Allow Vulps With Human Hair To Be Shaved Without Clyde Joining The Circus (#40171)

* Revert "Disable vulpkanin human hair (#40144)"

This reverts commit d02aa1a4e2.

* You can once again shave your pet Vulp

* I can see the ass, I'm safe

* Rectified docstring as I am a good person

* I am doing this instead of playing Silksong please help

* Fix forgetting to re-add shader overriding
This commit is contained in:
Hannah Giovanna Dawson
2025-09-07 15:36:38 +01:00
committed by GitHub
parent d14b6a31aa
commit a699639834
3 changed files with 40 additions and 37 deletions

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@@ -1,3 +1,4 @@
using System.Diagnostics.CodeAnalysis;
using Content.Shared.DisplacementMap;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
@@ -10,6 +11,11 @@ public sealed class DisplacementMapSystem : EntitySystem
[Dependency] private readonly ISerializationManager _serialization = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
private static string? BuildDisplacementLayerKey(object key)
{
return key.ToString() is null ? null : $"{key}-displacement";
}
/// <summary>
/// Attempting to apply a displacement map to a specific layer of SpriteComponent
/// </summary>
@@ -19,21 +25,22 @@ public sealed class DisplacementMapSystem : EntitySystem
/// <param name="key">Unique layer key, which will determine which layer to apply displacement map to</param>
/// <param name="displacementKey">The key of the new displacement map layer added by this function.</param>
/// <returns></returns>
public bool TryAddDisplacement(DisplacementData data,
public bool TryAddDisplacement(
DisplacementData data,
Entity<SpriteComponent> sprite,
int index,
object key,
out string displacementKey)
[NotNullWhen(true)] out string? displacementKey
)
{
displacementKey = $"{key}-displacement";
if (key.ToString() is null)
displacementKey = BuildDisplacementLayerKey(key);
if (displacementKey is null)
return false;
if (data.ShaderOverride != null)
sprite.Comp.LayerSetShader(index, data.ShaderOverride);
EnsureDisplacementIsNotOnSprite(sprite, key);
_sprite.RemoveLayer(sprite.AsNullable(), displacementKey, false);
if (data.ShaderOverride is not null)
sprite.Comp.LayerSetShader(index, data.ShaderOverride);
//allows you not to write it every time in the YML
foreach (var pair in data.SizeMaps)
@@ -70,7 +77,11 @@ public sealed class DisplacementMapSystem : EntitySystem
}
var displacementLayer = _serialization.CreateCopy(displacementDataLayer, notNullableOverride: true);
displacementLayer.CopyToShaderParameters!.LayerKey = key.ToString() ?? "this is impossible";
// This previously assigned a string reading "this is impossible" if key.ToString eval'd to false.
// However, for the sake of sanity, we've changed this to assert non-null - !.
// If this throws an error, we're not sorry. Nanotrasen thanks you for your service fixing this bug.
displacementLayer.CopyToShaderParameters!.LayerKey = key.ToString()!;
_sprite.AddLayer(sprite.AsNullable(), displacementLayer, index);
_sprite.LayerMapSet(sprite.AsNullable(), displacementKey, index);
@@ -78,14 +89,18 @@ public sealed class DisplacementMapSystem : EntitySystem
return true;
}
/// <inheritdoc cref="TryAddDisplacement"/>
[Obsolete("Use the Entity<SpriteComponent> overload")]
public bool TryAddDisplacement(DisplacementData data,
SpriteComponent sprite,
int index,
object key,
out string displacementKey)
/// <summary>
/// Ensures that the displacement map associated with the given layer key is not in the Sprite's LayerMap.
/// </summary>
/// <param name="sprite">The sprite to remove the displacement layer from.</param>
/// <param name="key">The key of the layer that is referenced by the displacement layer we want to remove.</param>
/// <param name="logMissing">Whether to report an error if the displacement map isn't on the sprite.</param>
public void EnsureDisplacementIsNotOnSprite(Entity<SpriteComponent> sprite, object key)
{
return TryAddDisplacement(data, (sprite.Owner, sprite), index, key, out displacementKey);
var displacementLayerKey = BuildDisplacementLayerKey(key);
if (displacementLayerKey is null)
return;
_sprite.RemoveLayer(sprite.AsNullable(), displacementLayerKey, false);
}
}

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@@ -289,25 +289,26 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
private void RemoveMarking(Marking marking, Entity<SpriteComponent> spriteEnt)
{
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 (!_sprite.LayerMapTryGet(spriteEnt.AsNullable(), layerId, out var index, false))
{
continue;
}
_sprite.LayerMapRemove(spriteEnt.AsNullable(), layerId);
_sprite.RemoveLayer(spriteEnt.AsNullable(), index);
// If this marking is one that can be displaced, we need to remove the displacement as well; otherwise
// altering a marking at runtime can lead to the renderer falling over.
// The Vulps must be shaved.
// (https://github.com/space-wizards/space-station-14/issues/40135).
if (prototype.CanBeDisplaced)
_displacement.EnsureDisplacementIsNotOnSprite(spriteEnt, layerId);
}
}
@@ -346,9 +347,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
var sprite = entity.Comp2;
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)
@@ -359,9 +358,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
var markingSprite = markingPrototype.Sprites[j];
if (markingSprite is not SpriteSpecifier.Rsi rsi)
{
continue;
}
return;
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
@@ -375,28 +372,20 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
_sprite.LayerSetVisible((entity.Owner, sprite), layerId, visible);
if (!visible || setting == null) // this is kinda implied
{
continue;
}
// 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);
}
if (humanoid.MarkingsDisplacement.TryGetValue(markingPrototype.BodyPart, out var displacementData) && markingPrototype.CanBeDisplaced)
{
_displacement.TryAddDisplacement(displacementData, (entity.Owner, sprite), targetLayer + j + 1, layerId, out _);
}
}
}
public override void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
{

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@@ -41,7 +41,6 @@
points:
Hair:
points: 1
onlyWhitelisted: true # TODO: Vulps are meant to use human hair, however something causes hair to break if affected by a displacement map and removed. Allow human hair again when #40135 is resolved.
required: false
FacialHair:
points: 1