* 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
229 lines
8.8 KiB
C#
229 lines
8.8 KiB
C#
using Content.Server.Actions;
|
|
using Content.Server.Buckle.Components;
|
|
using Content.Server.Humanoid;
|
|
using Content.Server.Inventory;
|
|
using Content.Server.Mind.Commands;
|
|
using Content.Server.Mind.Components;
|
|
using Content.Server.Polymorph.Components;
|
|
using Content.Shared.Actions;
|
|
using Content.Shared.Actions.ActionTypes;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Hands.EntitySystems;
|
|
using Content.Shared.Polymorph;
|
|
using Robust.Server.Containers;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.Polymorph.Systems
|
|
{
|
|
public sealed partial class PolymorphableSystem : EntitySystem
|
|
{
|
|
private readonly ISawmill _saw = default!;
|
|
|
|
[Dependency] private readonly ActionsSystem _actions = default!;
|
|
[Dependency] private readonly IPrototypeManager _proto = default!;
|
|
[Dependency] private readonly ServerInventorySystem _inventory = default!;
|
|
[Dependency] private readonly SharedHandsSystem _sharedHands = default!;
|
|
[Dependency] private readonly DamageableSystem _damageable = default!;
|
|
[Dependency] private readonly IMapManager _mapManager = default!;
|
|
[Dependency] private readonly HumanoidSystem _humanoid = default!;
|
|
[Dependency] private readonly ContainerSystem _container = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<PolymorphableComponent, ComponentStartup>(OnStartup);
|
|
SubscribeLocalEvent<PolymorphableComponent, PolymorphActionEvent>(OnPolymorphActionEvent);
|
|
|
|
InitializeCollide();
|
|
InitializeMap();
|
|
}
|
|
|
|
private void OnStartup(EntityUid uid, PolymorphableComponent component, ComponentStartup args)
|
|
{
|
|
if (component.InnatePolymorphs != null)
|
|
{
|
|
foreach (var morph in component.InnatePolymorphs)
|
|
{
|
|
CreatePolymorphAction(morph, uid);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnPolymorphActionEvent(EntityUid uid, PolymorphableComponent component, PolymorphActionEvent args)
|
|
{
|
|
PolymorphEntity(uid, args.Prototype);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Polymorphs the target entity into the specific polymorph prototype
|
|
/// </summary>
|
|
/// <param name="target">The entity that will be transformed</param>
|
|
/// <param name="id">The id of the polymorph prototype</param>
|
|
public EntityUid? PolymorphEntity(EntityUid target, string id)
|
|
{
|
|
if (!_proto.TryIndex<PolymorphPrototype>(id, out var proto))
|
|
{
|
|
_saw.Error("Invalid polymorph prototype");
|
|
return null;
|
|
}
|
|
|
|
return PolymorphEntity(target, proto);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Polymorphs the target entity into the specific polymorph prototype
|
|
/// </summary>
|
|
/// <param name="target">The entity that will be transformed</param>
|
|
/// <param name="proto">The polymorph prototype</param>
|
|
public EntityUid? PolymorphEntity(EntityUid target, PolymorphPrototype proto)
|
|
{
|
|
/// This is the big papa function. This handles the transformation, moving the old entity
|
|
/// logic and conditions specified in the prototype, and everything else that may be needed.
|
|
/// I am clinically insane - emo
|
|
|
|
// if it's already morphed, don't allow it again with this condition active.
|
|
if (!proto.AllowRepeatedMorphs && HasComp<PolymorphedEntityComponent>(target))
|
|
return null;
|
|
|
|
// mostly just for vehicles
|
|
if (TryComp<BuckleComponent>(target, out var buckle))
|
|
buckle.TryUnbuckle(target, true);
|
|
|
|
var targetTransformComp = Transform(target);
|
|
|
|
var child = Spawn(proto.Entity, targetTransformComp.Coordinates);
|
|
MakeSentientCommand.MakeSentient(child, EntityManager);
|
|
|
|
var comp = EnsureComp<PolymorphedEntityComponent>(child);
|
|
comp.Parent = target;
|
|
comp.Prototype = proto;
|
|
RaiseLocalEvent(child, new PolymorphComponentSetupEvent(), true);
|
|
|
|
var childXform = Transform(child);
|
|
childXform.LocalRotation = targetTransformComp.LocalRotation;
|
|
|
|
if (_container.TryGetContainingContainer(target, out var cont))
|
|
cont.Insert(child);
|
|
|
|
//Transfers all damage from the original to the new one
|
|
if (proto.TransferDamage &&
|
|
TryComp<DamageableComponent>(child, out var damageParent) &&
|
|
_damageable.GetScaledDamage(target, child, out var damage) &&
|
|
damage != null)
|
|
{
|
|
_damageable.SetDamage(damageParent, damage);
|
|
}
|
|
|
|
if (proto.Inventory == PolymorphInventoryChange.Transfer)
|
|
{
|
|
_inventory.TransferEntityInventories(target, child);
|
|
foreach (var hand in _sharedHands.EnumerateHeld(target))
|
|
{
|
|
hand.TryRemoveFromContainer();
|
|
_sharedHands.TryPickupAnyHand(child, hand);
|
|
}
|
|
}
|
|
else if (proto.Inventory == PolymorphInventoryChange.Drop)
|
|
{
|
|
if(_inventory.TryGetContainerSlotEnumerator(target, out var enumerator))
|
|
while (enumerator.MoveNext(out var slot))
|
|
slot.EmptyContainer();
|
|
|
|
foreach (var hand in _sharedHands.EnumerateHeld(target))
|
|
hand.TryRemoveFromContainer();
|
|
}
|
|
|
|
if (proto.TransferName &&
|
|
TryComp<MetaDataComponent>(target, out var targetMeta) &&
|
|
TryComp<MetaDataComponent>(child, out var childMeta))
|
|
{
|
|
childMeta.EntityName = targetMeta.EntityName;
|
|
}
|
|
|
|
if (proto.TransferHumanoidAppearance)
|
|
{
|
|
_humanoid.CloneAppearance(target, child);
|
|
}
|
|
|
|
if (TryComp<MindComponent>(target, out var mind) && mind.Mind != null)
|
|
mind.Mind.TransferTo(child);
|
|
|
|
//Ensures a map to banish the entity to
|
|
EnsurePausesdMap();
|
|
if (PausedMap != null)
|
|
targetTransformComp.AttachParent(Transform(PausedMap.Value));
|
|
|
|
return child;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a sidebar action for an entity to be able to polymorph at will
|
|
/// </summary>
|
|
/// <param name="id">The string of the id of the polymorph action</param>
|
|
/// <param name="target">The entity that will be gaining the action</param>
|
|
public void CreatePolymorphAction(string id, EntityUid target)
|
|
{
|
|
if (!_proto.TryIndex<PolymorphPrototype>(id, out var polyproto))
|
|
{
|
|
_saw.Error("Invalid polymorph prototype");
|
|
return;
|
|
}
|
|
|
|
if (!TryComp<PolymorphableComponent>(target, out var polycomp))
|
|
return;
|
|
|
|
var entproto = _proto.Index<EntityPrototype>(polyproto.Entity);
|
|
|
|
var act = new InstantAction()
|
|
{
|
|
Event = new PolymorphActionEvent
|
|
{
|
|
Prototype = polyproto,
|
|
},
|
|
DisplayName = Loc.GetString("polymorph-self-action-name", ("target", entproto.Name)),
|
|
Description = Loc.GetString("polymorph-self-action-description", ("target", entproto.Name)),
|
|
Icon = new SpriteSpecifier.EntityPrototype(polyproto.Entity),
|
|
ItemIconStyle = ItemActionIconStyle.NoItem,
|
|
};
|
|
|
|
if (polycomp.PolymorphActions == null)
|
|
polycomp.PolymorphActions = new();
|
|
|
|
polycomp.PolymorphActions.Add(id, act);
|
|
_actions.AddAction(target, act, target);
|
|
}
|
|
|
|
public void RemovePolymorphAction(string id, EntityUid target)
|
|
{
|
|
if (!_proto.TryIndex<PolymorphPrototype>(id, out var polyproto))
|
|
return;
|
|
if (!TryComp<PolymorphableComponent>(target, out var comp))
|
|
return;
|
|
if (comp.PolymorphActions == null)
|
|
return;
|
|
|
|
comp.PolymorphActions.TryGetValue(id, out var val);
|
|
if (val != null)
|
|
_actions.RemoveAction(target, val);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used after the polymorphedEntity component has it's data set up.
|
|
/// </summary>
|
|
public sealed class PolymorphComponentSetupEvent : InstantActionEvent { };
|
|
|
|
public sealed class PolymorphActionEvent : InstantActionEvent
|
|
{
|
|
/// <summary>
|
|
/// The polymorph prototype containing all the information about
|
|
/// the specific polymorph.
|
|
/// </summary>
|
|
public PolymorphPrototype Prototype = default!;
|
|
};
|
|
}
|