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