PORT: Allows Markings to Set Custom Layers for Specific Sprites (#2516)

* multilayer markings

* vestigial reptilian tail sprites added

* i fix :)

---------

Co-authored-by: mq <113324899+mqole@users.noreply.github.com>
This commit is contained in:
hivehum
2025-05-25 20:57:56 -04:00
committed by hereelabs
parent b2ffe70f8f
commit 9f39c112ad
20 changed files with 377 additions and 48 deletions

View File

@@ -146,7 +146,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
var speciesPrototype = _prototypeManager.Index(profile.Species); // Floof
var markings = new MarkingSet(speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
@@ -343,32 +343,116 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
bool visible,
Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
var humanoid = entity.Comp1;
var sprite = entity.Comp2;
// hi! mq here.
// if youre dealing with upstream merge conflicts, and you see a bunch of stuff up here, chances are its been moved in between some other shit.
// i love the documentation on this file but i can only look at layer maps for so long before i feel myself becoming ben affleck.
// sorry for any confusion.
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), markingPrototype.BodyPart, out var targetLayer, false))
return;
visible &= !IsHidden(humanoid, markingPrototype.BodyPart);
visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
&& setting.AllowsMarkings;
// FLOOF ADD START
// make a handy dict of filename -> colors
// cus we might need to access it by filename to link
// one sprite's colors to another
var colorDict = new Dictionary<string, Color>();
for (var i = 0; i < markingPrototype.Sprites.Count; i++)
{
var spriteName = markingPrototype.Sprites[i] switch
{
SpriteSpecifier.Rsi rsi => rsi.RsiState,
SpriteSpecifier.Texture texture => texture.TexturePath.Filename,
_ => null
};
if (spriteName != null)
{
if (colors != null && i < colors.Count)
colorDict.Add(spriteName, colors[i]);
else
colorDict.Add(spriteName, Color.White);
}
}
// now, rearrange them, copying any parented colors to children set to
// inherit them
if (markingPrototype.ColorLinks != null)
{
foreach (var (child, parent) in markingPrototype.ColorLinks)
{
if (colorDict.TryGetValue(parent, out var color))
{
colorDict[child] = color;
}
}
}
// and, since we can't rely on the iterator knowing where the heck to put
// each sprite when we have one marking setting multiple layers,
// lets just kinda sorta do that ourselves
var layerDict = new Dictionary<string, int>();
// FLOOF ADD END
for (var j = 0; j < markingPrototype.Sprites.Count; j++)
{
var markingSprite = markingPrototype.Sprites[j];
if (markingSprite is not SpriteSpecifier.Rsi rsi)
return;
{
continue;
}
// FLOOF CHANGE START
var layerSlot = markingPrototype.BodyPart;
// first, try to see if there are any custom layers for this marking
if (markingPrototype.Layering != null)
{
var name = rsi.RsiState;
if (markingPrototype.Layering.TryGetValue(name, out var layerName))
{
layerSlot = Enum.Parse<HumanoidVisualLayers>(layerName);
}
}
// update the layerDict
// if it doesnt have this, add it at 0, otherwise increment it
if (layerDict.TryGetValue(layerSlot.ToString(), out var layerIndex))
{
layerDict[layerSlot.ToString()] = layerIndex + 1;
}
else
{
layerDict.Add(layerSlot.ToString(), 0);
}
// THIS IS THE UPSTREAM STUFF!!! RIGHT HERE!!!
var humanoid = entity.Comp1;
var sprite = entity.Comp2;
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), layerSlot, out var targetLayer, false))
{
continue;
}
visible &= !IsHidden(humanoid, markingPrototype.BodyPart);
visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
&& setting.AllowsMarkings;
// FLOOF CHANGE END
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), layerId, out _, false))
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), layerId, out layerIndex, false)) // imp layerindex
{
var layer = _sprite.AddLayer((entity.Owner, sprite), markingSprite, targetLayer + j + 1);
// for layers that are supposed to be behind everything,
// adding 1 to the layer index makes it not be behind
// everything. fun! FLOOF ADD =3
// var targLayerAdj = targetLayer == 0 ? 0 + j : targetLayer + j + 1;
var targLayerAdj = targetLayer + layerDict[layerSlot.ToString()] + 1;
var layer = _sprite.AddLayer((entity.Owner, sprite), markingSprite, targLayerAdj);
_sprite.LayerMapSet((entity.Owner, sprite), layerId, layer);
_sprite.LayerSetSprite((entity.Owner, sprite), layerId, rsi);
}
// imp special via beck. check if there's a shader defined in the markingPrototype's shader datafield, and if there is...
if (markingPrototype.Shader != null)
{
// use spriteComponent's layersetshader function to set the layer's shader to that which is specified.
sprite.LayerSetShader(layerId, markingPrototype.Shader);
}
// end imp special
_sprite.LayerSetVisible((entity.Owner, sprite), layerId, visible);
if (!visible || setting == null) // this is kinda implied
@@ -377,10 +461,18 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
// Okay so if the marking prototype is modified but we load old marking data this may no longer be valid
// and we need to check the index is correct.
// So if that happens just default to white?
if (colors != null && j < colors.Count)
_sprite.LayerSetColor((entity.Owner, sprite), layerId, colors[j]);
else
_sprite.LayerSetColor((entity.Owner, sprite), layerId, Color.White);
// FLOOF ADD =3
_sprite.LayerSetColor((entity.Owner, sprite), layerId, colorDict.TryGetValue(rsi.RsiState, out var color) ? color : Color.White);
// FLOOF REMOVE
// if (colors != null && j < colors.Count)
// {
// _sprite.LayerSetColor((entity.Owner, sprite), layerId, colors[j]);
// }
// else
// {
// _sprite.LayerSetColor((entity.Owner, sprite), layerId, Color.White);
// }
if (humanoid.MarkingsDisplacement.TryGetValue(markingPrototype.BodyPart, out var displacementData) && markingPrototype.CanBeDisplaced)
_displacement.TryAddDisplacement(displacementData, (entity.Owner, sprite), targetLayer + j + 1, layerId, out _);