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:
18
Content.Shared/Humanoid/HairStyles.cs
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18
Content.Shared/Humanoid/HairStyles.cs
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namespace Content.Shared.Humanoid
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{
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public static class HairStyles
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{
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public const string DefaultHairStyle = "HairBald";
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public const string DefaultFacialHairStyle = "FacialHairShaved";
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public static readonly IReadOnlyList<Color> RealisticHairColors = new List<Color>
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{
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Color.Yellow,
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Color.Black,
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Color.SandyBrown,
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Color.Brown,
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Color.Wheat,
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Color.Gray
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};
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}
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}
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242
Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
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242
Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
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using System.Linq;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Humanoid
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{
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[DataDefinition]
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[Serializable, NetSerializable]
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public sealed class HumanoidCharacterAppearance : ICharacterAppearance
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{
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public HumanoidCharacterAppearance(string hairStyleId,
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Color hairColor,
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string facialHairStyleId,
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Color facialHairColor,
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Color eyeColor,
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Color skinColor,
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List<Marking> markings)
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{
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HairStyleId = hairStyleId;
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HairColor = ClampColor(hairColor);
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FacialHairStyleId = facialHairStyleId;
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FacialHairColor = ClampColor(facialHairColor);
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EyeColor = ClampColor(eyeColor);
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SkinColor = ClampColor(skinColor);
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Markings = markings;
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}
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[DataField("hair")]
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public string HairStyleId { get; }
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[DataField("hairColor")]
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public Color HairColor { get; }
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[DataField("facialHair")]
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public string FacialHairStyleId { get; }
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[DataField("facialHairColor")]
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public Color FacialHairColor { get; }
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[DataField("eyeColor")]
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public Color EyeColor { get; }
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[DataField("skinColor")]
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public Color SkinColor { get; }
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[DataField("markings")]
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public List<Marking> Markings { get; }
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public HumanoidCharacterAppearance WithHairStyleName(string newName)
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{
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return new(newName, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithHairColor(Color newColor)
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{
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return new(HairStyleId, newColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithFacialHairStyleName(string newName)
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{
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return new(HairStyleId, HairColor, newName, FacialHairColor, EyeColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithFacialHairColor(Color newColor)
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{
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return new(HairStyleId, HairColor, FacialHairStyleId, newColor, EyeColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithEyeColor(Color newColor)
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{
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return new(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, newColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithSkinColor(Color newColor)
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{
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return new(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, newColor, Markings);
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}
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public HumanoidCharacterAppearance WithMarkings(List<Marking> newMarkings)
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{
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return new(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, newMarkings);
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}
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public static HumanoidCharacterAppearance Default()
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{
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return new(
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HairStyles.DefaultHairStyle,
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Color.Black,
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HairStyles.DefaultFacialHairStyle,
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Color.Black,
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Color.Black,
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Humanoid.SkinColor.ValidHumanSkinTone,
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new ()
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);
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}
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private static IReadOnlyList<Color> RealisticEyeColors = new List<Color>
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{
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Color.Brown,
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Color.Gray,
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Color.Azure,
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Color.SteelBlue,
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Color.Black
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};
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public static HumanoidCharacterAppearance Random(string species, Sex sex)
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var markingManager = IoCManager.Resolve<MarkingManager>();
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var hairStyles = markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.Hair, species).Keys.ToList();
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var facialHairStyles = markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.FacialHair, species).Keys.ToList();
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var newHairStyle = hairStyles.Count > 0
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? random.Pick(hairStyles)
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: HairStyles.DefaultHairStyle;
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var newFacialHairStyle = facialHairStyles.Count == 0 || sex == Sex.Female
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? HairStyles.DefaultFacialHairStyle
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: random.Pick(facialHairStyles);
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var newHairColor = random.Pick(HairStyles.RealisticHairColors);
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newHairColor = newHairColor
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.WithRed(RandomizeColor(newHairColor.R))
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.WithGreen(RandomizeColor(newHairColor.G))
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.WithBlue(RandomizeColor(newHairColor.B));
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// TODO: Add random markings
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var newEyeColor = random.Pick(RealisticEyeColors);
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var skinType = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species).SkinColoration;
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var newSkinColor = Humanoid.SkinColor.ValidHumanSkinTone;
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switch (skinType)
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{
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case HumanoidSkinColor.HumanToned:
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var tone = random.Next(0, 100);
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newSkinColor = Humanoid.SkinColor.HumanSkinTone(tone);
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break;
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case HumanoidSkinColor.Hues:
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case HumanoidSkinColor.TintedHues:
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var rbyte = random.Next(0, 255);
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var gbyte = random.Next(0, 255);
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var bbyte = random.Next(0, 255);
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newSkinColor = new Color(rbyte, gbyte, bbyte);
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break;
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}
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if (skinType == HumanoidSkinColor.TintedHues)
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{
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newSkinColor = Humanoid.SkinColor.ValidTintedHuesSkinTone(newSkinColor);
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}
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return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new ());
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float RandomizeColor(float channel)
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{
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return MathHelper.Clamp01(channel + random.Next(-25, 25) / 100f);
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}
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}
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public static Color ClampColor(Color color)
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{
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return new(color.RByte, color.GByte, color.BByte);
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}
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public static HumanoidCharacterAppearance EnsureValid(HumanoidCharacterAppearance appearance, string species)
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{
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var hairStyleId = appearance.HairStyleId;
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var facialHairStyleId = appearance.FacialHairStyleId;
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var hairColor = ClampColor(appearance.HairColor);
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var facialHairColor = ClampColor(appearance.FacialHairColor);
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var eyeColor = ClampColor(appearance.EyeColor);
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var proto = IoCManager.Resolve<IPrototypeManager>();
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var markingManager = IoCManager.Resolve<MarkingManager>();
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if (!markingManager.MarkingsByCategory(MarkingCategories.Hair).ContainsKey(hairStyleId))
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{
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hairStyleId = HairStyles.DefaultHairStyle;
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}
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if (!markingManager.MarkingsByCategory(MarkingCategories.FacialHair).ContainsKey(facialHairStyleId))
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{
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facialHairStyleId = HairStyles.DefaultFacialHairStyle;
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}
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var markingSet = new MarkingSet();
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var skinColor = appearance.SkinColor;
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if (proto.TryIndex(species, out SpeciesPrototype? speciesProto))
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{
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markingSet = new MarkingSet(appearance.Markings, speciesProto.MarkingPoints, markingManager, proto);
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markingSet.EnsureValid(markingManager);
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markingSet.FilterSpecies(species, markingManager);
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switch (speciesProto.SkinColoration)
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{
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case HumanoidSkinColor.HumanToned:
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if (!Humanoid.SkinColor.VerifyHumanSkinTone(skinColor))
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{
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skinColor = Humanoid.SkinColor.ValidHumanSkinTone;
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}
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break;
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case HumanoidSkinColor.TintedHues:
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if (!Humanoid.SkinColor.VerifyTintedHues(skinColor))
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{
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skinColor = Humanoid.SkinColor.ValidTintedHuesSkinTone(skinColor);
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}
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break;
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}
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}
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return new HumanoidCharacterAppearance(
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hairStyleId,
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hairColor,
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facialHairStyleId,
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facialHairColor,
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eyeColor,
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skinColor,
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markingSet.GetForwardEnumerator().ToList());
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}
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public bool MemberwiseEquals(ICharacterAppearance maybeOther)
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{
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if (maybeOther is not HumanoidCharacterAppearance other) return false;
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if (HairStyleId != other.HairStyleId) return false;
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if (!HairColor.Equals(other.HairColor)) return false;
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if (FacialHairStyleId != other.FacialHairStyleId) return false;
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if (!FacialHairColor.Equals(other.FacialHairColor)) return false;
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if (!EyeColor.Equals(other.EyeColor)) return false;
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if (!SkinColor.Equals(other.SkinColor)) return false;
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if (!Markings.SequenceEqual(other.Markings)) return false;
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return true;
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}
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}
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}
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30
Content.Shared/Humanoid/HumanoidVisualLayers.cs
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30
Content.Shared/Humanoid/HumanoidVisualLayers.cs
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@@ -0,0 +1,30 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.Humanoid
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{
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[Serializable, NetSerializable]
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public enum HumanoidVisualLayers : byte
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{
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Tail,
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Hair,
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FacialHair,
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Chest,
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Head,
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Snout,
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HeadSide, // side parts (i.e., frills)
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HeadTop, // top parts (i.e., ears)
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Eyes,
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RArm,
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LArm,
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RHand,
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LHand,
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RLeg,
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LLeg,
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RFoot,
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LFoot,
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Handcuffs,
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StencilMask,
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Ensnare,
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Fire,
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}
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}
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127
Content.Shared/Humanoid/HumanoidVisualLayersExtension.cs
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127
Content.Shared/Humanoid/HumanoidVisualLayersExtension.cs
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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namespace Content.Shared.Humanoid
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{
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public static class HumanoidVisualLayersExtension
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{
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public static bool HasSexMorph(HumanoidVisualLayers layer)
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{
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return layer switch
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{
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HumanoidVisualLayers.Chest => true,
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HumanoidVisualLayers.Head => true,
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_ => false
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};
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}
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/// <summary>
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/// Sublayers. Any other layers that may visually depend on this layer existing.
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/// For example, the head has layers such as eyes, hair, etc. depending on it.
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/// </summary>
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/// <param name="layer"></param>
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/// <returns>Enumerable of layers that depend on that given layer. Empty, otherwise.</returns>
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/// <remarks>This could eventually be replaced by a body system implementation.</remarks>
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public static IEnumerable<HumanoidVisualLayers> Sublayers(HumanoidVisualLayers layer)
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{
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switch (layer)
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{
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case HumanoidVisualLayers.Head:
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yield return HumanoidVisualLayers.Head;
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yield return HumanoidVisualLayers.Eyes;
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yield return HumanoidVisualLayers.HeadSide;
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yield return HumanoidVisualLayers.HeadTop;
|
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yield return HumanoidVisualLayers.Hair;
|
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yield return HumanoidVisualLayers.FacialHair;
|
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yield return HumanoidVisualLayers.Snout;
|
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break;
|
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case HumanoidVisualLayers.LArm:
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
34
Content.Shared/Humanoid/HumanoidVisualizerKeys.cs
Normal file
34
Content.Shared/Humanoid/HumanoidVisualizerKeys.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
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));
|
||||
}
|
||||
}
|
||||
8
Content.Shared/Humanoid/ICharacterAppearance.cs
Normal file
8
Content.Shared/Humanoid/ICharacterAppearance.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
|
||||
namespace Content.Shared.Humanoid
|
||||
{
|
||||
public interface ICharacterAppearance
|
||||
{
|
||||
bool MemberwiseEquals(ICharacterAppearance other);
|
||||
}
|
||||
}
|
||||
136
Content.Shared/Humanoid/Markings/Marking.cs
Normal file
136
Content.Shared/Humanoid/Markings/Marking.cs
Normal file
@@ -0,0 +1,136 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
47
Content.Shared/Humanoid/Markings/MarkingCategories.cs
Normal file
47
Content.Shared/Humanoid/Markings/MarkingCategories.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
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
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
124
Content.Shared/Humanoid/Markings/MarkingManager.cs
Normal file
124
Content.Shared/Humanoid/Markings/MarkingManager.cs
Normal file
@@ -0,0 +1,124 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
51
Content.Shared/Humanoid/Markings/MarkingPoints.cs
Normal file
51
Content.Shared/Humanoid/Markings/MarkingPoints.cs
Normal file
@@ -0,0 +1,51 @@
|
||||
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!;
|
||||
}
|
||||
34
Content.Shared/Humanoid/Markings/MarkingPrototype.cs
Normal file
34
Content.Shared/Humanoid/Markings/MarkingPrototype.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
26
Content.Shared/Humanoid/Markings/MarkingsComponent.cs
Normal file
26
Content.Shared/Humanoid/Markings/MarkingsComponent.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
778
Content.Shared/Humanoid/Markings/MarkingsSet.cs
Normal file
778
Content.Shared/Humanoid/Markings/MarkingsSet.cs
Normal file
@@ -0,0 +1,778 @@
|
||||
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];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
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();
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
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; }
|
||||
}
|
||||
88
Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs
Normal file
88
Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs
Normal file
@@ -0,0 +1,88 @@
|
||||
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,
|
||||
}
|
||||
62
Content.Shared/Humanoid/Sex.cs
Normal file
62
Content.Shared/Humanoid/Sex.cs
Normal file
@@ -0,0 +1,62 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
62
Content.Shared/Humanoid/SharedHumanoidComponent.cs
Normal file
62
Content.Shared/Humanoid/SharedHumanoidComponent.cs
Normal file
@@ -0,0 +1,62 @@
|
||||
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; }
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
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; }
|
||||
}
|
||||
45
Content.Shared/Humanoid/SharedHumanoidSystem.cs
Normal file
45
Content.Shared/Humanoid/SharedHumanoidSystem.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
147
Content.Shared/Humanoid/SkinColor.cs
Normal file
147
Content.Shared/Humanoid/SkinColor.cs
Normal file
@@ -0,0 +1,147 @@
|
||||
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).
|
||||
}
|
||||
Reference in New Issue
Block a user