* 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
148 lines
4.4 KiB
C#
148 lines
4.4 KiB
C#
namespace Content.Shared.Humanoid;
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public static class SkinColor
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{
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public static Color ValidHumanSkinTone => Color.FromHsv(new Vector4(0.25f, 0.2f, 1f, 1f));
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/// <summary>
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/// Turn a color into a valid tinted hue skin tone.
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/// </summary>
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/// <param name="color">The color to validate</param>
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/// <returns>Validated tinted hue skin tone</returns>
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public static Color ValidTintedHuesSkinTone(Color color)
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{
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return TintedHues(color);
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}
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/// <summary>
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/// Get a human skin tone based on a scale of 0 to 100.
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/// </summary>
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/// <param name="tone">Skin tone. Valid range is 0 to 100, inclusive. 0 is gold/yellowish, 100 is dark brown.</param>
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/// <returns>A human skin tone.</returns>
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/// <exception cref="ArgumentException">Exception if the value is under 0 or over 100.</exception>
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public static Color HumanSkinTone(int tone)
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{
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// 0 - 100, 0 being gold/yellowish and 100 being dark
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// HSV based
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//
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// 0 - 20 changes the hue
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// 20 - 100 changes the value
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// 0 is 45 - 20 - 100
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// 20 is 25 - 20 - 100
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// 100 is 25 - 100 - 20
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if (tone < 0 || tone > 100)
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{
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throw new ArgumentException("Skin tone value was under 0 or over 100.");
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}
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var rangeOffset = tone - 20;
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float hue = 25;
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float sat = 20;
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float val = 100;
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if (rangeOffset <= 0)
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{
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hue += Math.Abs(rangeOffset);
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}
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else
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{
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sat += rangeOffset;
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val -= rangeOffset;
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}
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var color = Color.FromHsv(new Vector4(hue / 360, sat / 100, val / 100, 1.0f));
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return color;
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}
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/// <summary>
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/// Gets a human skin tone from a given color.
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/// </summary>
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/// <param name="color"></param>
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/// <returns></returns>
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/// <remarks>
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/// Does not cause an exception if the color is not originally from the human color range.
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/// Instead, it will return the approximation of the skin tone value.
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/// </remarks>
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public static float HumanSkinToneFromColor(Color color)
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{
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var hsv = Color.ToHsv(color);
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// check for hue/value first, if hue is lower than this percentage
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// and value is 1.0
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// then it'll be hue
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if (Math.Clamp(hsv.X, 25f / 360f, 1) > 25f / 360f
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&& hsv.Z == 1.0)
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{
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return Math.Abs(45 - (hsv.X * 360));
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}
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// otherwise it'll directly be the saturation
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else
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{
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return hsv.Y * 100;
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}
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}
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/// <summary>
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/// Verify if a color is in the human skin tone range.
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/// </summary>
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/// <param name="color">The color to verify</param>
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/// <returns>True if valid, false otherwise.</returns>
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public static bool VerifyHumanSkinTone(Color color)
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{
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var colorValues = Color.ToHsv(color);
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var hue = colorValues.X * 360f;
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var sat = colorValues.Y * 100f;
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var val = colorValues.Z * 100f;
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// rangeOffset makes it so that this value
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// is 25 <= hue <= 45
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if (hue < 25 || hue > 45)
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{
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return false;
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}
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// rangeOffset makes it so that these two values
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// are 20 <= sat <= 100 and 20 <= val <= 100
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// where saturation increases to 100 and value decreases to 20
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if (sat < 20 || val < 20)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Convert a color to the 'tinted hues' skin tone type.
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/// </summary>
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/// <param name="color">Color to convert</param>
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/// <returns>Tinted hue color</returns>
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public static Color TintedHues(Color color)
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{
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var newColor = Color.ToHsv(color);
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newColor.Y = .1f;
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return Color.FromHsv(newColor);
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}
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/// <summary>
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/// Verify if this color is a valid tinted hue color type, or not.
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/// </summary>
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/// <param name="color">The color to verify</param>
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/// <returns>True if valid, false otherwise</returns>
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public static bool VerifyTintedHues(Color color)
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{
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// tinted hues just ensures saturation is always .1, or 10% saturation at all times
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return Color.ToHsv(color).Y != .1f;
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}
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}
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public enum HumanoidSkinColor : byte
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{
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HumanToned,
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Hues,
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TintedHues, //This gives a color tint to a humanoid's skin (10% saturation with full hue range).
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}
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