* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues
245 lines
8.9 KiB
C#
245 lines
8.9 KiB
C#
using System.Linq;
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using Content.Client.Humanoid;
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using Content.Client.Info;
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using Content.Client.Lobby.UI;
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using Content.Client.Resources;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Preferences.UI
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{
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[GenerateTypedNameReferences]
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public sealed partial class CharacterSetupGui : Control
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{
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private readonly IClientPreferencesManager _preferencesManager;
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private readonly IEntityManager _entityManager;
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private readonly IPrototypeManager _prototypeManager;
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private readonly IConfigurationManager _configurationManager;
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private readonly Button _createNewCharacterButton;
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private readonly HumanoidProfileEditor _humanoidProfileEditor;
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public CharacterSetupGui(
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IEntityManager entityManager,
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IResourceCache resourceCache,
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IClientPreferencesManager preferencesManager,
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IPrototypeManager prototypeManager,
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IConfigurationManager configurationManager)
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{
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RobustXamlLoader.Load(this);
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_entityManager = entityManager;
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_prototypeManager = prototypeManager;
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_preferencesManager = preferencesManager;
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_configurationManager = configurationManager;
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var panelTex = resourceCache.GetTexture("/Textures/Interface/Nano/button.svg.96dpi.png");
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var back = new StyleBoxTexture
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{
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Texture = panelTex,
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Modulate = new Color(37, 37, 42)
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};
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back.SetPatchMargin(StyleBox.Margin.All, 10);
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BackgroundPanel.PanelOverride = back;
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_createNewCharacterButton = new Button
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{
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Text = Loc.GetString("character-setup-gui-create-new-character-button"),
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};
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_createNewCharacterButton.OnPressed += args =>
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{
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preferencesManager.CreateCharacter(HumanoidCharacterProfile.Random());
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UpdateUI();
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args.Event.Handle();
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};
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_humanoidProfileEditor = new HumanoidProfileEditor(preferencesManager, prototypeManager, entityManager, configurationManager);
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_humanoidProfileEditor.OnProfileChanged += ProfileChanged;
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CharEditor.AddChild(_humanoidProfileEditor);
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UpdateUI();
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RulesButton.OnPressed += _ => new RulesAndInfoWindow().Open();
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preferencesManager.OnServerDataLoaded += UpdateUI;
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (!disposing)
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return;
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_preferencesManager.OnServerDataLoaded -= UpdateUI;
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}
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public void Save() => _humanoidProfileEditor.Save();
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private void ProfileChanged(ICharacterProfile profile, int profileSlot)
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{
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_humanoidProfileEditor.UpdateControls();
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UpdateUI();
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}
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private void UpdateUI()
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{
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var numberOfFullSlots = 0;
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var characterButtonsGroup = new ButtonGroup();
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Characters.RemoveAllChildren();
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if (!_preferencesManager.ServerDataLoaded)
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{
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return;
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}
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_createNewCharacterButton.ToolTip =
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Loc.GetString("character-setup-gui-create-new-character-button-tooltip",
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("maxCharacters", _preferencesManager.Settings!.MaxCharacterSlots));
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foreach (var (slot, character) in _preferencesManager.Preferences!.Characters)
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{
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if (character is null)
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{
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continue;
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}
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numberOfFullSlots++;
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var characterPickerButton = new CharacterPickerButton(_entityManager,
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_preferencesManager,
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_prototypeManager,
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characterButtonsGroup,
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character);
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Characters.AddChild(characterPickerButton);
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var characterIndexCopy = slot;
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characterPickerButton.OnPressed += args =>
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{
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_humanoidProfileEditor.Profile = (HumanoidCharacterProfile) character;
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_humanoidProfileEditor.CharacterSlot = characterIndexCopy;
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_humanoidProfileEditor.UpdateControls();
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_preferencesManager.SelectCharacter(character);
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UpdateUI();
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args.Event.Handle();
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};
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}
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_createNewCharacterButton.Disabled =
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numberOfFullSlots >= _preferencesManager.Settings.MaxCharacterSlots;
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Characters.AddChild(_createNewCharacterButton);
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}
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private sealed class CharacterPickerButton : ContainerButton
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{
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private EntityUid _previewDummy;
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public CharacterPickerButton(
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IEntityManager entityManager,
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IClientPreferencesManager preferencesManager,
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IPrototypeManager prototypeManager,
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ButtonGroup group,
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ICharacterProfile profile)
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{
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AddStyleClass(StyleClassButton);
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ToggleMode = true;
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Group = group;
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var humanoid = profile as HumanoidCharacterProfile;
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if (humanoid is not null)
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{
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var dummy = prototypeManager.Index<SpeciesPrototype>(humanoid.Species).DollPrototype;
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_previewDummy = entityManager.SpawnEntity(dummy, MapCoordinates.Nullspace);
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}
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else
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{
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_previewDummy = entityManager.SpawnEntity(prototypeManager.Index<SpeciesPrototype>(SharedHumanoidSystem.DefaultSpecies).DollPrototype, MapCoordinates.Nullspace);
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}
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EntitySystem.Get<HumanoidSystem>().LoadProfile(_previewDummy, (HumanoidCharacterProfile) profile);
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if (humanoid != null)
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{
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LobbyCharacterPreviewPanel.GiveDummyJobClothes(_previewDummy, humanoid);
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}
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var isSelectedCharacter = profile == preferencesManager.Preferences?.SelectedCharacter;
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if (isSelectedCharacter)
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Pressed = true;
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var view = new SpriteView
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{
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Sprite = entityManager.GetComponent<SpriteComponent>(_previewDummy),
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Scale = (2, 2),
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OverrideDirection = Direction.South
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};
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var description = profile.Name;
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var highPriorityJob = humanoid?.JobPriorities.SingleOrDefault(p => p.Value == JobPriority.High).Key;
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if (highPriorityJob != null)
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{
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var jobName = IoCManager.Resolve<IPrototypeManager>().Index<JobPrototype>(highPriorityJob).LocalizedName;
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description = $"{description}\n{jobName}";
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}
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var descriptionLabel = new Label
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{
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Text = description,
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ClipText = true,
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HorizontalExpand = true
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};
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var deleteButton = new Button
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{
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Text = Loc.GetString("character-setup-gui-character-picker-button-delete-button"),
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Visible = !isSelectedCharacter,
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};
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deleteButton.OnPressed += _ =>
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{
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Parent?.RemoveChild(this);
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preferencesManager.DeleteCharacter(profile);
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};
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var internalHBox = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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SeparationOverride = 0,
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Children =
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{
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view,
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descriptionLabel,
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deleteButton
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}
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};
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AddChild(internalHBox);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (!disposing)
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return;
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IoCManager.Resolve<IEntityManager>().DeleteEntity(_previewDummy);
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_previewDummy = default;
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}
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}
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}
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}
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