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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds cosmetic pronouns, visible through examining people (if they have any) as a PushMarkup. Adds Station AI/borg name customization. CCVars: customize.allow_cosmetic_pronouns (default false) customize.allow_custom_station_ai_name (default false) customize.allow_custom_cyborg_name (default false, for borgs, mediborgs, etc) --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added cosmetic pronouns. (disabled by default) - add: Added Station AI name customization through character customization. (disabled by default) - add: Added Cyborg name customization through character customization. (disabled by default) (cherry picked from commit 07fb6bc9a1a770f969bf44690676128970cb9eb7)
154 lines
4.8 KiB
C#
154 lines
4.8 KiB
C#
using Content.Shared._White.TTS;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences; // DeltaV
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using Robust.Shared.Enums;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Content.Shared.Preferences; //DeltaV, used for Metempsychosis, Fugitive, and Paradox Anomaly
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namespace Content.Shared.Humanoid;
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[NetworkedComponent, RegisterComponent, AutoGenerateComponentState(true)]
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public sealed partial class HumanoidAppearanceComponent : Component
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{
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public MarkingSet ClientOldMarkings = new();
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[DataField, AutoNetworkedField]
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public MarkingSet MarkingSet = new();
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[DataField]
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public Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer> BaseLayers = new();
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[DataField, AutoNetworkedField]
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public HashSet<HumanoidVisualLayers> PermanentlyHidden = new();
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// Couldn't these be somewhere else?
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[DataField, AutoNetworkedField]
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public Gender Gender;
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[DataField, AutoNetworkedField]
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public string? DisplayPronouns;
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[DataField, AutoNetworkedField]
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public string? StationAiName;
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[DataField, AutoNetworkedField]
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public string? CyborgName;
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[DataField, AutoNetworkedField]
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public int Age = 18;
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[DataField, AutoNetworkedField]
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public string CustomSpecieName = "";
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/// <summary>
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/// Any custom base layers this humanoid might have. See:
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/// limb transplants (potentially), robotic arms, etc.
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/// Stored on the server, this is merged in the client into
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/// all layer settings.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> CustomBaseLayers = new();
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/// <summary>
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/// Current species. Dictates things like base body sprites,
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/// base humanoid to spawn, etc.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public ProtoId<SpeciesPrototype> Species { get; set; }
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/// <summary>
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/// The initial profile and base layers to apply to this humanoid.
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/// </summary>
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[DataField]
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public ProtoId<HumanoidProfilePrototype>? Initial { get; private set; }
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/// <summary>
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/// Skin color of this humanoid.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Color SkinColor { get; set; } = Color.FromHex("#C0967F");
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/// <summary>
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/// Visual layers currently hidden. This will affect the base sprite
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/// on this humanoid layer, and any markings that sit above it.
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/// </summary>
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[DataField, AutoNetworkedField]
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public HashSet<HumanoidVisualLayers> HiddenLayers = new();
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[DataField, AutoNetworkedField]
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public Sex Sex = Sex.Male;
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[DataField, AutoNetworkedField]
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public Color EyeColor = Color.Brown;
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/// <summary>
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/// Hair color of this humanoid. Used to avoid looping through all markings
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Color? CachedHairColor;
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/// <summary>
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/// Facial Hair color of this humanoid. Used to avoid looping through all markings
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Color? CachedFacialHairColor;
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/// <summary>
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/// Which layers of this humanoid that should be hidden on equipping a corresponding item..
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/// </summary>
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[DataField]
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public HashSet<HumanoidVisualLayers> HideLayersOnEquip = [HumanoidVisualLayers.Hair];
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/// <summary>
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/// DeltaV - let paradox anomaly be cloned
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/// </summary>
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[ViewVariables]
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public HumanoidCharacterProfile? LastProfileLoaded;
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/// <summary>
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/// The height of this humanoid.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Height = 1f;
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/// <summary>
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/// The width of this humanoid.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Width = 1f;
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// WD EDIT START
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[DataField, AutoNetworkedField]
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public ProtoId<TTSVoicePrototype> Voice { get; set; } = SharedHumanoidAppearanceSystem.DefaultVoice;
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// WD EDIT END
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}
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[DataDefinition]
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[Serializable, NetSerializable]
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public readonly partial struct CustomBaseLayerInfo
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{
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public CustomBaseLayerInfo(string? id, Color? color = null)
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{
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DebugTools.Assert(id == null || IoCManager.Resolve<IPrototypeManager>().HasIndex<HumanoidSpeciesSpriteLayer>(id));
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Id = id;
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Color = color;
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}
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/// <summary>
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/// ID of this custom base layer. Must be a <see cref="HumanoidSpeciesSpriteLayer"/>.
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/// </summary>
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[DataField]
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public ProtoId<HumanoidSpeciesSpriteLayer>? Id { get; init; }
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/// <summary>
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/// Color of this custom base layer. Null implies skin colour if the corresponding <see cref="HumanoidSpeciesSpriteLayer"/> is set to match skin.
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/// </summary>
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[DataField]
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public Color? Color { get; init; }
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}
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