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 System.Linq;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Humanoid;
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public sealed class HumanoidVisualizerSystem : VisualizerSystem<HumanoidComponent>
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{
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[Dependency] private IPrototypeManager _prototypeManager = default!;
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[Dependency] private MarkingManager _markingManager = default!;
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protected override void OnAppearanceChange(EntityUid uid, HumanoidComponent component, ref AppearanceChangeEvent args)
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{
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base.OnAppearanceChange(uid, component, ref args);
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if (args.Sprite == null)
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{
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return;
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}
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if (!args.AppearanceData.TryGetValue(HumanoidVisualizerKey.Key, out var dataRaw)
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|| dataRaw is not HumanoidVisualizerData data)
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{
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return;
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}
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if (!_prototypeManager.TryIndex(data.Species, out SpeciesPrototype? speciesProto)
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|| !_prototypeManager.TryIndex(speciesProto.SpriteSet, out HumanoidSpeciesBaseSpritesPrototype? baseSprites))
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{
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return;
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}
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2022-09-26 12:46:57 -07:00
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var dirty = data.SkinColor != component.SkinColor || data.Sex != component.Sex;
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component.Sex = data.Sex;
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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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if (data.CustomBaseLayerInfo.Count != 0)
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{
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2022-09-23 17:16:17 -07:00
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dirty |= MergeCustomBaseSprites(uid, baseSprites.Sprites, data.CustomBaseLayerInfo, component);
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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
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2022-09-23 17:16:17 -07:00
|
|
|
dirty |= MergeCustomBaseSprites(uid, baseSprites.Sprites, null, component);
|
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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dirty)
|
|
|
|
|
{
|
|
|
|
|
ApplyBaseSprites(uid, component, args.Sprite);
|
|
|
|
|
ApplySkinColor(uid, data.SkinColor, component, args.Sprite);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (data.CustomBaseLayerInfo.Count != 0)
|
|
|
|
|
{
|
|
|
|
|
foreach (var (layer, info) in data.CustomBaseLayerInfo)
|
|
|
|
|
{
|
|
|
|
|
SetBaseLayerColor(uid, layer, info.Color, args.Sprite);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var layerVis = data.LayerVisibility.ToHashSet();
|
|
|
|
|
dirty |= ReplaceHiddenLayers(uid, layerVis, component, args.Sprite);
|
|
|
|
|
|
|
|
|
|
DiffAndApplyMarkings(uid, data.Markings, dirty, component, args.Sprite);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool ReplaceHiddenLayers(EntityUid uid, HashSet<HumanoidVisualLayers> hiddenLayers,
|
|
|
|
|
HumanoidComponent humanoid, SpriteComponent sprite)
|
|
|
|
|
{
|
|
|
|
|
if (hiddenLayers.SetEquals(humanoid.HiddenLayers))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetSpriteVisibility(uid, hiddenLayers, false, sprite);
|
|
|
|
|
|
|
|
|
|
humanoid.HiddenLayers.ExceptWith(hiddenLayers);
|
|
|
|
|
|
|
|
|
|
SetSpriteVisibility(uid, humanoid.HiddenLayers, true, sprite);
|
|
|
|
|
|
|
|
|
|
humanoid.HiddenLayers.Clear();
|
|
|
|
|
humanoid.HiddenLayers.UnionWith(hiddenLayers);
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void SetSpriteVisibility(EntityUid uid, HashSet<HumanoidVisualLayers> layers, bool visibility, SpriteComponent sprite)
|
|
|
|
|
{
|
|
|
|
|
foreach (var layer in layers)
|
|
|
|
|
{
|
|
|
|
|
if (!sprite.LayerMapTryGet(layer, out var index))
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sprite[index].Visible = visibility;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void DiffAndApplyMarkings(EntityUid uid,
|
|
|
|
|
List<Marking> newMarkings,
|
|
|
|
|
bool layersDirty,
|
|
|
|
|
HumanoidComponent humanoid,
|
|
|
|
|
SpriteComponent sprite)
|
|
|
|
|
{
|
|
|
|
|
// skip this entire thing if both sets are empty
|
|
|
|
|
if (humanoid.CurrentMarkings.Count == 0 && newMarkings.Count == 0)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var dirtyMarkings = new List<int>();
|
|
|
|
|
var dirtyRangeStart = humanoid.CurrentMarkings.Count == 0 ? 0 : -1;
|
|
|
|
|
|
|
|
|
|
// edge cases:
|
|
|
|
|
// humanoid.CurrentMarkings < newMarkings.Count
|
|
|
|
|
// - check if count matches this condition before diffing
|
|
|
|
|
// - if count is unequal, set dirty range to start from humanoid.CurrentMarkings.Count
|
|
|
|
|
// humanoid.CurrentMarkings > newMarkings.Count, no dirty markings
|
|
|
|
|
// - break count upon meeting this condition
|
|
|
|
|
// - clear markings from newMarkings.Count to humanoid.CurrentMarkings.Count - newMarkings.Count
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < humanoid.CurrentMarkings.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
// if we've reached the end of the new set of markings,
|
|
|
|
|
// then that means it's time to finish
|
|
|
|
|
if (newMarkings.Count == i)
|
|
|
|
|
{
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if the marking is different here, set the range start to i and break, we need
|
|
|
|
|
// to rebuild all markings starting from i
|
|
|
|
|
if (humanoid.CurrentMarkings[i].MarkingId != newMarkings[i].MarkingId)
|
|
|
|
|
{
|
|
|
|
|
dirtyRangeStart = i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// otherwise, we add the current marking to dirtyMarkings if it has different
|
|
|
|
|
// settings
|
|
|
|
|
// however: if the hidden layers are set to dirty, then we need to
|
|
|
|
|
// instead just add every single marking, since we don't know ahead of time
|
|
|
|
|
// where these markings go
|
|
|
|
|
if (humanoid.CurrentMarkings[i] != newMarkings[i] || layersDirty)
|
|
|
|
|
{
|
|
|
|
|
dirtyMarkings.Add(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (var i in dirtyMarkings)
|
|
|
|
|
{
|
|
|
|
|
if (!_markingManager.TryGetMarking(newMarkings[i], out var dirtyMarking))
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ApplyMarking(uid, dirtyMarking, newMarkings[i].MarkingColors, newMarkings[i].Visible, humanoid, sprite);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (humanoid.CurrentMarkings.Count < newMarkings.Count && dirtyRangeStart < 0)
|
|
|
|
|
{
|
|
|
|
|
dirtyRangeStart = humanoid.CurrentMarkings.Count;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dirtyRangeStart >= 0)
|
|
|
|
|
{
|
|
|
|
|
var range = newMarkings.GetRange(dirtyRangeStart, newMarkings.Count - dirtyRangeStart);
|
|
|
|
|
|
|
|
|
|
if (humanoid.CurrentMarkings.Count > 0)
|
|
|
|
|
{
|
|
|
|
|
var oldRange = humanoid.CurrentMarkings.GetRange(dirtyRangeStart, humanoid.CurrentMarkings.Count - dirtyRangeStart);
|
|
|
|
|
ClearMarkings(uid, oldRange, humanoid, sprite);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ApplyMarkings(uid, range, humanoid, sprite);
|
|
|
|
|
}
|
|
|
|
|
else if (humanoid.CurrentMarkings.Count != newMarkings.Count)
|
|
|
|
|
{
|
|
|
|
|
if (newMarkings.Count == 0)
|
|
|
|
|
{
|
|
|
|
|
ClearAllMarkings(uid, humanoid, sprite);
|
|
|
|
|
}
|
|
|
|
|
else if (humanoid.CurrentMarkings.Count > newMarkings.Count)
|
|
|
|
|
{
|
|
|
|
|
var rangeStart = newMarkings.Count;
|
|
|
|
|
var rangeCount = humanoid.CurrentMarkings.Count - newMarkings.Count;
|
|
|
|
|
var range = humanoid.CurrentMarkings.GetRange(rangeStart, rangeCount);
|
|
|
|
|
|
|
|
|
|
ClearMarkings(uid, range, humanoid, sprite);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dirtyMarkings.Count > 0 || dirtyRangeStart >= 0 || humanoid.CurrentMarkings.Count != newMarkings.Count)
|
|
|
|
|
{
|
|
|
|
|
humanoid.CurrentMarkings = newMarkings;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void ClearAllMarkings(EntityUid uid, HumanoidComponent humanoid,
|
|
|
|
|
SpriteComponent spriteComp)
|
|
|
|
|
{
|
|
|
|
|
ClearMarkings(uid, humanoid.CurrentMarkings, humanoid, spriteComp);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void ClearMarkings(EntityUid uid, List<Marking> markings, HumanoidComponent humanoid,
|
|
|
|
|
SpriteComponent spriteComp)
|
|
|
|
|
{
|
|
|
|
|
foreach (var marking in markings)
|
|
|
|
|
{
|
|
|
|
|
RemoveMarking(uid, marking, spriteComp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void RemoveMarking(EntityUid uid, Marking marking,
|
|
|
|
|
SpriteComponent spriteComp)
|
|
|
|
|
{
|
|
|
|
|
if (!_markingManager.TryGetMarking(marking, out var prototype))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (var sprite in prototype.Sprites)
|
|
|
|
|
{
|
|
|
|
|
if (sprite is not SpriteSpecifier.Rsi rsi)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
|
|
|
|
|
if (!spriteComp.LayerMapTryGet(layerId, out var index))
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
spriteComp.LayerMapRemove(layerId);
|
|
|
|
|
spriteComp.RemoveLayer(index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void ApplyMarkings(EntityUid uid,
|
|
|
|
|
List<Marking> markings,
|
|
|
|
|
HumanoidComponent humanoid,
|
|
|
|
|
SpriteComponent spriteComp)
|
|
|
|
|
{
|
|
|
|
|
foreach (var marking in new ReverseMarkingEnumerator(markings))
|
|
|
|
|
{
|
|
|
|
|
if (!_markingManager.TryGetMarking(marking, out var markingPrototype))
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ApplyMarking(uid, markingPrototype, marking.MarkingColors, marking.Visible, humanoid, spriteComp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void ApplyMarking(EntityUid uid,
|
|
|
|
|
MarkingPrototype markingPrototype,
|
|
|
|
|
IReadOnlyList<Color>? colors,
|
|
|
|
|
bool visible,
|
|
|
|
|
HumanoidComponent humanoid,
|
|
|
|
|
SpriteComponent sprite)
|
|
|
|
|
{
|
|
|
|
|
if (!sprite.LayerMapTryGet(markingPrototype.BodyPart, out int targetLayer))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
visible &= !humanoid.HiddenLayers.Contains(markingPrototype.BodyPart);
|
|
|
|
|
visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
|
|
|
|
|
&& setting.AllowsMarkings;
|
|
|
|
|
|
|
|
|
|
for (var j = 0; j < markingPrototype.Sprites.Count; j++)
|
|
|
|
|
{
|
|
|
|
|
if (markingPrototype.Sprites[j] is not SpriteSpecifier.Rsi rsi)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
|
|
|
|
|
|
|
|
|
|
if (!sprite.LayerMapTryGet(layerId, out _))
|
|
|
|
|
{
|
|
|
|
|
var layer = sprite.AddLayer(markingPrototype.Sprites[j], targetLayer + j + 1);
|
|
|
|
|
sprite.LayerMapSet(layerId, layer);
|
|
|
|
|
sprite.LayerSetSprite(layerId, rsi);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sprite.LayerSetVisible(layerId, visible);
|
|
|
|
|
|
|
|
|
|
if (!visible || setting == null) // this is kinda implied
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (markingPrototype.FollowSkinColor || colors == null || setting.MarkingsMatchSkin)
|
|
|
|
|
{
|
|
|
|
|
var skinColor = humanoid.SkinColor;
|
|
|
|
|
skinColor.A = setting.LayerAlpha;
|
|
|
|
|
|
|
|
|
|
sprite.LayerSetColor(layerId, skinColor);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
sprite.LayerSetColor(layerId, colors[j]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void ApplySkinColor(EntityUid uid,
|
|
|
|
|
Color skinColor,
|
|
|
|
|
HumanoidComponent humanoid,
|
|
|
|
|
SpriteComponent spriteComp)
|
|
|
|
|
{
|
|
|
|
|
humanoid.SkinColor = skinColor;
|
|
|
|
|
|
|
|
|
|
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
|
|
|
|
|
{
|
|
|
|
|
if (!spriteInfo.MatchSkin)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var color = skinColor;
|
|
|
|
|
color.A = spriteInfo.LayerAlpha;
|
|
|
|
|
|
|
|
|
|
SetBaseLayerColor(uid, layer, color, spriteComp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color color,
|
|
|
|
|
SpriteComponent sprite)
|
|
|
|
|
{
|
|
|
|
|
if (!sprite.LayerMapTryGet(layer, out var index))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sprite[index].Color = color;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool MergeCustomBaseSprites(EntityUid uid, Dictionary<HumanoidVisualLayers, string> baseSprites,
|
|
|
|
|
Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>? customBaseSprites,
|
|
|
|
|
HumanoidComponent humanoid)
|
|
|
|
|
{
|
|
|
|
|
var newBaseLayers = new Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer>();
|
|
|
|
|
|
|
|
|
|
foreach (var (key, id) in baseSprites)
|
|
|
|
|
{
|
|
|
|
|
var sexMorph = humanoid.Sex switch
|
|
|
|
|
{
|
|
|
|
|
Sex.Male when HumanoidVisualLayersExtension.HasSexMorph(key) => $"{id}Male",
|
|
|
|
|
Sex.Female when HumanoidVisualLayersExtension.HasSexMorph(key) => $"{id}Female",
|
|
|
|
|
_ => id
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if (!_prototypeManager.TryIndex(sexMorph, out HumanoidSpeciesSpriteLayer? baseLayer))
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!newBaseLayers.TryAdd(key, baseLayer))
|
|
|
|
|
{
|
|
|
|
|
newBaseLayers[key] = baseLayer;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (customBaseSprites == null)
|
|
|
|
|
{
|
|
|
|
|
return IsDirty(newBaseLayers);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (var (key, info) in customBaseSprites)
|
|
|
|
|
{
|
|
|
|
|
if (!_prototypeManager.TryIndex(info.ID, out HumanoidSpeciesSpriteLayer? baseLayer))
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!newBaseLayers.TryAdd(key, baseLayer))
|
|
|
|
|
{
|
|
|
|
|
newBaseLayers[key] = baseLayer;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsDirty(Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer> newBaseLayers)
|
|
|
|
|
{
|
|
|
|
|
var dirty = false;
|
|
|
|
|
if (humanoid.BaseLayers.Count != newBaseLayers.Count)
|
|
|
|
|
{
|
|
|
|
|
dirty = true;
|
|
|
|
|
humanoid.BaseLayers = newBaseLayers;
|
|
|
|
|
return dirty;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (var (key, info) in humanoid.BaseLayers)
|
|
|
|
|
{
|
|
|
|
|
if (!newBaseLayers.TryGetValue(key, out var newInfo))
|
|
|
|
|
{
|
|
|
|
|
dirty = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (info.ID != newInfo.ID)
|
|
|
|
|
{
|
|
|
|
|
dirty = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dirty)
|
|
|
|
|
{
|
|
|
|
|
humanoid.BaseLayers = newBaseLayers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return dirty;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return IsDirty(newBaseLayers);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void ApplyBaseSprites(EntityUid uid,
|
|
|
|
|
HumanoidComponent humanoid,
|
|
|
|
|
SpriteComponent spriteComp)
|
|
|
|
|
{
|
|
|
|
|
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
|
|
|
|
|
{
|
|
|
|
|
if (spriteInfo.BaseSprite != null && spriteComp.LayerMapTryGet(layer, out var index))
|
|
|
|
|
{
|
|
|
|
|
switch (spriteInfo.BaseSprite)
|
|
|
|
|
{
|
|
|
|
|
case SpriteSpecifier.Rsi rsi:
|
|
|
|
|
spriteComp.LayerSetRSI(index, rsi.RsiPath);
|
|
|
|
|
spriteComp.LayerSetState(index, rsi.RsiState);
|
|
|
|
|
break;
|
|
|
|
|
case SpriteSpecifier.Texture texture:
|
|
|
|
|
spriteComp.LayerSetTexture(index, texture.TexturePath);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|