Files
OldThink/Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs

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using System.Linq;
using Content.Shared._White.TTS;
using Content.Shared.Examine;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.IdentityManagement;
using Content.Shared.Preferences;
using Robust.Shared.GameObjects.Components.Localization;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
namespace Content.Shared.Humanoid;
/// <summary>
/// HumanoidSystem. Primarily deals with the appearance and visual data
/// of a humanoid entity. HumanoidVisualizer is what deals with actually
/// organizing the sprites and setting up the sprite component's layers.
///
/// This is a shared system, because while it is server authoritative,
/// you still need a local copy so that players can set up their
/// characters.
/// </summary>
public abstract class SharedHumanoidAppearanceSystem : EntitySystem
{
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly MarkingManager _markingManager = default!;
[ValidatePrototypeId<SpeciesPrototype>]
public const string DefaultSpecies = "Human";
[ValidatePrototypeId<BodyTypePrototype>]
public const string DefaultBodyType = "HumanNormal";
[ValidatePrototypeId<TTSVoicePrototype>]
public const string DefaultVoice = "Eugene";
public static readonly Dictionary<Sex, ProtoId<TTSVoicePrototype>> DefaultSexVoice = new()
{
{ Sex.Male, "Eugene" },
{ Sex.Female, "Kseniya" },
{ Sex.Unsexed, "Xenia" },
};
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HumanoidAppearanceComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<HumanoidAppearanceComponent, ExaminedEvent>(OnExamined);
}
private void OnInit(EntityUid uid, HumanoidAppearanceComponent humanoid, ComponentInit args)
{
if (string.IsNullOrEmpty(humanoid.Species) || _netManager.IsClient && !IsClientSide(uid))
{
return;
}
if (string.IsNullOrEmpty(humanoid.Initial)
|| !_proto.TryIndex(humanoid.Initial, out HumanoidProfilePrototype? startingSet))
{
LoadProfile(uid, HumanoidCharacterProfile.DefaultWithSpecies(humanoid.Species), humanoid);
return;
}
// Do this first, because profiles currently do not support custom base layers
foreach (var (layer, info) in startingSet.CustomBaseLayers)
{
humanoid.CustomBaseLayers.Add(layer, info);
}
LoadProfile(uid, startingSet.Profile, humanoid);
}
private void OnExamined(EntityUid uid, HumanoidAppearanceComponent component, ExaminedEvent args)
{
var identity = Identity.Entity(uid, EntityManager);
var species = GetSpeciesRepresentation(component.Species).ToLower();
var age = GetAgeRepresentation(component.Species, component.Age);
args.PushText(Loc.GetString("humanoid-appearance-component-examine", ("user", identity), ("age", age),
("species", species)));
}
/// <summary>
/// Toggles a humanoid's sprite layer visibility.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="layer">Layer to toggle visibility for</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetLayerVisibility(
EntityUid uid,
HumanoidVisualLayers layer,
bool visible,
bool permanent = false,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid, false))
return;
var dirty = false;
SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
if (dirty)
Dirty(uid, humanoid);
}
/// <summary>
/// Sets the visibility for multiple layers at once on a humanoid's sprite.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="layers">An enumerable of all sprite layers that are going to have their visibility set</param>
/// <param name="visible">The visibility state of the layers given</param>
/// <param name="permanent">If this is a permanent change, or temporary. Permanent layers are stored in their own hash set.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetLayersVisibility(
EntityUid uid,
IEnumerable<HumanoidVisualLayers> layers,
bool visible,
bool permanent = false,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
var dirty = false;
foreach (var layer in layers)
{
SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
}
if (dirty)
Dirty(uid, humanoid);
}
protected virtual void SetLayerVisibility(
EntityUid uid,
HumanoidAppearanceComponent humanoid,
HumanoidVisualLayers layer,
bool visible,
bool permanent,
ref bool dirty)
{
if (visible)
{
if (permanent)
dirty |= humanoid.PermanentlyHidden.Remove(layer);
dirty |= humanoid.HiddenLayers.Remove(layer);
}
else
{
if (permanent)
dirty |= humanoid.PermanentlyHidden.Add(layer);
dirty |= humanoid.HiddenLayers.Add(layer);
}
}
/// <summary>
/// Set a humanoid mob's species. This will change their base sprites, as well as their current
/// set of markings to fit against the mob's new species.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="species">The species to set the mob to. Will return if the species prototype was invalid.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetSpecies(
EntityUid uid,
string species,
bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || !_proto.TryIndex<SpeciesPrototype>(species, out var prototype))
{
return;
}
humanoid.Species = species;
humanoid.MarkingSet.EnsureSpecies(species, humanoid.BodyType, humanoid.SkinColor, _markingManager);
var oldMarkings = humanoid.MarkingSet.GetForwardEnumerator().ToList();
Merge remote-tracking branch 'upstream/master' into upstream # Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
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humanoid.MarkingSet = new MarkingSet(oldMarkings, prototype.MarkingPoints, _markingManager, _proto);
if (sync)
{
Dirty(uid, humanoid);
}
}
/// <summary>
/// Sets the skin color of this humanoid mob. Will only affect base layers that are not custom,
/// custom base layers should use <see cref="SetBaseLayerColor"/> instead.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="skinColor">Skin color to set on the humanoid mob.</param>
/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
/// <param name="verify">Whether to verify the skin color can be set on this humanoid or not</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public virtual void SetSkinColor(
EntityUid uid,
Color skinColor,
bool sync = true,
bool verify = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
Merge remote-tracking branch 'upstream/master' into upstream # Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
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if (!_proto.TryIndex(humanoid.Species, out var species))
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{
return;
}
if (verify && !SkinColor.VerifySkinColor(species.SkinColoration, skinColor))
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{
skinColor = SkinColor.ValidSkinTone(species.SkinColoration, skinColor);
}
humanoid.SkinColor = skinColor;
if (sync)
Dirty(uid, humanoid);
}
2024-04-13 12:55:14 +07:00
/// <summary>
/// Set a humanoid mob's body yupe. This will change their base sprites.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="bodyType">The body type to set the mob to. Will return if the body type prototype was invalid.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetBodyType(
EntityUid uid,
ProtoId<BodyTypePrototype> bodyType,
bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || !_proto.TryIndex(bodyType, out _))
{
return;
}
humanoid.BodyType = bodyType;
if (sync)
{
Dirty(uid, humanoid);
}
}
/// <summary>
/// Set a humanoid mob's body yupe. This will change their base sprites.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="voiceId">The tts voice to set the mob to.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
// ReSharper disable once InconsistentNaming
public void SetTTSVoice(
EntityUid uid,
ProtoId<TTSVoicePrototype> voiceId,
bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!TryComp<SharedTTSComponent>(uid, out var comp))
return;
if (!Resolve(uid, ref humanoid))
{
return;
}
humanoid.Voice = voiceId;
comp.VoicePrototypeId = voiceId;
if (sync)
{
Dirty(uid, humanoid);
}
}
/// <summary>
/// Sets the base layer ID of this humanoid mob. A humanoid mob's 'base layer' is
/// the skin sprite that is applied to the mob's sprite upon appearance refresh.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="layer">The layer to target on this humanoid mob.</param>
/// <param name="id">The ID of the sprite to use. See <see cref="HumanoidSpeciesSpriteLayer"/>.</param>
/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetBaseLayerId(
EntityUid uid,
HumanoidVisualLayers layer,
string? id,
bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
humanoid.CustomBaseLayers[layer] = info with { Id = id };
else
humanoid.CustomBaseLayers[layer] = new(id);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Sets the color of this humanoid mob's base layer. See <see cref="SetBaseLayerId"/> for a
/// description of how base layers work.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="layer">The layer to target on this humanoid mob.</param>
/// <param name="color">The color to set this base layer to.</param>
public void SetBaseLayerColor(
EntityUid uid,
HumanoidVisualLayers layer,
Color? color,
bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
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if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
humanoid.CustomBaseLayers[layer] = info with { Color = color };
else
humanoid.CustomBaseLayers[layer] = new(null, color);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Set a humanoid mob's sex. This will not change their gender.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="sex">The sex to set the mob to.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetSex(EntityUid uid, Sex sex, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || humanoid.Sex == sex)
return;
var oldSex = humanoid.Sex;
humanoid.Sex = sex;
humanoid.MarkingSet.EnsureSexes(sex, _markingManager);
RaiseLocalEvent(uid, new SexChangedEvent(oldSex, sex));
if (sync)
{
Dirty(uid, humanoid);
}
}
public List<BodyTypePrototype> GetValidBodyTypes(SpeciesPrototype species, Sex sex)
{
Merge remote-tracking branch 'upstream/master' into upstream # Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
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return species.BodyTypes.Select(protoId => _proto.Index<BodyTypePrototype>(protoId))
.Where(proto => !proto.SexRestrictions.Contains(sex.ToString())).ToList();
}
public static bool IsBodyTypeValid(BodyTypePrototype bodyType, SpeciesPrototype species, Sex sex)
{
return species.BodyTypes.Contains(bodyType.ID);
}
/// <summary>
/// Loads a humanoid character profile directly onto this humanoid mob.
/// </summary>
/// <param name="uid">The mob's entity UID.</param>
/// <param name="profile">The character profile to load.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public virtual void LoadProfile(
EntityUid uid,
HumanoidCharacterProfile profile,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
{
return;
}
SetSpecies(uid, profile.Species, false, humanoid);
SetSex(uid, profile.Sex, false, humanoid);
humanoid.EyeColor = profile.Appearance.EyeColor;
SetSkinColor(uid, profile.Appearance.SkinColor, false);
SetBodyType(uid, profile.BodyType, false, humanoid);
SetTTSVoice(uid, profile.Voice, false, humanoid);
humanoid.MarkingSet.Clear();
// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
var markingFColored = new Dictionary<Marking, MarkingPrototype>();
foreach (var marking in profile.Appearance.Markings)
{
if (_markingManager.TryGetMarking(marking, out var prototype))
{
if (!prototype.ForcedColoring)
{
AddMarking(uid, marking.MarkingId, marking.MarkingColors, false);
}
else
{
markingFColored.Add(marking, prototype);
}
}
}
// Hair/facial hair - this may eventually be deprecated.
// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha,
Merge remote-tracking branch 'upstream/master' into upstream # Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
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_proto)
? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
: profile.Appearance.HairColor;
var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair,
Merge remote-tracking branch 'upstream/master' into upstream # Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
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out var facialHairAlpha, _proto)
? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
: profile.Appearance.FacialHairColor;
if (_markingManager.Markings.TryGetValue(profile.Appearance.HairStyleId, out var hairPrototype) &&
_markingManager.CanBeApplied(profile.Species, profile.Sex, hairPrototype, _proto))
{
AddMarking(uid, profile.Appearance.HairStyleId, hairColor, false);
}
if (_markingManager.Markings.TryGetValue(profile.Appearance.FacialHairStyleId, out var facialHairPrototype) &&
_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHairPrototype, _proto))
{
AddMarking(uid, profile.Appearance.FacialHairStyleId, facialHairColor, false);
}
humanoid.MarkingSet.EnsureSpecies(profile.Species, profile.BodyType, profile.Appearance.SkinColor,
_markingManager,
Merge remote-tracking branch 'upstream/master' into upstream # Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
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_proto);
// Finally adding marking with forced colors
foreach (var (marking, prototype) in markingFColored)
{
var markingColors = MarkingColoring.GetMarkingLayerColors(
prototype,
profile.Appearance.SkinColor,
profile.Appearance.EyeColor,
humanoid.MarkingSet
);
AddMarking(uid, marking.MarkingId, markingColors, false);
}
EnsureDefaultMarkings(uid, humanoid);
humanoid.Gender = profile.Gender;
if (TryComp<GrammarComponent>(uid, out var grammar))
{
grammar.Gender = profile.Gender;
}
humanoid.Age = profile.Age;
Dirty(uid, 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(uid, 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;
}
Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream # Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
2024-03-26 15:52:23 +07:00
var markingObject = new Marking(marking, colors)
{
Forced = forced
};
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Takes ID of the species prototype, returns UI-friendly name of the species.
/// </summary>
public string GetSpeciesRepresentation(string speciesId)
{
if (_proto.TryIndex<SpeciesPrototype>(speciesId, out var species))
{
return Loc.GetString(species.Name);
}
Log.Error("Tried to get representation of unknown species: {speciesId}");
return Loc.GetString("humanoid-appearance-component-unknown-species");
}
public string GetAgeRepresentation(string species, int age)
{
if (!_proto.TryIndex<SpeciesPrototype>(species, out var speciesPrototype))
{
Log.Error("Tried to get age representation of species that couldn't be indexed: " + species);
return Loc.GetString("identity-age-young");
}
if (age < speciesPrototype.YoungAge)
{
return Loc.GetString("identity-age-young");
}
if (age < speciesPrototype.OldAge)
{
return Loc.GetString("identity-age-middle-aged");
}
return Loc.GetString("identity-age-old");
}
}