@@ -126,52 +126,220 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
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{
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var random = IoCManager.Resolve<IRobustRandom>();
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var markingManager = IoCManager.Resolve<MarkingManager>();
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var markingManager = IoCManager.Resolve<MarkingManager>();
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var hairStyles = markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.Hair, species).Keys.ToList();
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var facialHairStyles = markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.FacialHair, species).Keys.ToList();
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var newHairStyle = hairStyles.Count > 0
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var newFacialHairStyle = HairStyles.DefaultFacialHairStyle;
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? random.Pick(hairStyles)
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var newHairStyle = HairStyles.DefaultHairStyle;
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: HairStyles.DefaultHairStyle;
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List<Marking> newMarkings = [];
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var newFacialHairStyle = facialHairStyles.Count == 0 || sex == Sex.Female
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// grab a completely random color.
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? HairStyles.DefaultFacialHairStyle
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var baseColor = new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1);
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: random.Pick(facialHairStyles);
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var newHairColor = random.Pick(HairStyles.RealisticHairColors);
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// create a new color palette based on BaseColor. roll to determine what type of palette it is.
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newHairColor = newHairColor
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// personally I think this should be weighted, but I can't be bothered to implement that.
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.WithRed(RandomizeColor(newHairColor.R))
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List<Color> colorPalette = [];
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.WithGreen(RandomizeColor(newHairColor.G))
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switch (random.Next(3))
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.WithBlue(RandomizeColor(newHairColor.B));
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{
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case 0:
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// TODO: Add random markings
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colorPalette = GetSplitComplementaries(baseColor);
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break;
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var newEyeColor = random.Pick(RealisticEyeColors);
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case 1:
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colorPalette = GetTriadicComplementaries(baseColor);
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break;
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case 2:
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colorPalette = GetOneComplementary(baseColor);
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break;
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}
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// grab the species skin coloration type.
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var skinType = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species).SkinColoration;
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var skinType = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species).SkinColoration;
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var newSkinColor = new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1);
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// declare some defaults. ensures that the hair and eyes on hues-colored species don't match the skin or one another.
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var newSkinColor = colorPalette[0];
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var newHairColor = colorPalette[1];
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var newEyeColor = colorPalette[2];
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// now we do some color logic.
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switch (skinType)
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switch (skinType)
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{
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{
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// if the species is HumanToned:
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case HumanoidSkinColor.HumanToned:
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case HumanoidSkinColor.HumanToned:
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// quantize the randomized skin color to the nearest acceptable HumanToned color.
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var tone = Math.Round(Humanoid.SkinColor.HumanSkinToneFromColor(newSkinColor));
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var tone = Math.Round(Humanoid.SkinColor.HumanSkinToneFromColor(newSkinColor));
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newSkinColor = Humanoid.SkinColor.HumanSkinTone((int)tone);
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newSkinColor = Humanoid.SkinColor.HumanSkinTone((int)tone);
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// pick a random realistic hair color from the list and randomize it juuuuust a little bit.
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newHairColor = random.Pick(HairStyles.RealisticHairColors);
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newHairColor = newHairColor
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.WithRed(RandomizeColor(newHairColor.R))
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.WithGreen(RandomizeColor(newHairColor.G))
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.WithBlue(RandomizeColor(newHairColor.B));
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// and pick a random realistic eye color from the list.
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newEyeColor = random.Pick(RealisticEyeColors);
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// we're also going to crush the other colors down to the skin's luminosity so markings don't appear too bright on darker skin.
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colorPalette[1] = SquashToSkinLuminosity(newSkinColor, colorPalette[1]);
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colorPalette[2] = SquashToSkinLuminosity(newSkinColor, colorPalette[2]);
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break;
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break;
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// if the species is Hues toned: it's fine the way it is.
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case HumanoidSkinColor.Hues:
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case HumanoidSkinColor.Hues:
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break;
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break;
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// if the species is TintedHues toned: tint them hues.
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case HumanoidSkinColor.TintedHues:
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case HumanoidSkinColor.TintedHues:
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newSkinColor = Humanoid.SkinColor.ValidTintedHuesSkinTone(newSkinColor);
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newSkinColor = Humanoid.SkinColor.ValidTintedHuesSkinTone(newSkinColor);
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// we're also going to crush the other colors down to valid TintedHues skin colors.
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colorPalette[1] = Humanoid.SkinColor.ValidTintedHuesSkinTone(colorPalette[1]);
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colorPalette[2] = Humanoid.SkinColor.ValidTintedHuesSkinTone(colorPalette[2]);
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break;
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break;
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// if the species is VoxFeathers toned: confine the skin color to vox limits. Bright colors are otherwise fine, so leave the marking colors alone.
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case HumanoidSkinColor.VoxFeathers:
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case HumanoidSkinColor.VoxFeathers:
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newSkinColor = Humanoid.SkinColor.ProportionalVoxColor(newSkinColor);
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newSkinColor = Humanoid.SkinColor.ProportionalVoxColor(newSkinColor);
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break;
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break;
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}
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}
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return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new ());
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// now we loop through every extant marking category,
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foreach (var category in Enum.GetValues<MarkingCategories>())
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{
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// grab a list of markings in that category for that species,
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var markings = markingManager.MarkingsByCategoryAndSpecies(category, species).Keys.ToList();
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var markingProtos = markingManager.MarkingsByCategoryAndSpecies(category, species).Values.ToList();
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// if it's facial hair, there are entries in the category, and the character is not female, assign a random one. else bald
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if (category == MarkingCategories.FacialHair)
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{
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newFacialHairStyle = markings.Count == 0 || sex == Sex.Female ? HairStyles.DefaultFacialHairStyle : random.Pick(markings);
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}
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// if it's hair, and there are hair styles, roll one. else bald
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else if (category == MarkingCategories.Hair)
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{
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newHairStyle = markings.Count > 0 ? random.Pick(markings) : HairStyles.DefaultHairStyle;
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}
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// for every other category,
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else if (markings.Count > 0)
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{
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// roll a die. currently a 1 in 3 chance per category, except Tails, which are 1 in 2 (because of the effect they have on the silhouettes of spiders and moths.)
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int diceRoll;
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if (category == MarkingCategories.Tail)
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diceRoll = random.Next(2);
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else
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diceRoll = random.Next(3);
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if (diceRoll == 0)
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{
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MarkingPrototype? lastMarking = null;
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// roll to see how many markings from that category will be added. currently a maximum of 2.
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var loops = random.Next(2) + 1;
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// add a marking (loops) times
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for (var i = 0; i < loops; i++)
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{
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// pick a random marking from the list
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var protoToAdd = random.Pick(markingProtos);
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var markingToAdd = protoToAdd.AsMarking();
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Color markingColor;
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// prevent duplicates:
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if (lastMarking != null && lastMarking == protoToAdd)
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continue;
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// set gauze to white.
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// side note, I really hate that gauze isn't its own category. please fix that so that i can make this not suck as much.
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// or, like, give it its own color rules. or something.
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if (markingToAdd.MarkingId.Contains("gauze", StringComparison.OrdinalIgnoreCase))
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{
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markingToAdd.SetColor(Color.White);
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newMarkings.Add(markingToAdd);
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lastMarking = protoToAdd;
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continue;
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}
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// select a random color from our two secondary colors. if our marking is a Tail, add the skin color as well, otherwise lizards always look a little odd.
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// this will also make moths and spiders look less interesting on average, but I don't want a hardcoded exception for lizards.
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if (category == MarkingCategories.Tail)
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markingColor = random.Pick(colorPalette);
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else
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markingColor = random.Pick(colorPalette.Skip(0).ToList());
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// set the marking to that color
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markingToAdd.SetColor(markingColor);
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// otherwise, add it to the final list.
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newMarkings.Add(markingToAdd);
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lastMarking = protoToAdd;
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}
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}
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}
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}
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// at the end of all that, we should have new values for each of these, so we set the character appearance to these new values.
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return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, newMarkings);
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// helper functions:
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float RandomizeColor(float channel)
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float RandomizeColor(float channel)
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{
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{
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return MathHelper.Clamp01(channel + random.Next(-25, 25) / 100f);
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return MathHelper.Clamp01(channel + random.Next(-25, 25) / 100f);
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}
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}
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List<Color> GetComplementaryColors(Color color, double angle)
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{
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var hsl = Color.ToHsl(color);
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var hVal = hsl.X + angle;
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hVal = hVal >= 0.360 ? hVal - 0.360 : hVal;
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var positiveHSL = new Vector4((float)hVal, hsl.Y, hsl.Z, hsl.W);
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var hVal1 = hsl.X - angle;
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hVal1 = hVal1 <= 0 ? hVal1 + 0.360 : hVal1;
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var negativeHSL = new Vector4((float)hVal1, hsl.Y, hsl.Z, hsl.W);
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var c0 = Color.FromHsl(positiveHSL);
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var c1 = Color.FromHsl(negativeHSL);
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var palette = new List<Color> { color, c0, c1 };
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return palette;
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}
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// return a list of triadic complementary colors
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List<Color> GetTriadicComplementaries(Color color)
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{
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return GetComplementaryColors(color, 0.120);
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}
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// return a list of split complementary colors
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List<Color> GetSplitComplementaries(Color color)
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{
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return GetComplementaryColors(color, 0.150);
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}
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// return a list containing the base color and two copies of a single complemenary color
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List<Color> GetOneComplementary(Color color)
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{
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return GetComplementaryColors(color, 0.180);
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}
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Color SquashToSkinLuminosity(Color skinColor, Color toSquash)
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{
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var skinColorHSL = Color.ToHsl(skinColor);
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var toSquashHSL = Color.ToHsl(toSquash);
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// check if the skin color is as dark as or darker than the marking color:
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if (toSquashHSL.Z <= skinColorHSL.Z)
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{
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// if it is, don't fuck with it
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return toSquash;
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}
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// otherwise, create a new color with the H, S, and A of toSquash, but the L of skinColor
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var newColor = new Vector4(toSquashHSL.X, toSquashHSL.Y, skinColorHSL.Z, toSquashHSL.W);
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return Color.FromHsl(newColor);
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}
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}
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}
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public static Color ClampColor(Color color)
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public static Color ClampColor(Color color)
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Reference in New Issue
Block a user