2024-01-17 00:39:14 -05:00
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Linq;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Shared.Humanoid.Markings;
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2021-06-13 14:52:40 +02:00
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using Content.Shared.IoC;
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2021-01-23 19:37:28 +01:00
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using Content.Shared.Maps;
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2022-06-11 06:04:19 +12:00
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using Robust.Shared;
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using Robust.Shared.Configuration;
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2021-01-23 19:37:28 +01:00
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using Robust.Shared.ContentPack;
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2021-02-11 01:13:03 -08:00
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using Robust.Shared.Map;
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2021-01-23 19:37:28 +01:00
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using Robust.Shared.Prototypes;
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2024-01-17 00:39:14 -05:00
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using Robust.Shared.Serialization.Markdown;
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using Robust.Shared.Serialization.Markdown.Sequence;
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using Robust.Shared.Serialization.Markdown.Value;
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using Robust.Shared.Utility;
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2021-01-23 19:37:28 +01:00
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2021-06-13 14:52:40 +02:00
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namespace Content.Shared.Entry
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2017-08-04 14:24:01 +02:00
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{
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2022-02-16 00:23:23 -07:00
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public sealed class EntryPoint : GameShared
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2017-08-04 14:24:01 +02:00
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{
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2020-08-24 14:10:28 +02:00
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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2024-01-17 00:39:14 -05:00
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[Dependency] private readonly IResourceManager _resMan = default!;
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private readonly ResPath _ignoreFileDirectory = new("/IgnoredPrototypes/");
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2019-04-03 21:20:26 +02:00
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2020-05-02 20:01:06 +02:00
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public override void PreInit()
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2017-08-04 14:24:01 +02:00
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{
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2019-04-03 21:20:26 +02:00
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IoCManager.InjectDependencies(this);
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2021-03-28 08:26:32 +02:00
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SharedContentIoC.Register();
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2020-05-02 20:01:06 +02:00
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}
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2023-02-28 16:32:05 +11:00
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public override void Shutdown()
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{
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_prototypeManager.PrototypesReloaded -= PrototypeReload;
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}
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2020-05-02 20:01:06 +02:00
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public override void Init()
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{
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IgnorePrototypes();
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2017-08-04 14:24:01 +02:00
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}
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2019-04-03 21:20:26 +02:00
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public override void PostInit()
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{
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base.PostInit();
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2022-08-21 06:01:17 +12:00
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InitTileDefinitions();
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2022-05-05 01:07:42 -07:00
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IoCManager.Resolve<MarkingManager>().Initialize();
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2023-04-02 07:49:44 +12:00
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#if DEBUG
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var configMan = IoCManager.Resolve<IConfigurationManager>();
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configMan.OverrideDefault(CVars.NetFakeLagMin, 0.075f);
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configMan.OverrideDefault(CVars.NetFakeLoss, 0.005f);
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configMan.OverrideDefault(CVars.NetFakeDuplicates, 0.005f);
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#endif
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2019-04-03 21:20:26 +02:00
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}
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2022-08-21 06:01:17 +12:00
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private void InitTileDefinitions()
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2019-04-03 21:20:26 +02:00
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{
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_prototypeManager.PrototypesReloaded += PrototypeReload;
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2019-04-03 21:20:26 +02:00
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// Register space first because I'm a hard coding hack.
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2022-08-10 17:05:40 +10:00
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var spaceDef = _prototypeManager.Index<ContentTileDefinition>(ContentTileDefinition.SpaceID);
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2019-04-03 21:20:26 +02:00
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_tileDefinitionManager.Register(spaceDef);
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var prototypeList = new List<ContentTileDefinition>();
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foreach (var tileDef in _prototypeManager.EnumeratePrototypes<ContentTileDefinition>())
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{
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2022-08-10 17:05:40 +10:00
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if (tileDef.ID == ContentTileDefinition.SpaceID)
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2019-04-03 21:20:26 +02:00
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{
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continue;
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}
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2021-01-23 19:37:28 +01:00
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2019-04-03 21:20:26 +02:00
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prototypeList.Add(tileDef);
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}
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// Sort ordinal to ensure it's consistent client and server.
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// So that tile IDs match up.
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2022-01-04 16:26:07 -08:00
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prototypeList.Sort((a, b) => string.Compare(a.ID, b.ID, StringComparison.Ordinal));
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2019-04-03 21:20:26 +02:00
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foreach (var tileDef in prototypeList)
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{
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_tileDefinitionManager.Register(tileDef);
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}
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_tileDefinitionManager.Initialize();
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}
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2023-02-28 16:32:05 +11:00
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private void PrototypeReload(PrototypesReloadedEventArgs obj)
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{
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2024-01-10 23:28:42 +11:00
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/* I am leaving this here commented out to re-iterate
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- our game is shitcode
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- tiledefmanager no likey proto reloads and you must re-assign the tile ids.
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2023-12-22 09:13:45 -05:00
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if (!obj.WasModified<ContentTileDefinition>())
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return;
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2024-01-10 23:28:42 +11:00
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*/
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2023-12-22 09:13:45 -05:00
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2023-02-28 16:32:05 +11:00
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// Need to re-allocate tiledefs due to how prototype reloads work
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foreach (var def in _prototypeManager.EnumeratePrototypes<ContentTileDefinition>())
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{
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def.AssignTileId(_tileDefinitionManager[def.ID].TileId);
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}
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}
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2024-01-17 00:39:14 -05:00
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private void IgnorePrototypes()
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{
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if (!TryReadFile(out var sequences))
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return;
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foreach (var sequence in sequences)
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{
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foreach (var node in sequence.Sequence)
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{
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var path = new ResPath(((ValueDataNode) node).Value);
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if (string.IsNullOrEmpty(path.Extension))
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{
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_prototypeManager.AbstractDirectory(path);
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}
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else
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{
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_prototypeManager.AbstractFile(path);
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}
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}
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}
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}
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private bool TryReadFile([NotNullWhen(true)] out List<SequenceDataNode>? sequence)
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{
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sequence = new();
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foreach (var path in _resMan.ContentFindFiles(_ignoreFileDirectory))
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{
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if (!_resMan.TryContentFileRead(path, out var stream))
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continue;
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using var reader = new StreamReader(stream, EncodingHelpers.UTF8);
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var documents = DataNodeParser.ParseYamlStream(reader).FirstOrDefault();
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if (documents == null)
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continue;
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sequence.Add((SequenceDataNode) documents.Root);
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}
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return true;
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}
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2017-08-04 14:24:01 +02:00
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}
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}
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