Moves HumanoidAppearanceComponent to ECS (#4855)
* Moves HumanoidCharacterAppearance to ECS * Makes HumanoidAppearanceSystem work over networks * Makes HumanoidAppearanceSystem more efficient * Cleans up the files * Updates privacy on a couple of functions * Fixes a few using references, renames a file * Makes HumanoidAppearanceSystem more cleaner * Fixes Magic Mirror * Cleanup * HumanoidAppearanceComponent now has a friend SharedHumanoidAppearanceSystem is only allowed to act on this, now * Fixes the Body-HumanoidAppearance ECS scaffolding * a little cleanup never hurt anybody * quick fix for magic mirror appearance access * Replaces a networked event with a local one This one was... causing bugs
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@@ -1,85 +1,61 @@
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using Content.Client.Cuffs.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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using Content.Shared.CharacterAppearance;
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using Content.Shared.CharacterAppearance.Components;
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using Content.Shared.CharacterAppearance.Systems;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.CharacterAppearance
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namespace Content.Client.CharacterAppearance.Systems
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{
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[RegisterComponent]
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public sealed class HumanoidAppearanceComponent : SharedHumanoidAppearanceComponent, IBodyPartAdded, IBodyPartRemoved
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public class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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{
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[Dependency] private readonly SpriteAccessoryManager _accessoryManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override HumanoidCharacterAppearance Appearance
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public override void Initialize()
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{
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get => base.Appearance;
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set
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{
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base.Appearance = value;
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UpdateLooks();
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}
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base.Initialize();
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SubscribeLocalEvent<HumanoidAppearanceComponent, ChangedHumanoidAppearanceEvent>(UpdateLooks);
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SubscribeLocalEvent<HumanoidAppearanceBodyPartAddedEvent>(BodyPartAdded);
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SubscribeLocalEvent<HumanoidAppearanceBodyPartRemovedEvent>(BodyPartRemoved);
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}
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public override Sex Sex
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private void UpdateLooks(EntityUid uid, HumanoidAppearanceComponent component, ChangedHumanoidAppearanceEvent args)
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{
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get => base.Sex;
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set
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{
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base.Sex = value;
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UpdateLooks();
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}
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}
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protected override void Startup()
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{
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base.Startup();
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UpdateLooks();
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}
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private void UpdateLooks()
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{
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// ReSharper disable once ConditionIsAlwaysTrueOrFalse
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if (Appearance == null ||
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!Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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if(!EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
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return;
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}
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if (Owner.TryGetComponent(out SharedBodyComponent? body))
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if (EntityManager.TryGetComponent(uid, out SharedBodyComponent? body))
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{
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foreach (var (part, _) in body.Parts)
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{
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if (!part.Owner.TryGetComponent(out SpriteComponent? partSprite))
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if (part.Owner.TryGetComponent(out SpriteComponent? partSprite))
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{
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continue;
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partSprite!.Color = component.Appearance.SkinColor;
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}
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partSprite.Color = Appearance.SkinColor;
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}
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}
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sprite.LayerSetColor(HumanoidVisualLayers.Hair,
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CanColorHair ? Appearance.HairColor : Color.White);
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component.CanColorHair ? component.Appearance.HairColor : Color.White);
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sprite.LayerSetColor(HumanoidVisualLayers.FacialHair,
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CanColorFacialHair ? Appearance.FacialHairColor : Color.White);
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component.CanColorFacialHair ? component.Appearance.FacialHairColor : Color.White);
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sprite.LayerSetColor(HumanoidVisualLayers.Eyes, Appearance.EyeColor);
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sprite.LayerSetColor(HumanoidVisualLayers.Eyes, component.Appearance.EyeColor);
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sprite.LayerSetState(HumanoidVisualLayers.Chest, Sex == Sex.Male ? "torso_m" : "torso_f");
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sprite.LayerSetState(HumanoidVisualLayers.Head, Sex == Sex.Male ? "head_m" : "head_f");
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sprite.LayerSetState(HumanoidVisualLayers.Chest, component.Sex == Sex.Male ? "torso_m" : "torso_f");
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sprite.LayerSetState(HumanoidVisualLayers.Head, component.Sex == Sex.Male ? "head_m" : "head_f");
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if (sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out _))
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sprite.LayerSetVisible(HumanoidVisualLayers.StencilMask, Sex == Sex.Female);
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sprite.LayerSetVisible(HumanoidVisualLayers.StencilMask, component.Sex == Sex.Female);
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if (Owner.TryGetComponent<CuffableComponent>(out var cuffed))
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if (EntityManager.TryGetComponent<CuffableComponent>(uid, out var cuffed))
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{
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, !cuffed.CanStillInteract);
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}
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@@ -88,16 +64,16 @@ namespace Content.Client.CharacterAppearance
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, false);
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}
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var hairStyle = Appearance.HairStyleId;
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var hairStyle = component.Appearance.HairStyleId;
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if (string.IsNullOrWhiteSpace(hairStyle) ||
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!_accessoryManager.IsValidAccessoryInCategory(hairStyle, CategoriesHair))
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!_accessoryManager.IsValidAccessoryInCategory(hairStyle, component.CategoriesHair))
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{
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hairStyle = HairStyles.DefaultHairStyle;
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}
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var facialHairStyle = Appearance.FacialHairStyleId;
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var facialHairStyle = component.Appearance.FacialHairStyleId;
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if (string.IsNullOrWhiteSpace(facialHairStyle) ||
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!_accessoryManager.IsValidAccessoryInCategory(facialHairStyle, CategoriesFacialHair))
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!_accessoryManager.IsValidAccessoryInCategory(facialHairStyle, component.CategoriesFacialHair))
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{
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facialHairStyle = HairStyles.DefaultFacialHairStyle;
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}
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@@ -109,37 +85,40 @@ namespace Content.Client.CharacterAppearance
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sprite.LayerSetSprite(HumanoidVisualLayers.FacialHair, facialHairPrototype.Sprite);
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}
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public void BodyPartAdded(BodyPartAddedEventArgs args)
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// Scaffolding until Body is moved to ECS.
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private void BodyPartAdded(HumanoidAppearanceBodyPartAddedEvent args)
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{
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if (!Owner.TryGetComponent(out SpriteComponent? sprite))
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if(!EntityManager.TryGetEntity(args.Uid, out var owner)) return;
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if (!owner.TryGetComponent(out SpriteComponent? sprite))
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{
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return;
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}
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if (!args.Part.Owner.HasComponent<SpriteComponent>())
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if (!args.Args.Part.Owner.HasComponent<SpriteComponent>())
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{
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return;
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}
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var layers = args.Part.ToHumanoidLayers();
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var layers = args.Args.Part.ToHumanoidLayers();
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// TODO BODY Layer color, sprite and state
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foreach (var layer in layers)
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sprite.LayerSetVisible(layer, true);
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}
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public void BodyPartRemoved(BodyPartRemovedEventArgs args)
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private void BodyPartRemoved(HumanoidAppearanceBodyPartRemovedEvent args)
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{
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if (!Owner.TryGetComponent(out SpriteComponent? sprite))
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if(!EntityManager.TryGetEntity(args.Uid, out var owner)) return;
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if (!owner.TryGetComponent(out SpriteComponent? sprite))
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{
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return;
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}
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if (!args.Part.Owner.HasComponent<SpriteComponent>())
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if (!args.Args.Part.Owner.HasComponent<SpriteComponent>())
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{
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return;
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}
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var layers = args.Part.ToHumanoidLayers();
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var layers = args.Args.Part.ToHumanoidLayers();
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// TODO BODY Layer color, sprite and state
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foreach (var layer in layers)
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sprite.LayerSetVisible(layer, false);
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