[Feat] Тонкие спрайты снова в строю (#102)
* Revert "Hair Overhaul (#19298)"
This reverts commit 9491f322de.
# Conflicts:
# Resources/Textures/Mobs/Customization/human_hair.rsi/a.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/afro.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/afro2.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/bigafro.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/cornrows2.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/emofringe.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/keanu.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/long.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/long2.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/long3.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json
# Resources/Textures/Mobs/Customization/human_hair.rsi/modern.png
# Resources/Textures/Mobs/Customization/human_hair.rsi/quiff.png
* add: возврат системы тонкоспрайтов
* fix: небольшие фиксы после реверта причесок
* add: старые текстуры для slim бодитайпа
* fix: фикс причесок после апстрима
This commit is contained in:
@@ -1,5 +1,4 @@
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using System.Linq;
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using Content.Shared.Decals;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences;
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@@ -26,12 +25,15 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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[ValidatePrototypeId<SpeciesPrototype>]
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public const string DefaultSpecies = "Human";
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public const string DefaultBodyType = "HumanNormal";
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public const string DefaultVoice = "Eugene";
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public static readonly Dictionary<Sex, string> DefaultSexVoice = new()
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{
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{Sex.Male, "Eugene"},
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{Sex.Female, "Kseniya"},
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{Sex.Unsexed, "Xenia"},
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{ Sex.Male, "Eugene" },
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{ Sex.Female, "Kseniya" },
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{ Sex.Unsexed, "Xenia" },
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};
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public override void Initialize()
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@@ -69,7 +71,8 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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/// <param name="uid">Humanoid mob's UID</param>
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/// <param name="layer">Layer to toggle visibility for</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetLayerVisibility(EntityUid uid,
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public void SetLayerVisibility(
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EntityUid uid,
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HumanoidVisualLayers layer,
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bool visible,
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bool permanent = false,
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@@ -92,7 +95,11 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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/// <param name="visible">The visibility state of the layers given</param>
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/// <param name="permanent">If this is a permanent change, or temporary. Permanent layers are stored in their own hash set.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetLayersVisibility(EntityUid uid, IEnumerable<HumanoidVisualLayers> layers, bool visible, bool permanent = false,
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public void SetLayersVisibility(
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EntityUid uid,
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IEnumerable<HumanoidVisualLayers> layers,
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bool visible,
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bool permanent = false,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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@@ -141,7 +148,11 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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/// <param name="species">The species to set the mob to. Will return if the species prototype was invalid.</param>
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/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetSpecies(EntityUid uid, string species, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
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public void SetSpecies(
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EntityUid uid,
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string species,
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bool sync = true,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid) || !_prototypeManager.TryIndex<SpeciesPrototype>(species, out var prototype))
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{
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@@ -149,12 +160,14 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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}
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humanoid.Species = species;
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humanoid.MarkingSet.EnsureSpecies(species, humanoid.SkinColor, _markingManager);
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humanoid.MarkingSet.EnsureSpecies(species, humanoid.BodyType, humanoid.SkinColor, _markingManager);
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var oldMarkings = humanoid.MarkingSet.GetForwardEnumerator().ToList();
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humanoid.MarkingSet = new(oldMarkings, prototype.MarkingPoints, _markingManager, _prototypeManager);
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humanoid.MarkingSet = new MarkingSet(oldMarkings, prototype.MarkingPoints, _markingManager, _prototypeManager);
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if (sync)
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Dirty(humanoid);
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{
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Dirty(uid, humanoid);
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}
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}
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/// <summary>
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@@ -166,7 +179,12 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
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/// <param name="verify">Whether to verify the skin color can be set on this humanoid or not</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public virtual void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
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public virtual void SetSkinColor(
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EntityUid uid,
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Color skinColor,
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bool sync = true,
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bool verify = true,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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@@ -196,7 +214,11 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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/// <param name="id">The ID of the sprite to use. See <see cref="HumanoidSpeciesSpriteLayer"/>.</param>
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/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetBaseLayerId(EntityUid uid, HumanoidVisualLayers layer, string? id, bool sync = true,
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public void SetBaseLayerId(
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EntityUid uid,
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HumanoidVisualLayers layer,
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string? id,
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bool sync = true,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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@@ -218,7 +240,12 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="layer">The layer to target on this humanoid mob.</param>
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/// <param name="color">The color to set this base layer to.</param>
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public void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color? color, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
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public void SetBaseLayerColor(
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EntityUid uid,
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HumanoidVisualLayers layer,
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Color? color,
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bool sync = true,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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@@ -255,13 +282,27 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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}
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}
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public List<BodyTypePrototype> GetValidBodyTypes(SpeciesPrototype species, Sex sex)
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{
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return species.BodyTypes.Select(protoId => _prototypeManager.Index<BodyTypePrototype>(protoId))
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.Where(proto => !proto.SexRestrictions.Contains(sex.ToString())).ToList();
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}
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public static bool IsBodyTypeValid(BodyTypePrototype bodyType, SpeciesPrototype species, Sex sex)
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{
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return species.BodyTypes.Contains(bodyType.ID);
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}
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/// <summary>
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/// Loads a humanoid character profile directly onto this humanoid mob.
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/// </summary>
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/// <param name="uid">The mob's entity UID.</param>
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/// <param name="profile">The character profile to load.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public virtual void LoadProfile(EntityUid uid, HumanoidCharacterProfile profile, HumanoidAppearanceComponent? humanoid = null)
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public virtual void LoadProfile(
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EntityUid uid,
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HumanoidCharacterProfile profile,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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{
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@@ -295,10 +336,15 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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// Hair/facial hair - this may eventually be deprecated.
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// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
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var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(hairAlpha) : profile.Appearance.HairColor;
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var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha) : profile.Appearance.FacialHairColor;
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var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha,
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_prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
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: profile.Appearance.HairColor;
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var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair,
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out var facialHairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
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: profile.Appearance.FacialHairColor;
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if (_markingManager.Markings.TryGetValue(profile.Appearance.HairStyleId, out var hairPrototype) &&
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_markingManager.CanBeApplied(profile.Species, profile.Sex, hairPrototype, _prototypeManager))
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@@ -312,7 +358,9 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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AddMarking(uid, profile.Appearance.FacialHairStyleId, facialHairColor, false);
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}
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humanoid.MarkingSet.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
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humanoid.MarkingSet.EnsureSpecies(profile.Species, profile.BodyType, profile.Appearance.SkinColor,
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_markingManager,
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_prototypeManager);
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// Finally adding marking with forced colors
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foreach (var (marking, prototype) in markingFColored)
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@@ -323,6 +371,7 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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profile.Appearance.EyeColor,
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humanoid.MarkingSet
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);
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AddMarking(uid, marking.MarkingId, markingColors, false);
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}
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@@ -348,7 +397,13 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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/// <param name="sync">Whether to immediately sync this marking or not</param>
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/// <param name="forced">If this marking was forced (ignores marking points)</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void AddMarking(EntityUid uid, string marking, Color? color = null, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
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public void AddMarking(
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EntityUid uid,
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string marking,
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Color? color = null,
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bool sync = true,
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bool forced = false,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid)
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|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
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@@ -378,6 +433,7 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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{
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return;
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}
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humanoid.MarkingSet.EnsureDefault(humanoid.SkinColor, humanoid.EyeColor, _markingManager);
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}
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@@ -390,7 +446,13 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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/// <param name="sync">Whether to immediately sync this marking or not</param>
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/// <param name="forced">If this marking was forced (ignores marking points)</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void AddMarking(EntityUid uid, string marking, IReadOnlyList<Color> colors, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
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public void AddMarking(
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EntityUid uid,
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string marking,
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IReadOnlyList<Color> colors,
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bool sync = true,
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bool forced = false,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid)
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|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
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