using System.IO;
using System.Linq;
using Content.Shared.CCVar;
using Content.Shared.Decals;
using Content.Shared.Examine;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.IdentityManagement;
using Content.Shared.Preferences;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects.Components.Localization;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Shared.Humanoid;
///
/// HumanoidSystem. Primarily deals with the appearance and visual data
/// of a humanoid entity. HumanoidVisualizer is what deals with actually
/// organizing the sprites and setting up the sprite component's layers.
///
/// This is a shared system, because while it is server authoritative,
/// you still need a local copy so that players can set up their
/// characters.
///
public abstract class SharedHumanoidAppearanceSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ISerializationManager _serManager = default!;
[Dependency] private readonly MarkingManager _markingManager = default!;
[ValidatePrototypeId]
public const string DefaultSpecies = "Human";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnInit);
SubscribeLocalEvent(OnExamined);
}
public DataNode ToDataNode(HumanoidCharacterProfile profile)
{
var export = new HumanoidProfileExport()
{
ForkId = _cfgManager.GetCVar(CVars.BuildForkId),
Profile = profile,
};
var dataNode = _serManager.WriteValue(export, alwaysWrite: true, notNullableOverride: true);
return dataNode;
}
public HumanoidCharacterProfile FromStream(Stream stream, ICommonSession session)
{
using var reader = new StreamReader(stream, EncodingHelpers.UTF8);
var yamlStream = new YamlStream();
yamlStream.Load(reader);
var root = yamlStream.Documents[0].RootNode;
var export = _serManager.Read(root.ToDataNode(), notNullableOverride: true);
/*
* Add custom handling here for forks / version numbers if you care.
*/
var profile = export.Profile;
var collection = IoCManager.Instance;
profile.EnsureValid(session, collection!);
return profile;
}
private void OnInit(EntityUid uid, HumanoidAppearanceComponent humanoid, ComponentInit args)
{
if (string.IsNullOrEmpty(humanoid.Species) || _netManager.IsClient && !IsClientSide(uid))
{
return;
}
if (string.IsNullOrEmpty(humanoid.Initial)
|| !_proto.TryIndex(humanoid.Initial, out HumanoidProfilePrototype? startingSet))
{
LoadProfile(uid, HumanoidCharacterProfile.DefaultWithSpecies(humanoid.Species), humanoid);
return;
}
// Do this first, because profiles currently do not support custom base layers
foreach (var (layer, info) in startingSet.CustomBaseLayers)
{
humanoid.CustomBaseLayers.Add(layer, info);
}
LoadProfile(uid, startingSet.Profile, humanoid);
}
private void OnExamined(EntityUid uid, HumanoidAppearanceComponent component, ExaminedEvent args)
{
var identity = Identity.Entity(uid, EntityManager);
var species = GetSpeciesRepresentation(component.Species).ToLower();
var age = GetAgeRepresentation(component.Species, component.Age);
args.PushText(Loc.GetString("humanoid-appearance-component-examine", ("user", identity), ("age", age), ("species", species)));
}
///
/// Toggles a humanoid's sprite layer visibility.
///
/// Humanoid mob's UID
/// Layer to toggle visibility for
/// Humanoid component of the entity
public void SetLayerVisibility(EntityUid uid,
HumanoidVisualLayers layer,
bool visible,
bool permanent = false,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid, false))
return;
var dirty = false;
SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
if (dirty)
Dirty(uid, humanoid);
}
///
/// Sets the visibility for multiple layers at once on a humanoid's sprite.
///
/// Humanoid mob's UID
/// An enumerable of all sprite layers that are going to have their visibility set
/// The visibility state of the layers given
/// If this is a permanent change, or temporary. Permanent layers are stored in their own hash set.
/// Humanoid component of the entity
public void SetLayersVisibility(EntityUid uid, IEnumerable layers, bool visible, bool permanent = false,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
var dirty = false;
foreach (var layer in layers)
{
SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
}
if (dirty)
Dirty(uid, humanoid);
}
protected virtual void SetLayerVisibility(
EntityUid uid,
HumanoidAppearanceComponent humanoid,
HumanoidVisualLayers layer,
bool visible,
bool permanent,
ref bool dirty)
{
if (visible)
{
if (permanent)
dirty |= humanoid.PermanentlyHidden.Remove(layer);
dirty |= humanoid.HiddenLayers.Remove(layer);
}
else
{
if (permanent)
dirty |= humanoid.PermanentlyHidden.Add(layer);
dirty |= humanoid.HiddenLayers.Add(layer);
}
}
///
/// Set a humanoid mob's species. This will change their base sprites, as well as their current
/// set of markings to fit against the mob's new species.
///
/// The humanoid mob's UID.
/// The species to set the mob to. Will return if the species prototype was invalid.
/// Whether to immediately synchronize this to the humanoid mob, or not.
/// Humanoid component of the entity
public void SetSpecies(EntityUid uid, string species, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || !_proto.TryIndex(species, out var prototype))
{
return;
}
humanoid.Species = species;
humanoid.MarkingSet.EnsureSpecies(species, humanoid.SkinColor, _markingManager);
var oldMarkings = humanoid.MarkingSet.GetForwardEnumerator().ToList();
humanoid.MarkingSet = new(oldMarkings, prototype.MarkingPoints, _markingManager, _proto);
if (sync)
Dirty(uid, humanoid);
}
///
/// Sets the skin color of this humanoid mob. Will only affect base layers that are not custom,
/// custom base layers should use instead.
///
/// The humanoid mob's UID.
/// Skin color to set on the humanoid mob.
/// Whether to synchronize this to the humanoid mob, or not.
/// Whether to verify the skin color can be set on this humanoid or not
/// Humanoid component of the entity
public virtual void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (!_proto.TryIndex(humanoid.Species, out var species))
{
return;
}
if (verify && !SkinColor.VerifySkinColor(species.SkinColoration, skinColor))
{
skinColor = SkinColor.ValidSkinTone(species.SkinColoration, skinColor);
}
humanoid.SkinColor = skinColor;
if (sync)
Dirty(uid, humanoid);
}
///
/// Sets the base layer ID of this humanoid mob. A humanoid mob's 'base layer' is
/// the skin sprite that is applied to the mob's sprite upon appearance refresh.
///
/// The humanoid mob's UID.
/// The layer to target on this humanoid mob.
/// The ID of the sprite to use. See .
/// Whether to synchronize this to the humanoid mob, or not.
/// Humanoid component of the entity
public void SetBaseLayerId(EntityUid uid, HumanoidVisualLayers layer, string? id, bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
humanoid.CustomBaseLayers[layer] = info with { Id = id };
else
humanoid.CustomBaseLayers[layer] = new(id);
if (sync)
Dirty(uid, humanoid);
}
///
/// Sets the color of this humanoid mob's base layer. See for a
/// description of how base layers work.
///
/// The humanoid mob's UID.
/// The layer to target on this humanoid mob.
/// The color to set this base layer to.
public void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color? color, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
humanoid.CustomBaseLayers[layer] = info with { Color = color };
else
humanoid.CustomBaseLayers[layer] = new(null, color);
if (sync)
Dirty(uid, humanoid);
}
///
/// Set a humanoid mob's sex. This will not change their gender.
///
/// The humanoid mob's UID.
/// The sex to set the mob to.
/// Whether to immediately synchronize this to the humanoid mob, or not.
/// Humanoid component of the entity
public void SetSex(EntityUid uid, Sex sex, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || humanoid.Sex == sex)
return;
var oldSex = humanoid.Sex;
humanoid.Sex = sex;
humanoid.MarkingSet.EnsureSexes(sex, _markingManager);
RaiseLocalEvent(uid, new SexChangedEvent(oldSex, sex));
if (sync)
{
Dirty(uid, humanoid);
}
}
///
/// Loads a humanoid character profile directly onto this humanoid mob.
///
/// The mob's entity UID.
/// The character profile to load.
/// Humanoid component of the entity
public virtual void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null)
{
if (profile == null)
return;
if (!Resolve(uid, ref humanoid))
{
return;
}
SetSpecies(uid, profile.Species, false, humanoid);
SetSex(uid, profile.Sex, false, humanoid);
humanoid.EyeColor = profile.Appearance.EyeColor;
SetSkinColor(uid, profile.Appearance.SkinColor, false);
humanoid.MarkingSet.Clear();
// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
var markingFColored = new Dictionary();
foreach (var marking in profile.Appearance.Markings)
{
if (_markingManager.TryGetMarking(marking, out var prototype))
{
if (!prototype.ForcedColoring)
{
AddMarking(uid, marking.MarkingId, marking.MarkingColors, false);
}
else
{
markingFColored.Add(marking, prototype);
}
}
}
// Hair/facial hair - this may eventually be deprecated.
// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _proto)
? profile.Appearance.SkinColor.WithAlpha(hairAlpha) : profile.Appearance.HairColor;
var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _proto)
? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha) : profile.Appearance.FacialHairColor;
if (_markingManager.Markings.TryGetValue(profile.Appearance.HairStyleId, out var hairPrototype) &&
_markingManager.CanBeApplied(profile.Species, profile.Sex, hairPrototype, _proto))
{
AddMarking(uid, profile.Appearance.HairStyleId, hairColor, false);
}
if (_markingManager.Markings.TryGetValue(profile.Appearance.FacialHairStyleId, out var facialHairPrototype) &&
_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHairPrototype, _proto))
{
AddMarking(uid, profile.Appearance.FacialHairStyleId, facialHairColor, false);
}
humanoid.MarkingSet.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _proto);
// Finally adding marking with forced colors
foreach (var (marking, prototype) in markingFColored)
{
var markingColors = MarkingColoring.GetMarkingLayerColors(
prototype,
profile.Appearance.SkinColor,
profile.Appearance.EyeColor,
humanoid.MarkingSet
);
AddMarking(uid, marking.MarkingId, markingColors, false);
}
EnsureDefaultMarkings(uid, humanoid);
humanoid.Gender = profile.Gender;
if (TryComp(uid, out var grammar))
{
grammar.Gender = profile.Gender;
}
humanoid.Age = profile.Age;
Dirty(uid, humanoid);
}
///
/// Adds a marking to this humanoid.
///
/// Humanoid mob's UID
/// Marking ID to use
/// Color to apply to all marking layers of this marking
/// Whether to immediately sync this marking or not
/// If this marking was forced (ignores marking points)
/// Humanoid component of the entity
public void AddMarking(EntityUid uid, string marking, Color? color = null, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid)
|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
{
return;
}
var markingObject = prototype.AsMarking();
markingObject.Forced = forced;
if (color != null)
{
for (var i = 0; i < prototype.Sprites.Count; i++)
{
markingObject.SetColor(i, color.Value);
}
}
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
if (sync)
Dirty(uid, humanoid);
}
private void EnsureDefaultMarkings(EntityUid uid, HumanoidAppearanceComponent? humanoid)
{
if (!Resolve(uid, ref humanoid))
{
return;
}
humanoid.MarkingSet.EnsureDefault(humanoid.SkinColor, humanoid.EyeColor, _markingManager);
}
///
///
///
/// Humanoid mob's UID
/// Marking ID to use
/// Colors to apply against this marking's set of sprites.
/// Whether to immediately sync this marking or not
/// If this marking was forced (ignores marking points)
/// Humanoid component of the entity
public void AddMarking(EntityUid uid, string marking, IReadOnlyList colors, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid)
|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
{
return;
}
var markingObject = new Marking(marking, colors);
markingObject.Forced = forced;
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
if (sync)
Dirty(uid, humanoid);
}
///
/// Takes ID of the species prototype, returns UI-friendly name of the species.
///
public string GetSpeciesRepresentation(string speciesId)
{
if (_proto.TryIndex(speciesId, out var species))
{
return Loc.GetString(species.Name);
}
Log.Error("Tried to get representation of unknown species: {speciesId}");
return Loc.GetString("humanoid-appearance-component-unknown-species");
}
public string GetAgeRepresentation(string species, int age)
{
if (!_proto.TryIndex(species, out var speciesPrototype))
{
Log.Error("Tried to get age representation of species that couldn't be indexed: " + species);
return Loc.GetString("identity-age-young");
}
if (age < speciesPrototype.YoungAge)
{
return Loc.GetString("identity-age-young");
}
if (age < speciesPrototype.OldAge)
{
return Loc.GetString("identity-age-middle-aged");
}
return Loc.GetString("identity-age-old");
}
}