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
This commit is contained in:
Flipp Syder
2022-09-22 15:19:00 -07:00
committed by GitHub
parent dd994e9ee1
commit 5a0a04bde7
184 changed files with 7667 additions and 5209 deletions

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namespace Content.Shared.Humanoid
{
public static class HairStyles
{
public const string DefaultHairStyle = "HairBald";
public const string DefaultFacialHairStyle = "FacialHairShaved";
public static readonly IReadOnlyList<Color> RealisticHairColors = new List<Color>
{
Color.Yellow,
Color.Black,
Color.SandyBrown,
Color.Brown,
Color.Wheat,
Color.Gray
};
}
}

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using System.Linq;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Shared.Humanoid
{
[DataDefinition]
[Serializable, NetSerializable]
public sealed class HumanoidCharacterAppearance : ICharacterAppearance
{
public HumanoidCharacterAppearance(string hairStyleId,
Color hairColor,
string facialHairStyleId,
Color facialHairColor,
Color eyeColor,
Color skinColor,
List<Marking> markings)
{
HairStyleId = hairStyleId;
HairColor = ClampColor(hairColor);
FacialHairStyleId = facialHairStyleId;
FacialHairColor = ClampColor(facialHairColor);
EyeColor = ClampColor(eyeColor);
SkinColor = ClampColor(skinColor);
Markings = markings;
}
[DataField("hair")]
public string HairStyleId { get; }
[DataField("hairColor")]
public Color HairColor { get; }
[DataField("facialHair")]
public string FacialHairStyleId { get; }
[DataField("facialHairColor")]
public Color FacialHairColor { get; }
[DataField("eyeColor")]
public Color EyeColor { get; }
[DataField("skinColor")]
public Color SkinColor { get; }
[DataField("markings")]
public List<Marking> Markings { get; }
public HumanoidCharacterAppearance WithHairStyleName(string newName)
{
return new(newName, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, Markings);
}
public HumanoidCharacterAppearance WithHairColor(Color newColor)
{
return new(HairStyleId, newColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, Markings);
}
public HumanoidCharacterAppearance WithFacialHairStyleName(string newName)
{
return new(HairStyleId, HairColor, newName, FacialHairColor, EyeColor, SkinColor, Markings);
}
public HumanoidCharacterAppearance WithFacialHairColor(Color newColor)
{
return new(HairStyleId, HairColor, FacialHairStyleId, newColor, EyeColor, SkinColor, Markings);
}
public HumanoidCharacterAppearance WithEyeColor(Color newColor)
{
return new(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, newColor, SkinColor, Markings);
}
public HumanoidCharacterAppearance WithSkinColor(Color newColor)
{
return new(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, newColor, Markings);
}
public HumanoidCharacterAppearance WithMarkings(List<Marking> newMarkings)
{
return new(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, newMarkings);
}
public static HumanoidCharacterAppearance Default()
{
return new(
HairStyles.DefaultHairStyle,
Color.Black,
HairStyles.DefaultFacialHairStyle,
Color.Black,
Color.Black,
Humanoid.SkinColor.ValidHumanSkinTone,
new ()
);
}
private static IReadOnlyList<Color> RealisticEyeColors = new List<Color>
{
Color.Brown,
Color.Gray,
Color.Azure,
Color.SteelBlue,
Color.Black
};
public static HumanoidCharacterAppearance Random(string species, Sex sex)
{
var random = IoCManager.Resolve<IRobustRandom>();
var markingManager = IoCManager.Resolve<MarkingManager>();
var hairStyles = markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.Hair, species).Keys.ToList();
var facialHairStyles = markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.FacialHair, species).Keys.ToList();
var newHairStyle = hairStyles.Count > 0
? random.Pick(hairStyles)
: HairStyles.DefaultHairStyle;
var newFacialHairStyle = facialHairStyles.Count == 0 || sex == Sex.Female
? HairStyles.DefaultFacialHairStyle
: random.Pick(facialHairStyles);
var newHairColor = random.Pick(HairStyles.RealisticHairColors);
newHairColor = newHairColor
.WithRed(RandomizeColor(newHairColor.R))
.WithGreen(RandomizeColor(newHairColor.G))
.WithBlue(RandomizeColor(newHairColor.B));
// TODO: Add random markings
var newEyeColor = random.Pick(RealisticEyeColors);
var skinType = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species).SkinColoration;
var newSkinColor = Humanoid.SkinColor.ValidHumanSkinTone;
switch (skinType)
{
case HumanoidSkinColor.HumanToned:
var tone = random.Next(0, 100);
newSkinColor = Humanoid.SkinColor.HumanSkinTone(tone);
break;
case HumanoidSkinColor.Hues:
case HumanoidSkinColor.TintedHues:
var rbyte = random.Next(0, 255);
var gbyte = random.Next(0, 255);
var bbyte = random.Next(0, 255);
newSkinColor = new Color(rbyte, gbyte, bbyte);
break;
}
if (skinType == HumanoidSkinColor.TintedHues)
{
newSkinColor = Humanoid.SkinColor.ValidTintedHuesSkinTone(newSkinColor);
}
return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new ());
float RandomizeColor(float channel)
{
return MathHelper.Clamp01(channel + random.Next(-25, 25) / 100f);
}
}
public static Color ClampColor(Color color)
{
return new(color.RByte, color.GByte, color.BByte);
}
public static HumanoidCharacterAppearance EnsureValid(HumanoidCharacterAppearance appearance, string species)
{
var hairStyleId = appearance.HairStyleId;
var facialHairStyleId = appearance.FacialHairStyleId;
var hairColor = ClampColor(appearance.HairColor);
var facialHairColor = ClampColor(appearance.FacialHairColor);
var eyeColor = ClampColor(appearance.EyeColor);
var proto = IoCManager.Resolve<IPrototypeManager>();
var markingManager = IoCManager.Resolve<MarkingManager>();
if (!markingManager.MarkingsByCategory(MarkingCategories.Hair).ContainsKey(hairStyleId))
{
hairStyleId = HairStyles.DefaultHairStyle;
}
if (!markingManager.MarkingsByCategory(MarkingCategories.FacialHair).ContainsKey(facialHairStyleId))
{
facialHairStyleId = HairStyles.DefaultFacialHairStyle;
}
var markingSet = new MarkingSet();
var skinColor = appearance.SkinColor;
if (proto.TryIndex(species, out SpeciesPrototype? speciesProto))
{
markingSet = new MarkingSet(appearance.Markings, speciesProto.MarkingPoints, markingManager, proto);
markingSet.EnsureValid(markingManager);
markingSet.FilterSpecies(species, markingManager);
switch (speciesProto.SkinColoration)
{
case HumanoidSkinColor.HumanToned:
if (!Humanoid.SkinColor.VerifyHumanSkinTone(skinColor))
{
skinColor = Humanoid.SkinColor.ValidHumanSkinTone;
}
break;
case HumanoidSkinColor.TintedHues:
if (!Humanoid.SkinColor.VerifyTintedHues(skinColor))
{
skinColor = Humanoid.SkinColor.ValidTintedHuesSkinTone(skinColor);
}
break;
}
}
return new HumanoidCharacterAppearance(
hairStyleId,
hairColor,
facialHairStyleId,
facialHairColor,
eyeColor,
skinColor,
markingSet.GetForwardEnumerator().ToList());
}
public bool MemberwiseEquals(ICharacterAppearance maybeOther)
{
if (maybeOther is not HumanoidCharacterAppearance other) return false;
if (HairStyleId != other.HairStyleId) return false;
if (!HairColor.Equals(other.HairColor)) return false;
if (FacialHairStyleId != other.FacialHairStyleId) return false;
if (!FacialHairColor.Equals(other.FacialHairColor)) return false;
if (!EyeColor.Equals(other.EyeColor)) return false;
if (!SkinColor.Equals(other.SkinColor)) return false;
if (!Markings.SequenceEqual(other.Markings)) return false;
return true;
}
}
}

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using Robust.Shared.Serialization;
namespace Content.Shared.Humanoid
{
[Serializable, NetSerializable]
public enum HumanoidVisualLayers : byte
{
Tail,
Hair,
FacialHair,
Chest,
Head,
Snout,
HeadSide, // side parts (i.e., frills)
HeadTop, // top parts (i.e., ears)
Eyes,
RArm,
LArm,
RHand,
LHand,
RLeg,
LLeg,
RFoot,
LFoot,
Handcuffs,
StencilMask,
Ensnare,
Fire,
}
}

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using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
namespace Content.Shared.Humanoid
{
public static class HumanoidVisualLayersExtension
{
public static bool HasSexMorph(HumanoidVisualLayers layer)
{
return layer switch
{
HumanoidVisualLayers.Chest => true,
HumanoidVisualLayers.Head => true,
_ => false
};
}
/// <summary>
/// Sublayers. Any other layers that may visually depend on this layer existing.
/// For example, the head has layers such as eyes, hair, etc. depending on it.
/// </summary>
/// <param name="layer"></param>
/// <returns>Enumerable of layers that depend on that given layer. Empty, otherwise.</returns>
/// <remarks>This could eventually be replaced by a body system implementation.</remarks>
public static IEnumerable<HumanoidVisualLayers> Sublayers(HumanoidVisualLayers layer)
{
switch (layer)
{
case HumanoidVisualLayers.Head:
yield return HumanoidVisualLayers.Head;
yield return HumanoidVisualLayers.Eyes;
yield return HumanoidVisualLayers.HeadSide;
yield return HumanoidVisualLayers.HeadTop;
yield return HumanoidVisualLayers.Hair;
yield return HumanoidVisualLayers.FacialHair;
yield return HumanoidVisualLayers.Snout;
break;
case HumanoidVisualLayers.LArm:
yield return HumanoidVisualLayers.LArm;
yield return HumanoidVisualLayers.LHand;
break;
case HumanoidVisualLayers.RArm:
yield return HumanoidVisualLayers.RArm;
yield return HumanoidVisualLayers.RHand;
break;
case HumanoidVisualLayers.LLeg:
yield return HumanoidVisualLayers.LLeg;
yield return HumanoidVisualLayers.LFoot;
break;
case HumanoidVisualLayers.RLeg:
yield return HumanoidVisualLayers.RLeg;
yield return HumanoidVisualLayers.RFoot;
break;
case HumanoidVisualLayers.Chest:
yield return HumanoidVisualLayers.Chest;
yield return HumanoidVisualLayers.Tail;
break;
default:
yield break;
}
}
public static HumanoidVisualLayers? ToHumanoidLayers(this SharedBodyPartComponent part)
{
switch (part.PartType)
{
case BodyPartType.Other:
break;
case BodyPartType.Torso:
return HumanoidVisualLayers.Chest;
case BodyPartType.Tail:
return HumanoidVisualLayers.Tail;
case BodyPartType.Head:
// use the Sublayers method to hide the rest of the parts,
// if that's what you're looking for
return HumanoidVisualLayers.Head;
break;
case BodyPartType.Arm:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LArm;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RArm;
}
break;
case BodyPartType.Hand:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LHand;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RHand;
}
break;
case BodyPartType.Leg:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LLeg;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RLeg;
}
break;
case BodyPartType.Foot:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LFoot;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RFoot;
}
break;
}
return null;
}
}
}

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using Content.Shared.Humanoid.Markings;
using Robust.Shared.Serialization;
namespace Content.Shared.Humanoid;
[Serializable, NetSerializable]
public enum HumanoidVisualizerKey
{
Key
}
[Serializable, NetSerializable]
public sealed class HumanoidVisualizerData : ICloneable
{
public HumanoidVisualizerData(string species, Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> customBaseLayerInfo, Color skinColor, List<HumanoidVisualLayers> layerVisibility, List<Marking> markings)
{
Species = species;
CustomBaseLayerInfo = customBaseLayerInfo;
SkinColor = skinColor;
LayerVisibility = layerVisibility;
Markings = markings;
}
public string Species { get; }
public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> CustomBaseLayerInfo { get; }
public Color SkinColor { get; }
public List<HumanoidVisualLayers> LayerVisibility { get; }
public List<Marking> Markings { get; }
public object Clone()
{
return new HumanoidVisualizerData(Species, new(CustomBaseLayerInfo), SkinColor, new(LayerVisibility), new(Markings));
}
}

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namespace Content.Shared.Humanoid
{
public interface ICharacterAppearance
{
bool MemberwiseEquals(ICharacterAppearance other);
}
}

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using System.Linq;
using Robust.Shared.Serialization;
namespace Content.Shared.Humanoid.Markings
{
[Serializable, NetSerializable]
public sealed class Marking : IEquatable<Marking>, IComparable<Marking>, IComparable<string>
{
[DataField("markingColor")]
private List<Color> _markingColors = new();
private Marking(string markingId,
List<Color> markingColors)
{
MarkingId = markingId;
_markingColors = markingColors;
}
public Marking(string markingId,
IReadOnlyList<Color> markingColors)
: this(markingId, new List<Color>(markingColors))
{
}
public Marking(string markingId, int colorCount)
{
MarkingId = markingId;
List<Color> colors = new();
for (int i = 0; i < colorCount; i++)
colors.Add(Color.White);
_markingColors = colors;
}
public Marking(Marking other)
{
MarkingId = other.MarkingId;
_markingColors = new(other.MarkingColors);
Visible = other.Visible;
Forced = other.Forced;
}
/// <summary>
/// ID of the marking prototype.
/// </summary>
[DataField("markingId")]
[ViewVariables]
public string MarkingId { get; } = default!;
/// <summary>
/// All colors currently on this marking.
/// </summary>
[ViewVariables]
public IReadOnlyList<Color> MarkingColors => _markingColors;
/// <summary>
/// If this marking is currently visible.
/// </summary>
[ViewVariables]
public bool Visible = true;
/// <summary>
/// If this marking should be forcefully applied, regardless of points.
/// </summary>
[ViewVariables]
public bool Forced;
public void SetColor(int colorIndex, Color color) =>
_markingColors[colorIndex] = color;
public int CompareTo(Marking? marking)
{
if (marking == null)
{
return 1;
}
return MarkingId.CompareTo(marking.MarkingId);
}
public int CompareTo(string? markingId)
{
if (markingId == null)
{
return 1;
}
return MarkingId.CompareTo(markingId);
}
public bool Equals(Marking? other)
{
if (other == null)
{
return false;
}
return MarkingId.Equals(other.MarkingId)
&& _markingColors.SequenceEqual(other._markingColors)
&& Visible.Equals(other.Visible)
&& Forced.Equals(other.Forced);
}
// VERY BIG TODO: TURN THIS INTO JSONSERIALIZER IMPLEMENTATION
// look this could be better but I don't think serializing
// colors is the correct thing to do
//
// this is still janky imo but serializing a color and feeding
// it into the default JSON serializer (which is just *fine*)
// doesn't seem to have compatible interfaces? this 'works'
// for now but should eventually be improved so that this can,
// in fact just be serialized through a convenient interface
new public string ToString()
{
// reserved character
string sanitizedName = this.MarkingId.Replace('@', '_');
List<string> colorStringList = new();
foreach (Color color in _markingColors)
colorStringList.Add(color.ToHex());
return $"{sanitizedName}@{String.Join(',', colorStringList)}";
}
public static Marking? ParseFromDbString(string input)
{
if (input.Length == 0) return null;
var split = input.Split('@');
if (split.Length != 2) return null;
List<Color> colorList = new();
foreach (string color in split[1].Split(','))
colorList.Add(Color.FromHex(color));
return new Marking(split[0], colorList);
}
}
}

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using Robust.Shared.Serialization;
namespace Content.Shared.Humanoid.Markings
{
[Serializable, NetSerializable]
public enum MarkingCategories : byte
{
Hair,
FacialHair,
Head,
HeadTop,
HeadSide,
Snout,
Chest,
Arms,
Legs,
Tail,
Overlay
}
public static class MarkingCategoriesConversion
{
public static MarkingCategories FromHumanoidVisualLayers(HumanoidVisualLayers layer)
{
return layer switch
{
HumanoidVisualLayers.Hair => MarkingCategories.Hair,
HumanoidVisualLayers.FacialHair => MarkingCategories.FacialHair,
HumanoidVisualLayers.Head => MarkingCategories.Head,
HumanoidVisualLayers.HeadTop => MarkingCategories.HeadTop,
HumanoidVisualLayers.HeadSide => MarkingCategories.HeadSide,
HumanoidVisualLayers.Snout => MarkingCategories.Snout,
HumanoidVisualLayers.Chest => MarkingCategories.Chest,
HumanoidVisualLayers.RArm => MarkingCategories.Arms,
HumanoidVisualLayers.LArm => MarkingCategories.Arms,
HumanoidVisualLayers.RHand => MarkingCategories.Arms,
HumanoidVisualLayers.LHand => MarkingCategories.Arms,
HumanoidVisualLayers.LLeg => MarkingCategories.Legs,
HumanoidVisualLayers.RLeg => MarkingCategories.Legs,
HumanoidVisualLayers.LFoot => MarkingCategories.Legs,
HumanoidVisualLayers.RFoot => MarkingCategories.Legs,
HumanoidVisualLayers.Tail => MarkingCategories.Tail,
_ => MarkingCategories.Overlay
};
}
}
}

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using System.Diagnostics.CodeAnalysis;
using Content.Shared.Humanoid.Prototypes;
using Robust.Shared.Prototypes;
namespace Content.Shared.Humanoid.Markings
{
public sealed class MarkingManager
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private readonly List<MarkingPrototype> _index = new();
private readonly Dictionary<MarkingCategories, Dictionary<string, MarkingPrototype>> _markingDict = new();
private readonly Dictionary<string, MarkingPrototype> _markings = new();
public void Initialize()
{
_prototypeManager.PrototypesReloaded += OnPrototypeReload;
foreach (var category in Enum.GetValues<MarkingCategories>())
{
_markingDict.Add(category, new Dictionary<string, MarkingPrototype>());
}
foreach (var prototype in _prototypeManager.EnumeratePrototypes<MarkingPrototype>())
{
_index.Add(prototype);
_markingDict[prototype.MarkingCategory].Add(prototype.ID, prototype);
_markings.Add(prototype.ID, prototype);
}
}
public IReadOnlyDictionary<string, MarkingPrototype> Markings => _markings;
public IReadOnlyDictionary<MarkingCategories, Dictionary<string, MarkingPrototype>> CategorizedMarkings => _markingDict;
public IReadOnlyDictionary<string, MarkingPrototype> MarkingsByCategory(MarkingCategories category)
{
// all marking categories are guaranteed to have a dict entry
return _markingDict[category];
}
/// <summary>
/// Markings by category and species.
/// </summary>
/// <param name="category"></param>
/// <param name="species"></param>
/// <remarks>
/// This is done per category, as enumerating over every single marking by species isn't useful.
/// Please make a pull request if you find a use case for that behavior.
/// </remarks>
/// <returns></returns>
public IReadOnlyDictionary<string, MarkingPrototype> MarkingsByCategoryAndSpecies(MarkingCategories category,
string species)
{
var speciesProto = _prototypeManager.Index<SpeciesPrototype>(species);
var onlyWhitelisted = _prototypeManager.Index<MarkingPointsPrototype>(speciesProto.MarkingPoints).OnlyWhitelisted;
var res = new Dictionary<string, MarkingPrototype>();
foreach (var (key, marking) in MarkingsByCategory(category))
{
if (onlyWhitelisted && marking.SpeciesRestrictions == null)
{
continue;
}
if (marking.SpeciesRestrictions != null && !marking.SpeciesRestrictions.Contains(species))
{
continue;
}
res.Add(key, marking);
}
return res;
}
public bool TryGetMarking(Marking marking, [NotNullWhen(true)] out MarkingPrototype? markingResult)
{
return _markings.TryGetValue(marking.MarkingId, out markingResult);
}
/// <summary>
/// Check if a marking is valid according to the category, species, and current data this marking has.
/// </summary>
/// <param name="marking"></param>
/// <param name="category"></param>
/// <param name="species"></param>
/// <returns></returns>
public bool IsValidMarking(Marking marking, MarkingCategories category, string species)
{
if (!TryGetMarking(marking, out var proto))
{
return false;
}
if (proto.MarkingCategory != category ||
proto.SpeciesRestrictions != null && !proto.SpeciesRestrictions.Contains(species))
{
return false;
}
if (marking.MarkingColors.Count != proto.Sprites.Count)
{
return false;
}
return true;
}
private void OnPrototypeReload(PrototypesReloadedEventArgs args)
{
if(!args.ByType.TryGetValue(typeof(MarkingPrototype), out var set))
return;
_index.RemoveAll(i => set.Modified.ContainsKey(i.ID));
foreach (var prototype in set.Modified.Values)
{
var markingPrototype = (MarkingPrototype) prototype;
_index.Add(markingPrototype);
}
}
}
}

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using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Humanoid.Markings;
[DataDefinition]
[Serializable, NetSerializable]
public sealed class MarkingPoints
{
[DataField("points", required: true)]
public int Points = 0;
[DataField("required", required: true)]
public bool Required = false;
// Default markings for this layer.
[DataField("defaultMarkings", customTypeSerializer:typeof(PrototypeIdListSerializer<MarkingPrototype>))]
public List<string> DefaultMarkings = new();
public static Dictionary<MarkingCategories, MarkingPoints> CloneMarkingPointDictionary(Dictionary<MarkingCategories, MarkingPoints> self)
{
var clone = new Dictionary<MarkingCategories, MarkingPoints>();
foreach (var (category, points) in self)
{
clone[category] = new MarkingPoints()
{
Points = points.Points,
Required = points.Required,
DefaultMarkings = points.DefaultMarkings
};
}
return clone;
}
}
[Prototype("markingPoints")]
public sealed class MarkingPointsPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
/// <summary>
/// If the user of this marking point set is only allowed to
/// use whitelisted markings, and not globally usable markings.
/// Only used for validation and profile construction. Ignored anywhere else.
/// </summary>
[DataField("onlyWhitelisted")] public bool OnlyWhitelisted;
[DataField("points", required: true)]
public Dictionary<MarkingCategories, MarkingPoints> Points { get; } = default!;
}

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using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Humanoid.Markings
{
[Prototype("marking")]
public sealed class MarkingPrototype : IPrototype
{
[IdDataField]
public string ID { get; } = "uwu";
public string Name { get; private set; } = default!;
[DataField("bodyPart", required: true)]
public HumanoidVisualLayers BodyPart { get; } = default!;
[DataField("markingCategory", required: true)]
public MarkingCategories MarkingCategory { get; } = default!;
[DataField("speciesRestriction")]
public List<string>? SpeciesRestrictions { get; }
[DataField("followSkinColor")]
public bool FollowSkinColor { get; } = false;
[DataField("sprites", required: true)]
public List<SpriteSpecifier> Sprites { get; private set; } = default!;
public Marking AsMarking()
{
return new Marking(ID, Sprites.Count);
}
}
}

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namespace Content.Shared.Humanoid.Markings
{
[RegisterComponent]
public sealed class MarkingsComponent : Component
{
public Dictionary<HumanoidVisualLayers, List<Marking>> ActiveMarkings = new();
// Layer points for the attached mob. This is verified client side (but should be verified server side, eventually as well),
// but upon render for the given entity with this component, it will start subtracting
// points from this set. Upon depletion, no more sprites in this layer will be
// rendered. If an entry is null, however, it is considered 'unlimited points' for
// that layer.
//
// Layer points are useful for restricting the amount of markings a specific layer can use
// for specific mobs (i.e., a lizard should only use one set of horns and maybe two frills),
// and all species with selectable tails should have exactly one tail)
//
// If something is required, then something must be selected in that category. Otherwise,
// the first instance of a marking in that category will be added to a character
// upon round start.
[DataField("layerPoints")]
public Dictionary<MarkingCategories, MarkingPoints> LayerPoints = new();
}
}

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using System.Collections;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Humanoid.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Humanoid.Markings;
// the better version of MarkingsSet
// This one should ensure that a set is valid. Dependency retrieval is
// probably not a good idea, and any dependency references should last
// only for the length of a call, and not the lifetime of the set itself.
//
// Compared to MarkingsSet, this should allow for server-side authority.
// Instead of sending the set over, we can instead just send the dictionary
// and build the set from there. We can also just send a list and rebuild
// the set without validating points (we're assuming that the server
/// <summary>
/// Marking set. For humanoid markings.
/// </summary>
/// <remarks>
/// This is serializable for the admin panel that sets markings on demand for a player.
/// Most APIs that accept a set of markings usually use a List of type Marking instead.
/// </remarks>
[Serializable, NetSerializable]
public sealed class MarkingSet
{
/// <summary>
/// Every single marking in this set.
/// </summary>
/// <remarks>
/// The original version of MarkingSet preserved ordering across all
/// markings - this one should instead preserve ordering across all
/// categories, but not marking categories themselves. This is because
/// the layers that markings appear in are guaranteed to be in the correct
/// order. This is here to make lookups slightly faster, even if the n of
/// a marking set is relatively small, and to encapsulate another important
/// feature of markings, which is the limit of markings you can put on a
/// humanoid.
/// </remarks>
private Dictionary<MarkingCategories, List<Marking>> _markings = new();
// why i didn't encapsulate this in the first place, i won't know
/// <summary>
/// Marking points for each category.
/// </summary>
private Dictionary<MarkingCategories, MarkingPoints> _points = new();
public IReadOnlyList<Marking> this[MarkingCategories category] => _markings[category];
public MarkingSet()
{}
/// <summary>
/// Construct a MarkingSet using a list of markings, and a points
/// dictionary. This will set up the points dictionary, and
/// process the list, truncating if necessary. Markings that
/// do not exist as a prototype will be removed.
/// </summary>
/// <param name="markings">The lists of markings to use.</param>
/// <param name="pointsPrototype">The ID of the points dictionary prototype.</param>
public MarkingSet(List<Marking> markings, string pointsPrototype, MarkingManager? markingManager = null, IPrototypeManager? prototypeManager = null)
{
IoCManager.Resolve(ref markingManager, ref prototypeManager);
if (!prototypeManager.TryIndex(pointsPrototype, out MarkingPointsPrototype? points))
{
return;
}
_points = MarkingPoints.CloneMarkingPointDictionary(points.Points);
foreach (var marking in markings)
{
if (!markingManager.TryGetMarking(marking, out var prototype))
{
continue;
}
AddBack(prototype.MarkingCategory, marking);
}
}
/// <summary>
/// Construct a MarkingSet using a dictionary of markings,
/// without point validation. This will still validate every
/// marking, to ensure that it can be placed into the set.
/// </summary>
/// <param name="markings">The list of markings to use.</param>
public MarkingSet(List<Marking> markings, MarkingManager? markingManager = null)
{
IoCManager.Resolve(ref markingManager);
foreach (var marking in markings)
{
if (!markingManager.TryGetMarking(marking, out var prototype))
{
continue;
}
AddBack(prototype.MarkingCategory, marking);
}
}
/// <summary>
/// Construct a MarkingSet by deep cloning another set.
/// </summary>
/// <param name="other">The other marking set.</param>
public MarkingSet(MarkingSet other)
{
foreach (var (key, list) in other._markings)
{
foreach (var marking in list)
{
AddBack(key, new(marking));
}
}
_points = MarkingPoints.CloneMarkingPointDictionary(other._points);
}
/// <summary>
/// Filters markings based on species restrictions in the marking's prototype from this marking set.
/// </summary>
/// <param name="species">The species to filter.</param>
/// <param name="markingManager">Marking manager.</param>
/// <param name="prototypeManager">Prototype manager.</param>
public void FilterSpecies(string species, MarkingManager? markingManager = null, IPrototypeManager? prototypeManager = null)
{
IoCManager.Resolve(ref markingManager);
IoCManager.Resolve(ref prototypeManager);
var toRemove = new List<(MarkingCategories category, string id)>();
var speciesProto = prototypeManager.Index<SpeciesPrototype>(species);
var onlyWhitelisted = prototypeManager.Index<MarkingPointsPrototype>(speciesProto.MarkingPoints).OnlyWhitelisted;
foreach (var (category, list) in _markings)
{
foreach (var marking in list)
{
if (!markingManager.TryGetMarking(marking, out var prototype))
{
toRemove.Add((category, marking.MarkingId));
continue;
}
if (onlyWhitelisted && prototype.SpeciesRestrictions == null)
{
toRemove.Add((category, marking.MarkingId));
}
if (prototype.SpeciesRestrictions != null
&& !prototype.SpeciesRestrictions.Contains(species))
{
toRemove.Add((category, marking.MarkingId));
}
}
}
foreach (var remove in toRemove)
{
Remove(remove.category, remove.id);
}
}
/// <summary>
/// Ensures that all markings in this set are valid.
/// </summary>
/// <param name="markingManager">Marking manager.</param>
public void EnsureValid(MarkingManager? markingManager = null)
{
IoCManager.Resolve(ref markingManager);
var toRemove = new List<int>();
foreach (var (category, list) in _markings)
{
for (var i = 0; i < list.Count; i++)
{
if (!markingManager.TryGetMarking(list[i], out var marking))
{
toRemove.Add(i);
continue;
}
if (marking.Sprites.Count != list[i].MarkingColors.Count)
{
list[i] = new Marking(marking.ID, marking.Sprites.Count);
}
}
foreach (var i in toRemove)
{
Remove(category, i);
}
}
}
/// <summary>
/// Ensures that the default markings as defined by the marking point set in this marking set are applied.
/// </summary>
/// <param name="skinColor">Color to apply.</param>
/// <param name="markingManager">Marking manager.</param>
public void EnsureDefault(Color? skinColor = null, MarkingManager? markingManager = null)
{
IoCManager.Resolve(ref markingManager);
foreach (var (category, points) in _points)
{
if (points.Points <= 0 || points.DefaultMarkings.Count <= 0)
{
continue;
}
var index = 0;
while (points.Points > 0 || index < points.DefaultMarkings.Count)
{
if (markingManager.Markings.TryGetValue(points.DefaultMarkings[index], out var prototype))
{
Marking marking;
if (skinColor == null)
{
marking = new Marking(points.DefaultMarkings[index], prototype.Sprites.Count);
}
else
{
var colors = new List<Color>();
for (var i = 0; i < prototype.Sprites.Count; i++)
{
colors.Add(skinColor.Value);
}
marking = new Marking(points.DefaultMarkings[index], colors);
}
AddBack(category, marking);
}
index++;
}
}
}
/// <summary>
/// How many points are left in this marking set's category
/// </summary>
/// <param name="category">The category to check</param>
/// <returns>A number equal or greater than zero if the category exists, -1 otherwise.</returns>
public int PointsLeft(MarkingCategories category)
{
if (!_points.TryGetValue(category, out var points))
{
return -1;
}
return points.Points;
}
/// <summary>
/// Add a marking to the front of the category's list of markings.
/// </summary>
/// <param name="category">Category to add the marking to.</param>
/// <param name="marking">The marking instance in question.</param>
public void AddFront(MarkingCategories category, Marking marking)
{
if (!marking.Forced && _points.TryGetValue(category, out var points))
{
if (points.Points <= 0)
{
return;
}
points.Points--;
}
if (!_markings.TryGetValue(category, out var markings))
{
markings = new();
_markings[category] = markings;
}
markings.Insert(0, marking);
}
/// <summary>
/// Add a marking to the back of the category's list of markings.
/// </summary>
/// <param name="category"></param>
/// <param name="marking"></param>
public void AddBack(MarkingCategories category, Marking marking)
{
if (!marking.Forced && _points.TryGetValue(category, out var points))
{
if (points.Points <= 0)
{
return;
}
points.Points--;
}
if (!_markings.TryGetValue(category, out var markings))
{
markings = new();
_markings[category] = markings;
}
markings.Add(marking);
}
/// <summary>
/// Adds a category to this marking set.
/// </summary>
/// <param name="category"></param>
/// <returns></returns>
public List<Marking> AddCategory(MarkingCategories category)
{
var markings = new List<Marking>();
_markings.Add(category, markings);
return markings;
}
/// <summary>
/// Replace a marking at a given index in a marking category with another marking.
/// </summary>
/// <param name="category">The category to replace the marking in.</param>
/// <param name="index">The index of the marking.</param>
/// <param name="marking">The marking to insert.</param>
public void Replace(MarkingCategories category, int index, Marking marking)
{
if (index < 0 || !_markings.TryGetValue(category, out var markings)
|| index >= markings.Count)
{
return;
}
markings[index] = marking;
}
/// <summary>
/// Remove a marking by category and ID.
/// </summary>
/// <param name="category">The category that contains the marking.</param>
/// <param name="id">The marking's ID.</param>
/// <returns>True if removed, false otherwise.</returns>
public bool Remove(MarkingCategories category, string id)
{
if (!_markings.TryGetValue(category, out var markings))
{
return false;
}
for (var i = 0; i < markings.Count; i++)
{
if (markings[i].MarkingId != id)
{
continue;
}
if (!markings[i].Forced && _points.TryGetValue(category, out var points))
{
points.Points++;
}
markings.RemoveAt(i);
return true;
}
return false;
}
/// <summary>
/// Remove a marking by category and index.
/// </summary>
/// <param name="category">The category that contains the marking.</param>
/// <param name="idx">The marking's index.</param>
/// <returns>True if removed, false otherwise.</returns>
public void Remove(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
if (idx < 0 || idx >= markings.Count)
{
return;
}
if (!markings[idx].Forced && _points.TryGetValue(category, out var points))
{
points.Points++;
}
markings.RemoveAt(idx);
}
/// <summary>
/// Remove an entire category from this marking set.
/// </summary>
/// <param name="category">The category to remove.</param>
/// <returns>True if removed, false otherwise.</returns>
public bool RemoveCategory(MarkingCategories category)
{
if (!_markings.TryGetValue(category, out var markings))
{
return false;
}
if (_points.TryGetValue(category, out var points))
{
foreach (var marking in markings)
{
if (marking.Forced)
{
continue;
}
points.Points++;
}
}
_markings.Remove(category);
return true;
}
/// <summary>
/// Clears all markings from this marking set.
/// </summary>
public void Clear()
{
foreach (var category in Enum.GetValues<MarkingCategories>())
{
RemoveCategory(category);
}
}
/// <summary>
/// Attempt to find the index of a marking in a category by ID.
/// </summary>
/// <param name="category">The category to search in.</param>
/// <param name="id">The ID to search for.</param>
/// <returns>The index of the marking, otherwise a negative number.</returns>
public int FindIndexOf(MarkingCategories category, string id)
{
if (!_markings.TryGetValue(category, out var markings))
{
return -1;
}
return markings.FindIndex(m => m.MarkingId == id);
}
/// <summary>
/// Tries to get an entire category from this marking set.
/// </summary>
/// <param name="category">The category to fetch.</param>
/// <param name="markings">A read only list of the all markings in that category.</param>
/// <returns>True if successful, false otherwise.</returns>
public bool TryGetCategory(MarkingCategories category, [NotNullWhen(true)] out IReadOnlyList<Marking>? markings)
{
markings = null;
if (_markings.TryGetValue(category, out var list))
{
markings = list;
return true;
}
return false;
}
/// <summary>
/// Tries to get a marking from this marking set, by category.
/// </summary>
/// <param name="category">The category to search in.</param>
/// <param name="id">The ID to search for.</param>
/// <param name="marking">The marking, if it was retrieved.</param>
/// <returns>True if successful, false otherwise.</returns>
public bool TryGetMarking(MarkingCategories category, string id, [NotNullWhen(true)] out Marking? marking)
{
marking = null;
if (!_markings.TryGetValue(category, out var markings))
{
return false;
}
foreach (var m in markings)
{
if (m.MarkingId == id)
{
marking = m;
return true;
}
}
return false;
}
/// <summary>
/// Shifts a marking's rank towards the front of the list
/// </summary>
/// <param name="category">The category to shift in.</param>
/// <param name="idx">Index of the marking.</param>
public void ShiftRankUp(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
if (idx < 0 || idx >= markings.Count || idx - 1 < 0)
{
return;
}
(markings[idx - 1], markings[idx]) = (markings[idx], markings[idx - 1]);
}
/// <summary>
/// Shifts a marking's rank upwards from the end of the list
/// </summary>
/// <param name="category">The category to shift in.</param>
/// <param name="idx">Index of the marking from the end</param>
public void ShiftRankUpFromEnd(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
ShiftRankUp(category, markings.Count - idx - 1);
}
/// <summary>
/// Shifts a marking's rank towards the end of the list
/// </summary>
/// <param name="category">The category to shift in.</param>
/// <param name="idx">Index of the marking.</param>
public void ShiftRankDown(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
if (idx < 0 || idx >= markings.Count || idx + 1 >= markings.Count)
{
return;
}
(markings[idx + 1], markings[idx]) = (markings[idx], markings[idx + 1]);
}
/// <summary>
/// Shifts a marking's rank downwards from the end of the list
/// </summary>
/// <param name="category">The category to shift in.</param>
/// <param name="idx">Index of the marking from the end</param>
public void ShiftRankDownFromEnd(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
ShiftRankDown(category, markings.Count - idx - 1);
}
/// <summary>
/// Gets all markings in this set as an enumerator. Lists will be organized, but categories may be in any order.
/// </summary>
/// <returns>An enumerator of <see cref="Marking"/>s.</returns>
public ForwardMarkingEnumerator GetForwardEnumerator()
{
var markings = new List<Marking>();
foreach (var (_, list) in _markings)
{
markings.AddRange(list);
}
return new ForwardMarkingEnumerator(markings);
}
/// <summary>
/// Gets an enumerator of markings in this set, but only for one category.
/// </summary>
/// <param name="category">The category to fetch.</param>
/// <returns>An enumerator of <see cref="Marking"/>s in that category.</returns>
public ForwardMarkingEnumerator GetForwardEnumerator(MarkingCategories category)
{
var markings = new List<Marking>();
if (_markings.TryGetValue(category, out var listing))
{
markings = new(listing);
}
return new ForwardMarkingEnumerator(markings);
}
/// <summary>
/// Gets all markings in this set as an enumerator, but in reverse order. Lists will be in reverse order, but categories may be in any order.
/// </summary>
/// <returns>An enumerator of <see cref="Marking"/>s in reverse.</returns>
public ReverseMarkingEnumerator GetReverseEnumerator()
{
var markings = new List<Marking>();
foreach (var (_, list) in _markings)
{
markings.AddRange(list);
}
return new ReverseMarkingEnumerator(markings);
}
/// <summary>
/// Gets an enumerator of markings in this set in reverse order, but only for one category.
/// </summary>
/// <param name="category">The category to fetch.</param>
/// <returns>An enumerator of <see cref="Marking"/>s in that category, in reverse order.</returns>
public ReverseMarkingEnumerator GetReverseEnumerator(MarkingCategories category)
{
var markings = new List<Marking>();
if (_markings.TryGetValue(category, out var listing))
{
markings = new(listing);
}
return new ReverseMarkingEnumerator(markings);
}
public bool CategoryEquals(MarkingCategories category, MarkingSet other)
{
if (!_markings.TryGetValue(category, out var markings)
|| !other._markings.TryGetValue(category, out var markingsOther))
{
return false;
}
return markings.SequenceEqual(markingsOther);
}
public bool Equals(MarkingSet other)
{
foreach (var (category, _) in _markings)
{
if (!CategoryEquals(category, other))
{
return false;
}
}
return true;
}
/// <summary>
/// Gets a difference of marking categories between two marking sets
/// </summary>
/// <param name="other">The other marking set.</param>
/// <returns>Enumerator of marking categories that were different between the two.</returns>
public IEnumerable<MarkingCategories> CategoryDifference(MarkingSet other)
{
foreach (var (category, _) in _markings)
{
if (!CategoryEquals(category, other))
{
yield return category;
}
}
}
}
public sealed class ForwardMarkingEnumerator : IEnumerable<Marking>
{
private List<Marking> _markings;
public ForwardMarkingEnumerator(List<Marking> markings)
{
_markings = markings;
}
public IEnumerator<Marking> GetEnumerator()
{
return new MarkingsEnumerator(_markings, false);
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
public sealed class ReverseMarkingEnumerator : IEnumerable<Marking>
{
private List<Marking> _markings;
public ReverseMarkingEnumerator(List<Marking> markings)
{
_markings = markings;
}
public IEnumerator<Marking> GetEnumerator()
{
return new MarkingsEnumerator(_markings, true);
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
public sealed class MarkingsEnumerator : IEnumerator<Marking>
{
private List<Marking> _markings;
private bool _reverse;
int position;
public MarkingsEnumerator(List<Marking> markings, bool reverse)
{
_markings = markings;
_reverse = reverse;
if (_reverse)
{
position = _markings.Count;
}
else
{
position = -1;
}
}
public bool MoveNext()
{
if (_reverse)
{
position--;
return (position >= 0);
}
else
{
position++;
return (position < _markings.Count);
}
}
public void Reset()
{
if (_reverse)
{
position = _markings.Count;
}
else
{
position = -1;
}
}
public void Dispose()
{}
object IEnumerator.Current
{
get => _markings[position];
}
public Marking Current
{
get => _markings[position];
}
}

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using Content.Shared.Preferences;
using Robust.Shared.Prototypes;
namespace Content.Shared.Humanoid.Prototypes;
[Prototype("humanoidProfile")]
public sealed class HumanoidProfilePrototype : IPrototype
{
[IdDataField]
public string ID { get; } = default!;
[DataField("customBaseLayers")]
public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> CustomBaseLayers = new();
[DataField("profile")]
public HumanoidCharacterProfile Profile { get; } = HumanoidCharacterProfile.Default();
}

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using Content.Shared.Humanoid.Markings;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Humanoid.Prototypes;
/// <summary>
/// Base sprites for a species (e.g., what replaces the empty tagged layer,
/// or settings per layer)
/// </summary>
[Prototype("speciesBaseSprites")]
public sealed class HumanoidSpeciesBaseSpritesPrototype : IPrototype
{
[IdDataField]
public string ID { get; } = default!;
/// <summary>
/// Sprites that this species will use on the given humanoid
/// visual layer. If a key entry is empty, it is assumed that the
/// visual layer will not be in use on this species, and will
/// be ignored.
/// </summary>
[DataField("sprites", required: true)]
public Dictionary<HumanoidVisualLayers, string> Sprites = new();
}
/// <summary>
/// Humanoid species sprite layer. This is what defines the base layer of
/// a humanoid species sprite, and also defines how markings can appear over
/// that sprite (or at least, the layer this sprite is on).
/// </summary>
[Prototype("humanoidBaseSprite")]
public sealed class HumanoidSpeciesSpriteLayer : IPrototype
{
[IdDataField]
public string ID { get; } = default!;
/// <summary>
/// The base sprite for this sprite layer. This is what
/// will replace the empty layer tagged by the enum
/// tied to this layer.
///
/// If this is null, no sprite will be displayed, and the
/// layer will be invisible until otherwise set.
/// </summary>
[DataField("baseSprite")]
public SpriteSpecifier? BaseSprite { get; }
/// <summary>
/// The alpha of this layer. Ensures that
/// this layer will start with this percentage
/// of alpha.
/// </summary>
[DataField("layerAlpha")]
public float LayerAlpha { get; } = 1.0f;
/// <summary>
/// If this sprite layer should allow markings or not.
/// </summary>
[DataField("allowsMarkings")]
public bool AllowsMarkings { get; } = true;
/// <summary>
/// If this layer should always match the
/// skin tone in a character profile.
/// </summary>
[DataField("matchSkin")]
public bool MatchSkin { get; } = true;
/// <summary>
/// If any markings that go on this layer should
/// match the skin tone of this part, including
/// alpha.
/// </summary>
[DataField("markingsMatchSkin")]
public bool MarkingsMatchSkin { get; }
}

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using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Humanoid.Prototypes;
[Prototype("species")]
public sealed class SpeciesPrototype : IPrototype
{
/// <summary>
/// Prototype ID of the species.
/// </summary>
[IdDataField]
public string ID { get; } = default!;
/// <summary>
/// User visible name of the species.
/// </summary>
[DataField("name", required: true)]
public string Name { get; } = default!;
/// <summary>
/// Descriptor. Unused...? This is intended
/// for an eventual integration into IdentitySystem
/// (i.e., young human person, young lizard person, etc.)
/// </summary>
[DataField("descriptor")]
public string Descriptor { get; } = "humanoid";
/// <summary>
/// Whether the species is available "at round start" (In the character editor)
/// </summary>
[DataField("roundStart", required: true)]
public bool RoundStart { get; } = false;
// The below two are to avoid fetching information about the species from the entity
// prototype.
// This one here is a utility field, and is meant to *avoid* having to duplicate
// the massive SpriteComponent found in every species.
// Species implementors can just override SpriteComponent if they want a custom
// sprite layout, and leave this null. Keep in mind that this will disable
// sprite accessories.
[DataField("sprites")]
public string SpriteSet { get; } = default!;
/// <summary>
/// The limit of body markings that you can place on this species.
/// </summary>
[DataField("markingLimits")]
public string MarkingPoints { get; } = default!;
/// <summary>
/// Humanoid species variant used by this entity.
/// </summary>
[DataField("prototype", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string Prototype { get; } = default!;
/// <summary>
/// Prototype used by the species for the dress-up doll in various menus.
/// </summary>
[DataField("dollPrototype", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string DollPrototype { get; } = default!;
/// <summary>
/// Method of skin coloration used by the species.
/// </summary>
[DataField("skinColoration", required: true)]
public HumanoidSkinColor SkinColoration { get; }
[DataField("maleFirstNames")]
public string MaleFirstNames { get; } = "names_first_male";
[DataField("femaleFirstNames")]
public string FemaleFirstNames { get; } = "names_first_female";
[DataField("lastNames")]
public string LastNames { get; } = "names_last";
[DataField("naming")]
public SpeciesNaming Naming { get; } = SpeciesNaming.FirstLast;
}
public enum SpeciesNaming : byte
{
FirstLast,
FirstDashFirst,
}

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using Content.Shared.Dataset;
using Content.Shared.Humanoid.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared.Humanoid
{
public enum Sex : byte
{
Male,
Female
}
public static class SexExtensions
{
public static string GetName(this Sex sex, string species, IPrototypeManager? prototypeManager = null, IRobustRandom? random = null)
{
IoCManager.Resolve(ref prototypeManager);
IoCManager.Resolve(ref random);
// if they have an old species or whatever just fall back to human I guess?
// Some downstream is probably gonna have this eventually but then they can deal with fallbacks.
if (!prototypeManager.TryIndex(species, out SpeciesPrototype? speciesProto))
{
speciesProto = prototypeManager.Index<SpeciesPrototype>("Human");
Logger.Warning($"Unable to find species {species} for name, falling back to Human");
}
switch (speciesProto.Naming)
{
case SpeciesNaming.FirstDashFirst:
return $"{GetFirstName(sex, speciesProto, prototypeManager, random)}-{GetFirstName(sex, speciesProto, prototypeManager, random)}";
case SpeciesNaming.FirstLast:
default:
return $"{GetFirstName(sex, speciesProto, prototypeManager, random)} {GetLastName(sex, speciesProto, prototypeManager, random)}";
}
}
public static string GetFirstName(this Sex sex, SpeciesPrototype speciesProto, IPrototypeManager? protoManager = null, IRobustRandom? random = null)
{
IoCManager.Resolve(ref protoManager);
IoCManager.Resolve(ref random);
switch (sex)
{
case Sex.Male:
return random.Pick(protoManager.Index<DatasetPrototype>(speciesProto.MaleFirstNames).Values);
case Sex.Female:
return random.Pick(protoManager.Index<DatasetPrototype>(speciesProto.FemaleFirstNames).Values);
default:
throw new ArgumentOutOfRangeException();
}
}
public static string GetLastName(this Sex sex, SpeciesPrototype speciesProto, IPrototypeManager? protoManager = null, IRobustRandom? random = null)
{
IoCManager.Resolve(ref protoManager);
IoCManager.Resolve(ref random);
return random.Pick(protoManager.Index<DatasetPrototype>(speciesProto.LastNames).Values);
}
}
}

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using System.Linq;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Preferences;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Humanoid;
public abstract class SharedHumanoidComponent : Component
{
/// <summary>
/// Current species. Dictates things like base body sprites,
/// base humanoid to spawn, etc.
/// </summary>
[DataField("species", customTypeSerializer: typeof(PrototypeIdSerializer<SpeciesPrototype>))]
public string Species { get; set; } = default!;
/// <summary>
/// The initial profile and base layers to apply to this humanoid.
/// </summary>
[DataField("initial", customTypeSerializer: typeof(PrototypeIdSerializer<HumanoidProfilePrototype>))]
public string Initial { get; } = default!;
/// <summary>
/// Skin color of this humanoid.
/// </summary>
[DataField("skinColor")]
public Color SkinColor { get; set; } = Color.FromHex("#C0967F");
/// <summary>
/// Visual layers currently hidden. This will affect the base sprite
/// on this humanoid layer, and any markings that sit above it.
/// </summary>
[ViewVariables] public readonly HashSet<HumanoidVisualLayers> HiddenLayers = new();
[DataField("sex")] public Sex Sex = Sex.Male;
}
[DataDefinition]
[Serializable, NetSerializable]
public sealed class CustomBaseLayerInfo
{
public CustomBaseLayerInfo(string id, Color color)
{
ID = id;
Color = color;
}
/// <summary>
/// ID of this custom base layer. Must be a <see cref="HumanoidSpeciesSpriteLayer"/>.
/// </summary>
[DataField("id")]
public string ID { get; }
/// <summary>
/// Color of this custom base layer.
/// </summary>
[DataField("color")]
public Color Color { get; }
}

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using Content.Shared.Humanoid.Markings;
using Robust.Shared.Serialization;
namespace Content.Shared.Humanoid;
[Serializable, NetSerializable]
public enum HumanoidMarkingModifierKey
{
Key
}
[Serializable, NetSerializable]
public sealed class HumanoidMarkingModifierMarkingSetMessage : BoundUserInterfaceMessage
{
public MarkingSet MarkingSet { get; }
public bool ResendState { get; }
public HumanoidMarkingModifierMarkingSetMessage(MarkingSet set, bool resendState)
{
MarkingSet = set;
ResendState = resendState;
}
}
[Serializable, NetSerializable]
public sealed class HumanoidMarkingModifierBaseLayersSetMessage : BoundUserInterfaceMessage
{
public HumanoidMarkingModifierBaseLayersSetMessage(HumanoidVisualLayers layer, CustomBaseLayerInfo? info, bool resendState)
{
Layer = layer;
Info = info;
ResendState = resendState;
}
public HumanoidVisualLayers Layer { get; }
public CustomBaseLayerInfo? Info { get; }
public bool ResendState { get; }
}
[Serializable, NetSerializable]
public sealed class HumanoidMarkingModifierState : BoundUserInterfaceState
{
public HumanoidMarkingModifierState(MarkingSet markingSet, string species, Color skinColor, Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> customBaseLayers)
{
MarkingSet = markingSet;
Species = species;
SkinColor = skinColor;
CustomBaseLayers = customBaseLayers;
}
public MarkingSet MarkingSet { get; }
public string Species { get; }
public Color SkinColor { get; }
public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> CustomBaseLayers { get; }
}

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using Content.Shared.Humanoid.Markings;
using Content.Shared.Preferences;
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 SharedHumanoidSystem : EntitySystem
{
[Dependency] private SharedAppearanceSystem _appearance = default!;
public const string DefaultSpecies = "Human";
public void SetAppearance(EntityUid uid,
string species,
Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> customBaseLayer,
Color skinColor,
List<HumanoidVisualLayers> visLayers,
List<Marking> markings)
{
var data = new HumanoidVisualizerData(species, customBaseLayer, skinColor, visLayers, markings);
// Locally raise an event for this, because there might be some systems interested
// in this.
RaiseLocalEvent(uid, new HumanoidAppearanceUpdateEvent(data), true);
_appearance.SetData(uid, HumanoidVisualizerKey.Key, data);
}
}
public sealed class HumanoidAppearanceUpdateEvent : EntityEventArgs
{
public HumanoidVisualizerData Data { get; }
public HumanoidAppearanceUpdateEvent(HumanoidVisualizerData data)
{
Data = data;
}
}

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namespace Content.Shared.Humanoid;
public static class SkinColor
{
public static Color ValidHumanSkinTone => Color.FromHsv(new Vector4(0.25f, 0.2f, 1f, 1f));
/// <summary>
/// Turn a color into a valid tinted hue skin tone.
/// </summary>
/// <param name="color">The color to validate</param>
/// <returns>Validated tinted hue skin tone</returns>
public static Color ValidTintedHuesSkinTone(Color color)
{
return TintedHues(color);
}
/// <summary>
/// Get a human skin tone based on a scale of 0 to 100.
/// </summary>
/// <param name="tone">Skin tone. Valid range is 0 to 100, inclusive. 0 is gold/yellowish, 100 is dark brown.</param>
/// <returns>A human skin tone.</returns>
/// <exception cref="ArgumentException">Exception if the value is under 0 or over 100.</exception>
public static Color HumanSkinTone(int tone)
{
// 0 - 100, 0 being gold/yellowish and 100 being dark
// HSV based
//
// 0 - 20 changes the hue
// 20 - 100 changes the value
// 0 is 45 - 20 - 100
// 20 is 25 - 20 - 100
// 100 is 25 - 100 - 20
if (tone < 0 || tone > 100)
{
throw new ArgumentException("Skin tone value was under 0 or over 100.");
}
var rangeOffset = tone - 20;
float hue = 25;
float sat = 20;
float val = 100;
if (rangeOffset <= 0)
{
hue += Math.Abs(rangeOffset);
}
else
{
sat += rangeOffset;
val -= rangeOffset;
}
var color = Color.FromHsv(new Vector4(hue / 360, sat / 100, val / 100, 1.0f));
return color;
}
/// <summary>
/// Gets a human skin tone from a given color.
/// </summary>
/// <param name="color"></param>
/// <returns></returns>
/// <remarks>
/// Does not cause an exception if the color is not originally from the human color range.
/// Instead, it will return the approximation of the skin tone value.
/// </remarks>
public static float HumanSkinToneFromColor(Color color)
{
var hsv = Color.ToHsv(color);
// check for hue/value first, if hue is lower than this percentage
// and value is 1.0
// then it'll be hue
if (Math.Clamp(hsv.X, 25f / 360f, 1) > 25f / 360f
&& hsv.Z == 1.0)
{
return Math.Abs(45 - (hsv.X * 360));
}
// otherwise it'll directly be the saturation
else
{
return hsv.Y * 100;
}
}
/// <summary>
/// Verify if a color is in the human skin tone range.
/// </summary>
/// <param name="color">The color to verify</param>
/// <returns>True if valid, false otherwise.</returns>
public static bool VerifyHumanSkinTone(Color color)
{
var colorValues = Color.ToHsv(color);
var hue = colorValues.X * 360f;
var sat = colorValues.Y * 100f;
var val = colorValues.Z * 100f;
// rangeOffset makes it so that this value
// is 25 <= hue <= 45
if (hue < 25 || hue > 45)
{
return false;
}
// rangeOffset makes it so that these two values
// are 20 <= sat <= 100 and 20 <= val <= 100
// where saturation increases to 100 and value decreases to 20
if (sat < 20 || val < 20)
{
return false;
}
return true;
}
/// <summary>
/// Convert a color to the 'tinted hues' skin tone type.
/// </summary>
/// <param name="color">Color to convert</param>
/// <returns>Tinted hue color</returns>
public static Color TintedHues(Color color)
{
var newColor = Color.ToHsv(color);
newColor.Y = .1f;
return Color.FromHsv(newColor);
}
/// <summary>
/// Verify if this color is a valid tinted hue color type, or not.
/// </summary>
/// <param name="color">The color to verify</param>
/// <returns>True if valid, false otherwise</returns>
public static bool VerifyTintedHues(Color color)
{
// tinted hues just ensures saturation is always .1, or 10% saturation at all times
return Color.ToHsv(color).Y != .1f;
}
}
public enum HumanoidSkinColor : byte
{
HumanToned,
Hues,
TintedHues, //This gives a color tint to a humanoid's skin (10% saturation with full hue range).
}