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

@@ -1,18 +1,18 @@
using System.Linq;
using Content.Client.CharacterAppearance;
using Content.Client.HUD.UI;
using Content.Client.Humanoid;
using Content.Client.Lobby.UI;
using Content.Client.Message;
using Content.Client.Players.PlayTimeTracking;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Shared.CCVar;
using Content.Shared.CharacterAppearance;
using Content.Shared.CharacterAppearance.Systems;
using Content.Shared.GameTicking;
using Content.Shared.Markings;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Species;
using Content.Shared.Traits;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
@@ -53,6 +53,7 @@ namespace Content.Client.Preferences.UI
private readonly IClientPreferencesManager _preferencesManager;
private readonly IEntityManager _entMan;
private readonly IConfigurationManager _configurationManager;
private readonly MarkingManager _markingManager;
private LineEdit _ageEdit => CAgeEdit;
private LineEdit _nameEdit => CNameEdit;
@@ -67,8 +68,8 @@ namespace Content.Client.Preferences.UI
private Slider _skinColor => CSkin;
private OptionButton _clothingButton => CClothingButton;
private OptionButton _backpackButton => CBackpackButton;
private HairStylePicker _hairPicker => CHairStylePicker;
private HairStylePicker _facialHairPicker => CFacialHairPicker;
private SingleMarkingPicker _hairPicker => CHairStylePicker;
private SingleMarkingPicker _facialHairPicker => CFacialHairPicker;
private EyeColorPicker _eyesPicker => CEyeColorPicker;
private TabContainer _tabContainer => CTabContainer;
@@ -103,6 +104,7 @@ namespace Content.Client.Preferences.UI
private bool _needsDummyRebuild;
public int CharacterSlot;
public HumanoidCharacterProfile? Profile;
private MarkingSet _markingSet = new(); // storing this here feels iffy but a few things need it this high up
public event Action<HumanoidCharacterProfile, int>? OnProfileChanged;
@@ -115,6 +117,7 @@ namespace Content.Client.Preferences.UI
_entMan = entityManager;
_preferencesManager = preferencesManager;
_configurationManager = configurationManager;
_markingManager = IoCManager.Resolve<MarkingManager>();
#region Left
@@ -203,6 +206,7 @@ namespace Content.Client.Preferences.UI
{
CSpeciesButton.SelectId(args.Id);
SetSpecies(_speciesList[args.Id].ID);
UpdateHairPickers();
OnSkinColorOnValueChanged();
};
@@ -210,14 +214,7 @@ namespace Content.Client.Preferences.UI
#region Skin
// 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
_skinColor.OnValueChanged += _ =>
{
OnSkinColorOnValueChanged();
@@ -233,43 +230,101 @@ namespace Content.Client.Preferences.UI
#region Hair
_hairPicker.Populate();
_hairPicker.OnHairStylePicked += newStyle =>
_hairPicker.OnMarkingSelect += newStyle =>
{
if (Profile is null)
return;
Profile = Profile.WithCharacterAppearance(
Profile.Appearance.WithHairStyleName(newStyle));
Profile.Appearance.WithHairStyleName(newStyle.id));
IsDirty = true;
};
_hairPicker.OnHairColorPicked += newColor =>
_hairPicker.OnColorChanged += newColor =>
{
if (Profile is null)
return;
Profile = Profile.WithCharacterAppearance(
Profile.Appearance.WithHairColor(newColor));
Profile.Appearance.WithHairColor(newColor.marking.MarkingColors[0]));
IsDirty = true;
};
_facialHairPicker.Populate();
_facialHairPicker.OnHairStylePicked += newStyle =>
_facialHairPicker.OnMarkingSelect += newStyle =>
{
if (Profile is null)
return;
Profile = Profile.WithCharacterAppearance(
Profile.Appearance.WithFacialHairStyleName(newStyle));
Profile.Appearance.WithFacialHairStyleName(newStyle.id));
IsDirty = true;
};
_facialHairPicker.OnHairColorPicked += newColor =>
_facialHairPicker.OnColorChanged += newColor =>
{
if (Profile is null)
return;
Profile = Profile.WithCharacterAppearance(
Profile.Appearance.WithFacialHairColor(newColor));
Profile.Appearance.WithFacialHairColor(newColor.marking.MarkingColors[0]));
IsDirty = true;
};
_hairPicker.OnSlotRemove += _ =>
{
if (Profile is null)
return;
Profile = Profile.WithCharacterAppearance(
Profile.Appearance.WithHairStyleName(HairStyles.DefaultHairStyle)
);
UpdateHairPickers();
IsDirty = true;
};
_facialHairPicker.OnSlotRemove += _ =>
{
if (Profile is null)
return;
Profile = Profile.WithCharacterAppearance(
Profile.Appearance.WithFacialHairStyleName(HairStyles.DefaultFacialHairStyle)
);
UpdateHairPickers();
IsDirty = true;
};
_hairPicker.OnSlotAdd += delegate()
{
if (Profile is null)
return;
var hair = _markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.Hair, Profile.Species).Keys
.FirstOrDefault();
if (string.IsNullOrEmpty(hair))
return;
Profile = Profile.WithCharacterAppearance(
Profile.Appearance.WithHairStyleName(hair)
);
UpdateHairPickers();
IsDirty = true;
};
_facialHairPicker.OnSlotAdd += delegate()
{
if (Profile is null)
return;
var hair = _markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.FacialHair, Profile.Species).Keys
.FirstOrDefault();
if (string.IsNullOrEmpty(hair))
return;
Profile = Profile.WithCharacterAppearance(
Profile.Appearance.WithFacialHairStyleName(hair)
);
UpdateHairPickers();
IsDirty = true;
};
@@ -519,6 +574,38 @@ namespace Content.Client.Preferences.UI
#endregion FlavorText
#region Dummy
var species = Profile?.Species ?? SharedHumanoidSystem.DefaultSpecies;
var dollProto = _prototypeManager.Index<SpeciesPrototype>(species).DollPrototype;
if (_previewDummy != null)
_entMan.DeleteEntity(_previewDummy!.Value);
_previewDummy = _entMan.SpawnEntity(dollProto, MapCoordinates.Nullspace);
_lastSpecies = species;
var sprite = _entMan.GetComponent<SpriteComponent>(_previewDummy!.Value);
_previewSprite = new SpriteView
{
Sprite = sprite,
Scale = (6, 6),
OverrideDirection = Direction.South,
VerticalAlignment = VAlignment.Center,
SizeFlagsStretchRatio = 1
};
_previewSpriteControl.AddChild(_previewSprite);
_previewSpriteSide = new SpriteView
{
Sprite = sprite,
Scale = (6, 6),
OverrideDirection = Direction.East,
VerticalAlignment = VAlignment.Center,
SizeFlagsStretchRatio = 1
};
_previewSpriteSideControl.AddChild(_previewSpriteSide);
#endregion Dummy
#endregion Left
if (preferencesManager.ServerDataLoaded)
@@ -541,17 +628,17 @@ namespace Content.Client.Preferences.UI
IsDirty = true;
}
private void OnMarkingChange(MarkingsSet markings)
private void OnMarkingChange(MarkingSet markings)
{
if (Profile is null)
return;
Profile = Profile.WithCharacterAppearance(Profile.Appearance.WithMarkings(markings));
Profile = Profile.WithCharacterAppearance(Profile.Appearance.WithMarkings(markings.GetForwardEnumerator().ToList()));
NeedsDummyRebuild = true;
IsDirty = true;
}
private void OnMarkingColorChange(MarkingsSet markings)
private void OnMarkingColorChange(List<Marking> markings)
{
if (Profile is null)
return;
@@ -569,38 +656,21 @@ namespace Content.Client.Preferences.UI
switch (skin)
{
case SpeciesSkinColor.HumanToned:
case HumanoidSkinColor.HumanToned:
{
var range = _skinColor.Value;
if (!_skinColor.Visible)
{
_skinColor.Visible = true;
_rgbSkinColorContainer.Visible = false;
}
var rangeOffset = (int) range - 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));
var color = SkinColor.HumanSkinTone((int) _skinColor.Value);
CMarkings.CurrentSkinColor = color;
Profile = Profile.WithCharacterAppearance(Profile.Appearance.WithSkinColor(color));
break;
}
case SpeciesSkinColor.Hues:
case HumanoidSkinColor.Hues:
{
if (!_rgbSkinColorContainer.Visible)
{
@@ -608,13 +678,11 @@ namespace Content.Client.Preferences.UI
_rgbSkinColorContainer.Visible = true;
}
var color = new Color(_rgbSkinColorSelector.Color.R, _rgbSkinColorSelector.Color.G, _rgbSkinColorSelector.Color.B);
CMarkings.CurrentSkinColor = color;
Profile = Profile.WithCharacterAppearance(Profile.Appearance.WithSkinColor(color));
CMarkings.CurrentSkinColor = _rgbSkinColorSelector.Color;
Profile = Profile.WithCharacterAppearance(Profile.Appearance.WithSkinColor(_rgbSkinColorSelector.Color));
break;
}
case SpeciesSkinColor.TintedHues:
case HumanoidSkinColor.TintedHues:
{
if (!_rgbSkinColorContainer.Visible)
{
@@ -622,11 +690,7 @@ namespace Content.Client.Preferences.UI
_rgbSkinColorContainer.Visible = true;
}
// a little hacky in order to convert rgb --> hsv --> rgb
var color = new Color(_rgbSkinColorSelector.Color.R, _rgbSkinColorSelector.Color.G, _rgbSkinColorSelector.Color.B);
var newColor = Color.ToHsv(color);
newColor.Y = .1f;
color = Color.FromHsv(newColor);
var color = SkinColor.TintedHues(_rgbSkinColorSelector.Color);
CMarkings.CurrentSkinColor = color;
Profile = Profile.WithCharacterAppearance(Profile.Appearance.WithSkinColor(color));
@@ -652,7 +716,7 @@ namespace Content.Client.Preferences.UI
private void RebuildSpriteView()
{
var species = Profile?.Species ?? SpeciesManager.DefaultSpecies;
var species = Profile?.Species ?? SharedHumanoidSystem.DefaultSpecies;
var dollProto = _prototypeManager.Index<SpeciesPrototype>(species).DollPrototype;
if (_previewDummy != null)
@@ -820,7 +884,7 @@ namespace Content.Client.Preferences.UI
switch (skin)
{
case SpeciesSkinColor.HumanToned:
case HumanoidSkinColor.HumanToned:
{
if (!_skinColor.Visible)
{
@@ -828,23 +892,11 @@ namespace Content.Client.Preferences.UI
_rgbSkinColorContainer.Visible = false;
}
var color = Color.ToHsv(Profile.Appearance.SkinColor);
// 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(color.X, 25f / 360f, 1) > 25f / 360f
&& color.Z == 1.0)
{
_skinColor.Value = Math.Abs(45 - (color.X * 360));
}
// otherwise it'll directly be the saturation
else
{
_skinColor.Value = color.Y * 100;
}
_skinColor.Value = SkinColor.HumanSkinToneFromColor(Profile.Appearance.SkinColor);
break;
}
case SpeciesSkinColor.Hues:
case HumanoidSkinColor.Hues:
{
if (!_rgbSkinColorContainer.Visible)
{
@@ -856,7 +908,7 @@ namespace Content.Client.Preferences.UI
_rgbSkinColorSelector.Color = Profile.Appearance.SkinColor;
break;
}
case SpeciesSkinColor.TintedHues:
case HumanoidSkinColor.TintedHues:
{
if (!_rgbSkinColorContainer.Visible)
{
@@ -929,16 +981,26 @@ namespace Content.Client.Preferences.UI
return;
}
_hairPicker.SetData(
Profile.Appearance.HairColor,
Profile.Appearance.HairStyleId,
SpriteAccessoryCategories.HumanHair,
true);
_facialHairPicker.SetData(
Profile.Appearance.FacialHairColor,
Profile.Appearance.FacialHairStyleId,
SpriteAccessoryCategories.HumanFacialHair,
true);
var hairMarking = Profile.Appearance.HairStyleId switch
{
HairStyles.DefaultHairStyle => new List<Marking>(),
_ => new() { new(Profile.Appearance.HairStyleId, new List<Color>() { Profile.Appearance.HairColor }) },
};
var facialHairMarking = Profile.Appearance.FacialHairStyleId switch
{
HairStyles.DefaultFacialHairStyle => new List<Marking>(),
_ => new() { new(Profile.Appearance.FacialHairStyleId, new List<Color>() { Profile.Appearance.FacialHairColor }) },
};
_hairPicker.UpdateData(
hairMarking,
Profile.Species,
1);
_facialHairPicker.UpdateData(
facialHairMarking,
Profile.Species,
1);
}
private void UpdateEyePickers()
@@ -961,13 +1023,15 @@ namespace Content.Client.Preferences.UI
if (Profile is null)
return;
/* dear fuck this needs to not happen ever again
if (_needsDummyRebuild)
{
RebuildSpriteView(); // Species change also requires sprite rebuild, so we'll do that now.
_needsDummyRebuild = false;
}
*/
EntitySystem.Get<SharedHumanoidAppearanceSystem>().UpdateFromProfile(_previewDummy!.Value, Profile);
EntitySystem.Get<HumanoidSystem>().LoadProfile(_previewDummy!.Value, Profile);
LobbyCharacterPreviewPanel.GiveDummyJobClothes(_previewDummy!.Value, Profile);
}