mirror of
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synced 2026-04-17 13:37:47 +03:00
* 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>
401 lines
16 KiB
C#
401 lines
16 KiB
C#
using System.Linq;
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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.Shared.GameObjects.Components.Localization;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Humanoid;
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/// <summary>
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/// HumanoidSystem. Primarily deals with the appearance and visual data
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/// of a humanoid entity. HumanoidVisualizer is what deals with actually
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/// organizing the sprites and setting up the sprite component's layers.
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///
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/// This is a shared system, because while it is server authoritative,
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/// you still need a local copy so that players can set up their
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/// characters.
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/// </summary>
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public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MarkingManager _markingManager = default!;
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[ValidatePrototypeId<SpeciesPrototype>]
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public const string DefaultSpecies = "Human";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HumanoidAppearanceComponent, ComponentInit>(OnInit);
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}
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private void OnInit(EntityUid uid, HumanoidAppearanceComponent humanoid, ComponentInit args)
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{
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if (string.IsNullOrEmpty(humanoid.Species) || _netManager.IsClient && !IsClientSide(uid))
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{
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return;
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}
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if (string.IsNullOrEmpty(humanoid.Initial)
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|| !_prototypeManager.TryIndex(humanoid.Initial, out HumanoidProfilePrototype? startingSet))
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{
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LoadProfile(uid, HumanoidCharacterProfile.DefaultWithSpecies(humanoid.Species), humanoid);
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return;
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}
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// Do this first, because profiles currently do not support custom base layers
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foreach (var (layer, info) in startingSet.CustomBaseLayers)
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{
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humanoid.CustomBaseLayers.Add(layer, info);
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}
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LoadProfile(uid, startingSet.Profile, humanoid);
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}
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/// <summary>
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/// Toggles a humanoid's sprite layer visibility.
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/// </summary>
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/// <param name="uid">Humanoid mob's UID</param>
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/// <param name="layer">Layer to toggle visibility for</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetLayerVisibility(EntityUid uid,
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HumanoidVisualLayers layer,
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bool visible,
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bool permanent = false,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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var dirty = false;
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SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
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if (dirty)
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Dirty(humanoid);
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}
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/// <summary>
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/// Sets the visibility for multiple layers at once on a humanoid's sprite.
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/// </summary>
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/// <param name="uid">Humanoid mob's UID</param>
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/// <param name="layers">An enumerable of all sprite layers that are going to have their visibility set</param>
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/// <param name="visible">The visibility state of the layers given</param>
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/// <param name="permanent">If this is a permanent change, or temporary. Permanent layers are stored in their own hash set.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetLayersVisibility(EntityUid uid, IEnumerable<HumanoidVisualLayers> layers, bool visible, bool permanent = false,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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var dirty = false;
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foreach (var layer in layers)
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{
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SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
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}
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if (dirty)
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Dirty(humanoid);
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}
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protected virtual 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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if (visible)
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{
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if (permanent)
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dirty |= humanoid.PermanentlyHidden.Remove(layer);
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dirty |= humanoid.HiddenLayers.Remove(layer);
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}
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else
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{
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if (permanent)
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dirty |= humanoid.PermanentlyHidden.Add(layer);
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dirty |= humanoid.HiddenLayers.Add(layer);
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}
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}
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/// <summary>
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/// Set a humanoid mob's species. This will change their base sprites, as well as their current
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/// set of markings to fit against the mob's new species.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="species">The species to set the mob to. Will return if the species prototype was invalid.</param>
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/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetSpecies(EntityUid uid, string species, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid) || !_prototypeManager.TryIndex<SpeciesPrototype>(species, out var prototype))
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{
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return;
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}
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humanoid.Species = species;
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humanoid.MarkingSet.EnsureSpecies(species, humanoid.SkinColor, _markingManager);
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var oldMarkings = humanoid.MarkingSet.GetForwardEnumerator().ToList();
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humanoid.MarkingSet = new(oldMarkings, prototype.MarkingPoints, _markingManager, _prototypeManager);
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if (sync)
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Dirty(humanoid);
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}
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/// <summary>
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/// Sets the skin color of this humanoid mob. Will only affect base layers that are not custom,
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/// custom base layers should use <see cref="SetBaseLayerColor"/> instead.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="skinColor">Skin color to set on the humanoid mob.</param>
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/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
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/// <param name="verify">Whether to verify the skin color can be set on this humanoid or not</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public virtual 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))
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return;
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if (!_prototypeManager.TryIndex<SpeciesPrototype>(humanoid.Species, out var species))
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{
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return;
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}
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if (verify && !SkinColor.VerifySkinColor(species.SkinColoration, skinColor))
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{
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skinColor = SkinColor.ValidSkinTone(species.SkinColoration, skinColor);
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}
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humanoid.SkinColor = skinColor;
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if (sync)
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Dirty(humanoid);
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}
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/// <summary>
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/// Sets the base layer ID of this humanoid mob. A humanoid mob's 'base layer' is
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/// the skin sprite that is applied to the mob's sprite upon appearance refresh.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="layer">The layer to target on this humanoid mob.</param>
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/// <param name="id">The ID of the sprite to use. See <see cref="HumanoidSpeciesSpriteLayer"/>.</param>
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/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetBaseLayerId(EntityUid uid, HumanoidVisualLayers layer, string? id, bool sync = true,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
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humanoid.CustomBaseLayers[layer] = info with { Id = id };
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else
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humanoid.CustomBaseLayers[layer] = new(id);
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if (sync)
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Dirty(humanoid);
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}
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/// <summary>
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/// Sets the color of this humanoid mob's base layer. See <see cref="SetBaseLayerId"/> for a
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/// description of how base layers work.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="layer">The layer to target on this humanoid mob.</param>
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/// <param name="color">The color to set this base layer to.</param>
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public void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color? color, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
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humanoid.CustomBaseLayers[layer] = info with { Color = color };
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else
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humanoid.CustomBaseLayers[layer] = new(null, color);
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if (sync)
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Dirty(humanoid);
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}
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/// <summary>
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/// Set a humanoid mob's sex. This will not change their gender.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="sex">The sex to set the mob to.</param>
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/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetSex(EntityUid uid, Sex sex, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid) || humanoid.Sex == sex)
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return;
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var oldSex = humanoid.Sex;
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humanoid.Sex = sex;
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humanoid.MarkingSet.EnsureSexes(sex, _markingManager);
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RaiseLocalEvent(uid, new SexChangedEvent(oldSex, sex));
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if (sync)
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{
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Dirty(humanoid);
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}
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}
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/// <summary>
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/// Loads a humanoid character profile directly onto this humanoid mob.
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/// </summary>
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/// <param name="uid">The mob's entity UID.</param>
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/// <param name="profile">The character profile to load.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public virtual 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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SetSpecies(uid, profile.Species, false, humanoid);
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SetSex(uid, profile.Sex, false, humanoid);
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humanoid.EyeColor = profile.Appearance.EyeColor;
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SetSkinColor(uid, profile.Appearance.SkinColor, false);
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humanoid.MarkingSet.Clear();
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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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AddMarking(uid, marking.MarkingId, marking.MarkingColors, false);
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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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// Hair/facial hair - this may eventually be deprecated.
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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) : profile.Appearance.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) : profile.Appearance.FacialHairColor;
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if (_markingManager.Markings.TryGetValue(profile.Appearance.HairStyleId, out var hairPrototype) &&
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_markingManager.CanBeApplied(profile.Species, profile.Sex, hairPrototype, _prototypeManager))
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{
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AddMarking(uid, profile.Appearance.HairStyleId, hairColor, false);
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}
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if (_markingManager.Markings.TryGetValue(profile.Appearance.FacialHairStyleId, out var facialHairPrototype) &&
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_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHairPrototype, _prototypeManager))
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{
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AddMarking(uid, profile.Appearance.FacialHairStyleId, facialHairColor, false);
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}
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humanoid.MarkingSet.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
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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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humanoid.MarkingSet
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);
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AddMarking(uid, marking.MarkingId, markingColors, false);
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}
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EnsureDefaultMarkings(uid, humanoid);
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humanoid.Gender = profile.Gender;
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if (TryComp<GrammarComponent>(uid, out var grammar))
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{
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grammar.Gender = profile.Gender;
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}
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humanoid.Age = profile.Age;
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|
|
Dirty(humanoid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a marking to this humanoid.
|
|
/// </summary>
|
|
/// <param name="uid">Humanoid mob's UID</param>
|
|
/// <param name="marking">Marking ID to use</param>
|
|
/// <param name="color">Color to apply to all marking layers of this marking</param>
|
|
/// <param name="sync">Whether to immediately sync this marking or not</param>
|
|
/// <param name="forced">If this marking was forced (ignores marking points)</param>
|
|
/// <param name="humanoid">Humanoid component of the entity</param>
|
|
public void AddMarking(EntityUid uid, string marking, Color? color = null, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
|
|
{
|
|
if (!Resolve(uid, ref humanoid)
|
|
|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var markingObject = prototype.AsMarking();
|
|
markingObject.Forced = forced;
|
|
if (color != null)
|
|
{
|
|
for (var i = 0; i < prototype.Sprites.Count; i++)
|
|
{
|
|
markingObject.SetColor(i, color.Value);
|
|
}
|
|
}
|
|
|
|
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
|
|
|
|
if (sync)
|
|
Dirty(humanoid);
|
|
}
|
|
|
|
private void EnsureDefaultMarkings(EntityUid uid, HumanoidAppearanceComponent? humanoid)
|
|
{
|
|
if (!Resolve(uid, ref humanoid))
|
|
{
|
|
return;
|
|
}
|
|
humanoid.MarkingSet.EnsureDefault(humanoid.SkinColor, humanoid.EyeColor, _markingManager);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="uid">Humanoid mob's UID</param>
|
|
/// <param name="marking">Marking ID to use</param>
|
|
/// <param name="colors">Colors to apply against this marking's set of sprites.</param>
|
|
/// <param name="sync">Whether to immediately sync this marking or not</param>
|
|
/// <param name="forced">If this marking was forced (ignores marking points)</param>
|
|
/// <param name="humanoid">Humanoid component of the entity</param>
|
|
public void AddMarking(EntityUid uid, string marking, IReadOnlyList<Color> colors, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
|
|
{
|
|
if (!Resolve(uid, ref humanoid)
|
|
|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var markingObject = new Marking(marking, colors);
|
|
markingObject.Forced = forced;
|
|
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
|
|
|
|
if (sync)
|
|
Dirty(humanoid);
|
|
}
|
|
}
|