Update trivial components to use auto comp states (#20539)
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@@ -1,14 +1,10 @@
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using System.Linq;
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using Content.Shared.Ghost;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Content.Shared.Humanoid.HumanoidAppearanceState;
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namespace Content.Client.Humanoid;
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@@ -21,34 +17,20 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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{
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base.Initialize();
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SubscribeLocalEvent<HumanoidAppearanceComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<HumanoidAppearanceComponent, AfterAutoHandleStateEvent>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref ComponentHandleState args)
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private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (args.Current is not HumanoidAppearanceState state)
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return;
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ApplyState(uid, component, Comp<SpriteComponent>(uid), state);
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UpdateSprite(component, Comp<SpriteComponent>(uid));
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}
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private void ApplyState(EntityUid uid, HumanoidAppearanceComponent component, SpriteComponent sprite, HumanoidAppearanceState state)
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private void UpdateSprite(HumanoidAppearanceComponent component, SpriteComponent sprite)
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{
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component.Sex = state.Sex;
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component.Species = state.Species;
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component.Age = state.Age;
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component.SkinColor = state.SkinColor;
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component.EyeColor = state.EyeColor;
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component.HiddenLayers = new(state.HiddenLayers);
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component.PermanentlyHidden = new(state.PermanentlyHidden);
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component.CustomBaseLayers = state.CustomBaseLayers.ShallowClone();
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UpdateLayers(component, sprite);
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ApplyMarkingSet(component, sprite);
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ApplyMarkingSet(uid, state.Markings, component, sprite);
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sprite[sprite.LayerMapReserveBlank(HumanoidVisualLayers.Eyes)].Color = state.EyeColor;
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sprite[sprite.LayerMapReserveBlank(HumanoidVisualLayers.Eyes)].Color = component.EyeColor;
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}
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private static bool IsHidden(HumanoidAppearanceComponent humanoid, HumanoidVisualLayers layer)
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@@ -60,7 +42,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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component.BaseLayers.Clear();
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// add default species layers
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var speciesProto = _prototypeManager.Index<SpeciesPrototype>(component.Species);
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var speciesProto = _prototypeManager.Index(component.Species);
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var baseSprites = _prototypeManager.Index<HumanoidSpeciesBaseSpritesPrototype>(speciesProto.SpriteSet);
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foreach (var (key, id) in baseSprites.Sprites)
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{
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@@ -73,7 +55,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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foreach (var (key, info) in component.CustomBaseLayers)
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{
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oldLayers.Remove(key);
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SetLayerData(component, sprite, key, info.ID, sexMorph: false, color: info.Color); ;
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SetLayerData(component, sprite, key, info.Id, sexMorph: false, color: info.Color);
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}
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// hide old layers
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@@ -161,12 +143,14 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
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var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(hairAlpha) : profile.Appearance.HairColor;
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? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
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: profile.Appearance.HairColor;
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var hair = new Marking(profile.Appearance.HairStyleId,
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new[] { hairColor });
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var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha) : profile.Appearance.FacialHairColor;
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? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
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: profile.Appearance.FacialHairColor;
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var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
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new[] { facialHairColor });
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@@ -200,69 +184,60 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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DebugTools.Assert(IsClientSide(uid));
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var state = new HumanoidAppearanceState(markings,
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new(),
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new(),
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customBaseLayers,
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profile.Sex,
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profile.Gender,
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profile.Age,
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profile.Species,
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor);
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humanoid.MarkingSet = markings;
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humanoid.PermanentlyHidden = new HashSet<HumanoidVisualLayers>();
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humanoid.HiddenLayers = new HashSet<HumanoidVisualLayers>();
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humanoid.CustomBaseLayers = customBaseLayers;
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humanoid.Sex = profile.Sex;
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humanoid.Gender = profile.Gender;
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humanoid.Age = profile.Age;
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humanoid.Species = profile.Species;
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humanoid.SkinColor = profile.Appearance.SkinColor;
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humanoid.EyeColor = profile.Appearance.EyeColor;
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ApplyState(uid, humanoid, Comp<SpriteComponent>(uid), state);
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UpdateSprite(humanoid, Comp<SpriteComponent>(uid));
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}
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private void ApplyMarkingSet(EntityUid uid,
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MarkingSet newMarkings,
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HumanoidAppearanceComponent humanoid,
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SpriteComponent sprite)
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private void ApplyMarkingSet(HumanoidAppearanceComponent humanoid, SpriteComponent sprite)
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{
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// skip this entire thing if both sets are empty
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if (humanoid.MarkingSet.Markings.Count == 0 && newMarkings.Markings.Count == 0)
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return;
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// I am lazy and I CBF resolving the previous mess, so I'm just going to nuke the markings.
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// Really, markings should probably be a separate component altogether.
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ClearAllMarkings(uid, humanoid, sprite);
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humanoid.MarkingSet = new(newMarkings);
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ClearAllMarkings(humanoid, sprite);
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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if (_markingManager.TryGetMarking(marking, out var markingPrototype))
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ApplyMarking(uid, markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
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ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
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}
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}
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humanoid.ClientOldMarkings = new MarkingSet(humanoid.MarkingSet);
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}
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private void ClearAllMarkings(EntityUid uid, HumanoidAppearanceComponent humanoid,
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SpriteComponent sprite)
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private void ClearAllMarkings(HumanoidAppearanceComponent humanoid, SpriteComponent sprite)
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{
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foreach (var markingList in humanoid.ClientOldMarkings.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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RemoveMarking(marking, sprite);
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}
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}
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humanoid.ClientOldMarkings.Clear();
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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RemoveMarking(uid, marking, sprite);
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RemoveMarking(marking, sprite);
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}
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}
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}
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private void ClearMarkings(EntityUid uid, List<Marking> markings, HumanoidAppearanceComponent humanoid,
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SpriteComponent spriteComp)
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{
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foreach (var marking in markings)
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{
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RemoveMarking(uid, marking, spriteComp);
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}
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}
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private void RemoveMarking(EntityUid uid, Marking marking,
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SpriteComponent spriteComp)
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private void RemoveMarking(Marking marking, SpriteComponent spriteComp)
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{
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if (!_markingManager.TryGetMarking(marking, out var prototype))
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{
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@@ -286,8 +261,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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spriteComp.RemoveLayer(index);
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}
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}
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private void ApplyMarking(EntityUid uid,
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MarkingPrototype markingPrototype,
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private void ApplyMarking(MarkingPrototype markingPrototype,
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IReadOnlyList<Color>? colors,
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bool visible,
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HumanoidAppearanceComponent humanoid,
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@@ -393,7 +367,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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foreach (var marking in markingList)
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{
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if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
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ApplyMarking(uid, markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
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ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
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}
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}
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}
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