using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
namespace Content.Shared.Humanoid
{
public static class HumanoidVisualLayersExtension
{
public static bool HasSexMorph(HumanoidVisualLayers layer)
{
return layer switch
{
HumanoidVisualLayers.Chest => true,
HumanoidVisualLayers.Head => true,
_ => false
};
}
public static string GetSexMorph(HumanoidVisualLayers layer, Sex sex, string id)
{
if (!HasSexMorph(layer) || sex == Sex.Unsexed)
return id;
return $"{id}{sex}";
}
///
/// Sublayers. Any other layers that may visually depend on this layer existing.
/// For example, the head has layers such as eyes, hair, etc. depending on it.
///
///
/// Enumerable of layers that depend on that given layer. Empty, otherwise.
/// This could eventually be replaced by a body system implementation.
public static IEnumerable Sublayers(HumanoidVisualLayers layer)
{
switch (layer)
{
case HumanoidVisualLayers.Head:
yield return HumanoidVisualLayers.Head;
yield return HumanoidVisualLayers.Eyes;
yield return HumanoidVisualLayers.HeadSide;
yield return HumanoidVisualLayers.HeadTop;
yield return HumanoidVisualLayers.Hair;
yield return HumanoidVisualLayers.FacialHair;
yield return HumanoidVisualLayers.Snout;
yield return HumanoidVisualLayers.SnoutCover;
break;
case HumanoidVisualLayers.Snout:
yield return HumanoidVisualLayers.Snout;
yield return HumanoidVisualLayers.SnoutCover;
break;
case HumanoidVisualLayers.LArm:
yield return HumanoidVisualLayers.LArm;
yield return HumanoidVisualLayers.LHand;
break;
case HumanoidVisualLayers.RArm:
yield return HumanoidVisualLayers.RArm;
yield return HumanoidVisualLayers.RHand;
break;
case HumanoidVisualLayers.LLeg:
yield return HumanoidVisualLayers.LLeg;
yield return HumanoidVisualLayers.LFoot;
break;
case HumanoidVisualLayers.RLeg:
yield return HumanoidVisualLayers.RLeg;
yield return HumanoidVisualLayers.RFoot;
break;
case HumanoidVisualLayers.Chest:
yield return HumanoidVisualLayers.Chest;
yield return HumanoidVisualLayers.Tail;
break;
default:
yield break;
}
}
public static HumanoidVisualLayers? ToHumanoidLayers(this BodyPartComponent part)
{
switch (part.PartType)
{
case BodyPartType.Other:
break;
case BodyPartType.Torso:
return HumanoidVisualLayers.Chest;
case BodyPartType.Tail:
return HumanoidVisualLayers.Tail;
case BodyPartType.Head:
// use the Sublayers method to hide the rest of the parts,
// if that's what you're looking for
return HumanoidVisualLayers.Head;
case BodyPartType.Arm:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LArm;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RArm;
}
break;
case BodyPartType.Hand:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LHand;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RHand;
}
break;
case BodyPartType.Leg:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LLeg;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RLeg;
}
break;
case BodyPartType.Foot:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LFoot;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RFoot;
}
break;
}
return null;
}
}
}