PreferenceUnavailable { get; }
public PreferenceUnavailableMode PreferenceUnavailable { get; private set; }
public HumanoidCharacterProfile WithName(string name)
{
return new(name, Age, Sex, Appearance, _jobPriorities, PreferenceUnavailable, _antagPreferences);
return new(this) { Name = name };
}
public HumanoidCharacterProfile WithAge(int age)
{
return new(Name, Math.Clamp(age, MinimumAge, MaximumAge), Sex, Appearance, _jobPriorities, PreferenceUnavailable, _antagPreferences);
return new(this) { Age = age };
}
public HumanoidCharacterProfile WithSex(Sex sex)
{
return new(Name, Age, sex, Appearance, _jobPriorities, PreferenceUnavailable, _antagPreferences);
return new(this) { Sex = sex };
}
public HumanoidCharacterProfile WithGender(Gender gender)
{
return new(this) { Gender = gender };
}
public HumanoidCharacterProfile WithCharacterAppearance(HumanoidCharacterAppearance appearance)
{
return new(Name, Age, Sex, appearance, _jobPriorities, PreferenceUnavailable, _antagPreferences);
return new(this) { Appearance = appearance };
}
public HumanoidCharacterProfile WithClothingPreference(ClothingPreference clothing)
{
return new(this) { Clothing = clothing };
}
public HumanoidCharacterProfile WithJobPriorities(IEnumerable<KeyValuePair<string, JobPriority>> jobPriorities)
{
return new(
Name,
Age,
Sex,
Appearance,
new Dictionary<string, JobPriority>(jobPriorities),
PreferenceUnavailable,
_antagPreferences);
return new(this, new Dictionary<string, JobPriority>(jobPriorities), _antagPreferences);
}
public HumanoidCharacterProfile WithJobPriority(string jobId, JobPriority priority)
@@ -129,25 +162,17 @@ namespace Content.Shared.Preferences
{
dictionary[jobId] = priority;
}
return new HumanoidCharacterProfile(Name, Age, Sex, Appearance, dictionary, PreferenceUnavailable, _antagPreferences);
return new(this, dictionary, _antagPreferences);
}
public HumanoidCharacterProfile WithPreferenceUnavailable(PreferenceUnavailableMode mode)
{
return new(Name, Age, Sex, Appearance, _jobPriorities, mode, _antagPreferences);
return new(this) { PreferenceUnavailable = mode };
}
public HumanoidCharacterProfile WithAntagPreferences(IEnumerable<string> antagPreferences)
{
return new(
Name,
Age,
Sex,
Appearance,
_jobPriorities,
PreferenceUnavailable,
new List<string>(antagPreferences));
return new(this, _jobPriorities, new List<string>(antagPreferences));
}
public HumanoidCharacterProfile WithAntagPreference(string antagId, bool pref)
@@ -167,7 +192,7 @@ namespace Content.Shared.Preferences
list.Remove(antagId);
}
}
return new HumanoidCharacterProfile(Name, Age, Sex, Appearance, _jobPriorities, PreferenceUnavailable, list);
return new(this, _jobPriorities, list);
}
/// <summary>
@@ -184,6 +209,14 @@ namespace Content.Shared.Preferences
Sex.Female => Sex.Female,
_ => Sex.Male // Invalid enum values.
};
var gender = profile.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;
if (string.IsNullOrEmpty(profile.Name))
@@ -214,6 +247,13 @@ namespace Content.Shared.Preferences
_ => PreferenceUnavailableMode.StayInLobby // Invalid enum values.
};
var clothing = profile.Clothing switch
{
ClothingPreference.Jumpsuit => ClothingPreference.Jumpsuit,
ClothingPreference.Jumpskirt => ClothingPreference.Jumpskirt,
_ => ClothingPreference.Jumpsuit // Invalid enum values.
};
var priorities = new Dictionary<string, JobPriority>(profile.JobPriorities
.Where(p => prototypeManager.HasIndex<JobPrototype>(p.Key) && p.Value switch
{
@@ -228,11 +268,11 @@ namespace Content.Shared.Preferences
.Where(prototypeManager.HasIndex<AntagPrototype>)
.ToList();
return new HumanoidCharacterProfile(name, age, sex, appearance, priorities, prefsUnavailableMode, antags);
return new HumanoidCharacterProfile(name, age, sex, gender, appearance, clothing, priorities, prefsUnavailableMode, antags);
}
public string Summary =>
$"{Name}, {Age} years old human. Their gender is {Sex.ToString().ToLower()}.";
Loc.GetString("{0}, {1} years old human. {2:Their} pronouns are {2:they}/{2:them}.", Name, Age, this);
public bool MemberwiseEquals(ICharacterProfile maybeOther)
{
@@ -240,7 +280,9 @@ namespace Content.Shared.Preferences
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 (PreferenceUnavailable != other.PreferenceUnavailable) return false;
if (Clothing != other.Clothing) return false;
if (!_jobPriorities.SequenceEqual(other._jobPriorities)) return false;
if (!_antagPreferences.SequenceEqual(other._antagPreferences)) return false;
return Appearance.MemberwiseEquals(other.Appearance);
@@ -254,13 +296,18 @@ namespace Content.Shared.Preferences
public override int GetHashCode()
{
return HashCode.Combine(
Name,
Age,
Sex,
HashCode.Combine(
Name,
Age,
Sex,
Gender,
Appearance,
Clothing
),
PreferenceUnavailable,
_jobPriorities,
_antagPreferences,
Appearance);
_antagPreferences
);
}
}
}

View File

@@ -3,7 +3,6 @@
public enum Sex
{
Male,
Female,
Classified
Female
}
}

View File

@@ -1,3 +1,4 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
@@ -5,6 +6,7 @@ using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using YamlDotNet.RepresentationModel;
using Content.Shared.Preferences;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Shared.Roles
@@ -12,19 +14,22 @@ namespace Content.Shared.Roles
[Prototype("startingGear")]
public class StartingGearPrototype : IPrototype, IIndexedPrototype
{
private string _id;
private Dictionary<Slots, string> _equipment;
private string _id = default!;
private Dictionary<Slots, string> _equipment = default!;
/// <summary>
/// if empty, there is no skirt override - instead the uniform provided in equipment is added.
/// </summary>
private string _innerClothingSkirt = default!;
public IReadOnlyDictionary<string, string> Inhand => _inHand;
/// <summary>
/// hand index, item prototype
/// </summary>
private Dictionary<string, string> _inHand;
private Dictionary<string, string> _inHand = default!;
[ViewVariables] public string ID => _id;
[ViewVariables] public IReadOnlyDictionary<Slots, string> Equipment => _equipment;
public void LoadFrom(YamlMappingNode mapping)
{
var serializer = YamlObjectSerializer.NewReader(mapping);
@@ -44,6 +49,26 @@ namespace Content.Shared.Roles
return slot;
}, type => type.Value);
serializer.DataField(ref _innerClothingSkirt, "innerclothingskirt", string.Empty);
}
public string GetGear(Slots slot, HumanoidCharacterProfile? profile)
{
if (profile != null)
{
if ((slot == Slots.INNERCLOTHING) && (profile.Clothing == ClothingPreference.Jumpskirt) && (_innerClothingSkirt != ""))
return _innerClothingSkirt;
}
if (_equipment.ContainsKey(slot))
{
return _equipment[slot];
}
else
{
return "";
}
}
}
}