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* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
375 lines
13 KiB
C#
375 lines
13 KiB
C#
using Content.Shared.Humanoid;
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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;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Humanoid;
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public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MarkingManager _markingManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HumanoidAppearanceComponent, AfterAutoHandleStateEvent>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref AfterAutoHandleStateEvent args)
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{
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UpdateSprite(component, Comp<SpriteComponent>(uid));
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}
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private void UpdateSprite(HumanoidAppearanceComponent component, SpriteComponent sprite)
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{
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UpdateLayers(component, sprite);
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ApplyMarkingSet(component, sprite);
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sprite[sprite.LayerMapReserveBlank(HumanoidVisualLayers.Eyes)].Color = component.EyeColor;
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}
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private static bool IsHidden(HumanoidAppearanceComponent humanoid, HumanoidVisualLayers layer)
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=> humanoid.HiddenLayers.Contains(layer) || humanoid.PermanentlyHidden.Contains(layer);
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private void UpdateLayers(HumanoidAppearanceComponent component, SpriteComponent sprite)
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{
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var oldLayers = new HashSet<HumanoidVisualLayers>(component.BaseLayers.Keys);
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component.BaseLayers.Clear();
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// add default species layers
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var speciesProto = _prototypeManager.Index(component.Species);
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var baseSprites = _prototypeManager.Index<HumanoidSpeciesBaseSpritesPrototype>(speciesProto.SpriteSet);
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foreach (var (key, id) in baseSprites.Sprites)
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{
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oldLayers.Remove(key);
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if (!component.CustomBaseLayers.ContainsKey(key))
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SetLayerData(component, sprite, key, id, sexMorph: true);
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}
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// add custom layers
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foreach (var (key, info) in component.CustomBaseLayers)
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{
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oldLayers.Remove(key);
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SetLayerData(component, sprite, key, info.Id, sexMorph: false, color: info.Color);
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}
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// hide old layers
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// TODO maybe just remove them altogether?
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foreach (var key in oldLayers)
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{
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if (sprite.LayerMapTryGet(key, out var index))
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sprite[index].Visible = false;
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}
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}
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private void SetLayerData(
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HumanoidAppearanceComponent component,
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SpriteComponent sprite,
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HumanoidVisualLayers key,
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string? protoId,
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bool sexMorph = false,
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Color? color = null)
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{
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var layerIndex = sprite.LayerMapReserveBlank(key);
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var layer = sprite[layerIndex];
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layer.Visible = !IsHidden(component, key);
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if (color != null)
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layer.Color = color.Value;
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if (protoId == null)
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return;
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if (sexMorph)
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protoId = HumanoidVisualLayersExtension.GetSexMorph(key, component.Sex, protoId);
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var proto = _prototypeManager.Index<HumanoidSpeciesSpriteLayer>(protoId);
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component.BaseLayers[key] = proto;
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if (proto.MatchSkin)
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layer.Color = component.SkinColor.WithAlpha(proto.LayerAlpha);
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if (proto.BaseSprite != null)
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sprite.LayerSetSprite(layerIndex, proto.BaseSprite);
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}
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/// <summary>
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/// Loads a profile directly into a humanoid.
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/// </summary>
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/// <param name="uid">The humanoid entity's UID</param>
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/// <param name="profile">The profile to load.</param>
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/// <param name="humanoid">The humanoid entity's humanoid component.</param>
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/// <remarks>
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/// This should not be used if the entity is owned by the server. The server will otherwise
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/// override this with the appearance data it sends over.
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/// </remarks>
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public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile profile, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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{
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return;
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}
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var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
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var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
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var markings = new MarkingSet(speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
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// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
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var markingFColored = new Dictionary<Marking, MarkingPrototype>();
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foreach (var marking in profile.Appearance.Markings)
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{
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if (_markingManager.TryGetMarking(marking, out var prototype))
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{
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if (!prototype.ForcedColoring)
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{
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markings.AddBack(prototype.MarkingCategory, marking);
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}
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else
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{
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markingFColored.Add(marking, prototype);
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}
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}
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}
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// legacy: remove in the future?
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//markings.RemoveCategory(MarkingCategories.Hair);
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//markings.RemoveCategory(MarkingCategories.FacialHair);
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// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
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var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
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: profile.Appearance.HairColor;
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var hair = new Marking(profile.Appearance.HairStyleId,
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new[] { hairColor });
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var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
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: profile.Appearance.FacialHairColor;
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var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
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new[] { facialHairColor });
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if (_markingManager.CanBeApplied(profile.Species, profile.Sex, hair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.Hair, hair);
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}
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if (_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.FacialHair, facialHair);
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}
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// Finally adding marking with forced colors
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foreach (var (marking, prototype) in markingFColored)
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{
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var markingColors = MarkingColoring.GetMarkingLayerColors(
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prototype,
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor,
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markings
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);
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markings.AddBack(prototype.MarkingCategory, new Marking(marking.MarkingId, markingColors));
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}
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markings.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
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markings.EnsureSexes(profile.Sex, _markingManager);
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markings.EnsureDefault(
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor,
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_markingManager);
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DebugTools.Assert(IsClientSide(uid));
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humanoid.MarkingSet = markings;
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humanoid.PermanentlyHidden = new HashSet<HumanoidVisualLayers>();
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humanoid.HiddenLayers = new HashSet<HumanoidVisualLayers>();
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humanoid.CustomBaseLayers = customBaseLayers;
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humanoid.Sex = profile.Sex;
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humanoid.Gender = profile.Gender;
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humanoid.Age = profile.Age;
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humanoid.Species = profile.Species;
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humanoid.SkinColor = profile.Appearance.SkinColor;
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humanoid.EyeColor = profile.Appearance.EyeColor;
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UpdateSprite(humanoid, Comp<SpriteComponent>(uid));
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}
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private void ApplyMarkingSet(HumanoidAppearanceComponent humanoid, SpriteComponent sprite)
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{
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// I am lazy and I CBF resolving the previous mess, so I'm just going to nuke the markings.
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// Really, markings should probably be a separate component altogether.
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ClearAllMarkings(humanoid, sprite);
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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if (_markingManager.TryGetMarking(marking, out var markingPrototype))
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ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
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}
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}
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humanoid.ClientOldMarkings = new MarkingSet(humanoid.MarkingSet);
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}
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private void ClearAllMarkings(HumanoidAppearanceComponent humanoid, SpriteComponent sprite)
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{
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foreach (var markingList in humanoid.ClientOldMarkings.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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RemoveMarking(marking, sprite);
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}
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}
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humanoid.ClientOldMarkings.Clear();
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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RemoveMarking(marking, sprite);
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}
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}
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}
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private void RemoveMarking(Marking marking, SpriteComponent spriteComp)
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{
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if (!_markingManager.TryGetMarking(marking, out var prototype))
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{
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return;
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}
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foreach (var sprite in prototype.Sprites)
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{
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if (sprite is not SpriteSpecifier.Rsi rsi)
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{
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continue;
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}
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var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
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if (!spriteComp.LayerMapTryGet(layerId, out var index))
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{
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continue;
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}
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spriteComp.LayerMapRemove(layerId);
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spriteComp.RemoveLayer(index);
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}
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}
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private void ApplyMarking(MarkingPrototype markingPrototype,
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IReadOnlyList<Color>? colors,
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bool visible,
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HumanoidAppearanceComponent humanoid,
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SpriteComponent sprite)
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{
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if (!sprite.LayerMapTryGet(markingPrototype.BodyPart, out int targetLayer))
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{
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return;
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}
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visible &= !IsHidden(humanoid, markingPrototype.BodyPart);
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visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
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&& setting.AllowsMarkings;
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for (var j = 0; j < markingPrototype.Sprites.Count; j++)
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{
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var markingSprite = markingPrototype.Sprites[j];
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if (markingSprite is not SpriteSpecifier.Rsi rsi)
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{
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continue;
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}
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var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
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if (!sprite.LayerMapTryGet(layerId, out _))
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{
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var layer = sprite.AddLayer(markingSprite, targetLayer + j + 1);
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sprite.LayerMapSet(layerId, layer);
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sprite.LayerSetSprite(layerId, rsi);
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}
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sprite.LayerSetVisible(layerId, visible);
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if (!visible || setting == null) // this is kinda implied
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{
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continue;
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}
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// Okay so if the marking prototype is modified but we load old marking data this may no longer be valid
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// and we need to check the index is correct.
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// So if that happens just default to white?
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if (colors != null && j < colors.Count)
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{
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sprite.LayerSetColor(layerId, colors[j]);
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}
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else
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{
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sprite.LayerSetColor(layerId, Color.White);
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}
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}
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}
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public override void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid) || humanoid.SkinColor == skinColor)
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return;
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base.SetSkinColor(uid, skinColor, false, verify, humanoid);
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
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{
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if (!spriteInfo.MatchSkin)
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continue;
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var index = sprite.LayerMapReserveBlank(layer);
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sprite[index].Color = skinColor.WithAlpha(spriteInfo.LayerAlpha);
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}
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}
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protected override void SetLayerVisibility(
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EntityUid uid,
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HumanoidAppearanceComponent humanoid,
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HumanoidVisualLayers layer,
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bool visible,
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bool permanent,
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ref bool dirty)
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{
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base.SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
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var sprite = Comp<SpriteComponent>(uid);
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if (!sprite.LayerMapTryGet(layer, out var index))
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{
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if (!visible)
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return;
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else
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index = sprite.LayerMapReserveBlank(layer);
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}
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var spriteLayer = sprite[index];
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if (spriteLayer.Visible == visible)
|
|
return;
|
|
|
|
spriteLayer.Visible = visible;
|
|
|
|
// I fucking hate this. I'll get around to refactoring sprite layers eventually I swear
|
|
|
|
foreach (var markingList in humanoid.MarkingSet.Markings.Values)
|
|
{
|
|
foreach (var marking in markingList)
|
|
{
|
|
if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
|
|
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
|
|
}
|
|
}
|
|
}
|
|
}
|