Humanoid appearance refactor (#10882)

* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

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

View File

@@ -0,0 +1,447 @@
using System.Linq;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client.Humanoid;
public sealed class HumanoidVisualizerSystem : VisualizerSystem<HumanoidComponent>
{
[Dependency] private IPrototypeManager _prototypeManager = default!;
[Dependency] private MarkingManager _markingManager = default!;
protected override void OnAppearanceChange(EntityUid uid, HumanoidComponent component, ref AppearanceChangeEvent args)
{
base.OnAppearanceChange(uid, component, ref args);
if (args.Sprite == null)
{
return;
}
if (!args.AppearanceData.TryGetValue(HumanoidVisualizerKey.Key, out var dataRaw)
|| dataRaw is not HumanoidVisualizerData data)
{
return;
}
if (!_prototypeManager.TryIndex(data.Species, out SpeciesPrototype? speciesProto)
|| !_prototypeManager.TryIndex(speciesProto.SpriteSet, out HumanoidSpeciesBaseSpritesPrototype? baseSprites))
{
return;
}
bool dirty;
if (data.CustomBaseLayerInfo.Count != 0)
{
dirty = MergeCustomBaseSprites(uid, baseSprites.Sprites, data.CustomBaseLayerInfo, component);
}
else
{
dirty = MergeCustomBaseSprites(uid, baseSprites.Sprites, null, component);
}
if (dirty)
{
ApplyBaseSprites(uid, component, args.Sprite);
ApplySkinColor(uid, data.SkinColor, component, args.Sprite);
}
if (data.CustomBaseLayerInfo.Count != 0)
{
foreach (var (layer, info) in data.CustomBaseLayerInfo)
{
SetBaseLayerColor(uid, layer, info.Color, args.Sprite);
}
}
var layerVis = data.LayerVisibility.ToHashSet();
dirty |= ReplaceHiddenLayers(uid, layerVis, component, args.Sprite);
DiffAndApplyMarkings(uid, data.Markings, dirty, component, args.Sprite);
}
private bool ReplaceHiddenLayers(EntityUid uid, HashSet<HumanoidVisualLayers> hiddenLayers,
HumanoidComponent humanoid, SpriteComponent sprite)
{
if (hiddenLayers.SetEquals(humanoid.HiddenLayers))
{
return false;
}
SetSpriteVisibility(uid, hiddenLayers, false, sprite);
humanoid.HiddenLayers.ExceptWith(hiddenLayers);
SetSpriteVisibility(uid, humanoid.HiddenLayers, true, sprite);
humanoid.HiddenLayers.Clear();
humanoid.HiddenLayers.UnionWith(hiddenLayers);
return true;
}
private void SetSpriteVisibility(EntityUid uid, HashSet<HumanoidVisualLayers> layers, bool visibility, SpriteComponent sprite)
{
foreach (var layer in layers)
{
if (!sprite.LayerMapTryGet(layer, out var index))
{
continue;
}
sprite[index].Visible = visibility;
}
}
private void DiffAndApplyMarkings(EntityUid uid,
List<Marking> newMarkings,
bool layersDirty,
HumanoidComponent humanoid,
SpriteComponent sprite)
{
// skip this entire thing if both sets are empty
if (humanoid.CurrentMarkings.Count == 0 && newMarkings.Count == 0)
{
return;
}
var dirtyMarkings = new List<int>();
var dirtyRangeStart = humanoid.CurrentMarkings.Count == 0 ? 0 : -1;
// edge cases:
// humanoid.CurrentMarkings < newMarkings.Count
// - check if count matches this condition before diffing
// - if count is unequal, set dirty range to start from humanoid.CurrentMarkings.Count
// humanoid.CurrentMarkings > newMarkings.Count, no dirty markings
// - break count upon meeting this condition
// - clear markings from newMarkings.Count to humanoid.CurrentMarkings.Count - newMarkings.Count
for (var i = 0; i < humanoid.CurrentMarkings.Count; i++)
{
// if we've reached the end of the new set of markings,
// then that means it's time to finish
if (newMarkings.Count == i)
{
break;
}
// if the marking is different here, set the range start to i and break, we need
// to rebuild all markings starting from i
if (humanoid.CurrentMarkings[i].MarkingId != newMarkings[i].MarkingId)
{
dirtyRangeStart = i;
break;
}
// otherwise, we add the current marking to dirtyMarkings if it has different
// settings
// however: if the hidden layers are set to dirty, then we need to
// instead just add every single marking, since we don't know ahead of time
// where these markings go
if (humanoid.CurrentMarkings[i] != newMarkings[i] || layersDirty)
{
dirtyMarkings.Add(i);
}
}
foreach (var i in dirtyMarkings)
{
if (!_markingManager.TryGetMarking(newMarkings[i], out var dirtyMarking))
{
continue;
}
ApplyMarking(uid, dirtyMarking, newMarkings[i].MarkingColors, newMarkings[i].Visible, humanoid, sprite);
}
if (humanoid.CurrentMarkings.Count < newMarkings.Count && dirtyRangeStart < 0)
{
dirtyRangeStart = humanoid.CurrentMarkings.Count;
}
if (dirtyRangeStart >= 0)
{
var range = newMarkings.GetRange(dirtyRangeStart, newMarkings.Count - dirtyRangeStart);
if (humanoid.CurrentMarkings.Count > 0)
{
var oldRange = humanoid.CurrentMarkings.GetRange(dirtyRangeStart, humanoid.CurrentMarkings.Count - dirtyRangeStart);
ClearMarkings(uid, oldRange, humanoid, sprite);
}
ApplyMarkings(uid, range, humanoid, sprite);
}
else if (humanoid.CurrentMarkings.Count != newMarkings.Count)
{
if (newMarkings.Count == 0)
{
ClearAllMarkings(uid, humanoid, sprite);
}
else if (humanoid.CurrentMarkings.Count > newMarkings.Count)
{
var rangeStart = newMarkings.Count;
var rangeCount = humanoid.CurrentMarkings.Count - newMarkings.Count;
var range = humanoid.CurrentMarkings.GetRange(rangeStart, rangeCount);
ClearMarkings(uid, range, humanoid, sprite);
}
}
if (dirtyMarkings.Count > 0 || dirtyRangeStart >= 0 || humanoid.CurrentMarkings.Count != newMarkings.Count)
{
humanoid.CurrentMarkings = newMarkings;
}
}
private void ClearAllMarkings(EntityUid uid, HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
ClearMarkings(uid, humanoid.CurrentMarkings, humanoid, spriteComp);
}
private void ClearMarkings(EntityUid uid, List<Marking> markings, HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
foreach (var marking in markings)
{
RemoveMarking(uid, marking, spriteComp);
}
}
private void RemoveMarking(EntityUid uid, Marking marking,
SpriteComponent spriteComp)
{
if (!_markingManager.TryGetMarking(marking, out var prototype))
{
return;
}
foreach (var sprite in prototype.Sprites)
{
if (sprite is not SpriteSpecifier.Rsi rsi)
{
continue;
}
var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
if (!spriteComp.LayerMapTryGet(layerId, out var index))
{
continue;
}
spriteComp.LayerMapRemove(layerId);
spriteComp.RemoveLayer(index);
}
}
private void ApplyMarkings(EntityUid uid,
List<Marking> markings,
HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
foreach (var marking in new ReverseMarkingEnumerator(markings))
{
if (!_markingManager.TryGetMarking(marking, out var markingPrototype))
{
continue;
}
ApplyMarking(uid, markingPrototype, marking.MarkingColors, marking.Visible, humanoid, spriteComp);
}
}
private void ApplyMarking(EntityUid uid,
MarkingPrototype markingPrototype,
IReadOnlyList<Color>? colors,
bool visible,
HumanoidComponent humanoid,
SpriteComponent sprite)
{
if (!sprite.LayerMapTryGet(markingPrototype.BodyPart, out int targetLayer))
{
return;
}
visible &= !humanoid.HiddenLayers.Contains(markingPrototype.BodyPart);
visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
&& setting.AllowsMarkings;
for (var j = 0; j < markingPrototype.Sprites.Count; j++)
{
if (markingPrototype.Sprites[j] is not SpriteSpecifier.Rsi rsi)
{
continue;
}
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
if (!sprite.LayerMapTryGet(layerId, out _))
{
var layer = sprite.AddLayer(markingPrototype.Sprites[j], targetLayer + j + 1);
sprite.LayerMapSet(layerId, layer);
sprite.LayerSetSprite(layerId, rsi);
}
sprite.LayerSetVisible(layerId, visible);
if (!visible || setting == null) // this is kinda implied
{
continue;
}
if (markingPrototype.FollowSkinColor || colors == null || setting.MarkingsMatchSkin)
{
var skinColor = humanoid.SkinColor;
skinColor.A = setting.LayerAlpha;
sprite.LayerSetColor(layerId, skinColor);
}
else
{
sprite.LayerSetColor(layerId, colors[j]);
}
}
}
private void ApplySkinColor(EntityUid uid,
Color skinColor,
HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
humanoid.SkinColor = skinColor;
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
{
if (!spriteInfo.MatchSkin)
{
continue;
}
var color = skinColor;
color.A = spriteInfo.LayerAlpha;
SetBaseLayerColor(uid, layer, color, spriteComp);
}
}
private void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color color,
SpriteComponent sprite)
{
if (!sprite.LayerMapTryGet(layer, out var index))
{
return;
}
sprite[index].Color = color;
}
private bool MergeCustomBaseSprites(EntityUid uid, Dictionary<HumanoidVisualLayers, string> baseSprites,
Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>? customBaseSprites,
HumanoidComponent humanoid)
{
var newBaseLayers = new Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer>();
foreach (var (key, id) in baseSprites)
{
var sexMorph = humanoid.Sex switch
{
Sex.Male when HumanoidVisualLayersExtension.HasSexMorph(key) => $"{id}Male",
Sex.Female when HumanoidVisualLayersExtension.HasSexMorph(key) => $"{id}Female",
_ => id
};
if (!_prototypeManager.TryIndex(sexMorph, out HumanoidSpeciesSpriteLayer? baseLayer))
{
continue;
}
if (!newBaseLayers.TryAdd(key, baseLayer))
{
newBaseLayers[key] = baseLayer;
}
}
if (customBaseSprites == null)
{
return IsDirty(newBaseLayers);
}
foreach (var (key, info) in customBaseSprites)
{
if (!_prototypeManager.TryIndex(info.ID, out HumanoidSpeciesSpriteLayer? baseLayer))
{
continue;
}
if (!newBaseLayers.TryAdd(key, baseLayer))
{
newBaseLayers[key] = baseLayer;
}
}
bool IsDirty(Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer> newBaseLayers)
{
var dirty = false;
if (humanoid.BaseLayers.Count != newBaseLayers.Count)
{
dirty = true;
humanoid.BaseLayers = newBaseLayers;
return dirty;
}
foreach (var (key, info) in humanoid.BaseLayers)
{
if (!newBaseLayers.TryGetValue(key, out var newInfo))
{
dirty = true;
break;
}
if (info.ID != newInfo.ID)
{
dirty = true;
break;
}
}
if (dirty)
{
humanoid.BaseLayers = newBaseLayers;
}
return dirty;
}
return IsDirty(newBaseLayers);
}
private void ApplyBaseSprites(EntityUid uid,
HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
{
if (spriteInfo.BaseSprite != null && spriteComp.LayerMapTryGet(layer, out var index))
{
switch (spriteInfo.BaseSprite)
{
case SpriteSpecifier.Rsi rsi:
spriteComp.LayerSetRSI(index, rsi.RsiPath);
spriteComp.LayerSetState(index, rsi.RsiState);
break;
case SpriteSpecifier.Texture texture:
spriteComp.LayerSetTexture(index, texture.TexturePath);
break;
}
}
}
}
}