* Initial: Create Devour componentry, preliminary identity storage and the systems for Devouring * I have genuinely no idea what i'm doing - added the radial menu, it has nothing in it. - trying to get it to populate. the event under the event is broken, i don't know why, but apparently it's not typed right - Added a placeholder transform - oh also fixed up some devour stuff and moved some things around. * Holey moley, Transform, better devour, oh my! - Move DnaComponent into Shared because we need it for the DNA cloning - Make Transform MOSTLY work on the LAST identity devoured. - Fix some issues on devour that involved prediction, canceling and Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!) * Proper tail stealing and Damage modifier attempt Add check to add a wagging component on the Changeling if the victim's species Prototype had one. attempt to add the Damage mitigation check * MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!! - Nullspaced a clone of a victim - fix audio using server virtualized Pvs (i hate this) - fix the mispredicted doafters - Clean up a wholelotta code - utilize clone systems to clone appearances - Move CloneAppearance from server to shared So we can actually access it * Examine stuff, more cleanup, Jumpsuit ripping - make rotting prevent the action - Add ripping of clothing (guh why is it also server) - add some System stuff for pushing husked corpse inspection - clean up more badcode * Doing things properly, UI sorta kinda works. - Utilize Relayed events for Devour checking - Get a UI that partially works, Says the name of identities, doesn't show their looks - Make use of the New Dynamic BUI assignment - commit the sin of no client prediction cause nullspace entities aren't networked * Got an entity for the Frontend transform Issue with the looks * Stick a camera into a fake mobs forehead - Get the UI to see the net entity in pause space by using a ViewSubscriber to get the Pvs from the initially stored identity entity - Remove all the other parts used to try to get this to work before hand * Raaaaadiallllllls also fix protection coefficents - Change FancyWindow to Radial - Fix Issue where coeffeient checking was the wrong way round * absolutely massive cleanup, no more camera in mobs - cleaned up event variables that are not needed - Removed the use of a Pause space and go back to Nullspace usage - use a PvsOverride rather than ViewSharing - Remove old commented out code and Lots of unused code * Fix "Ui elements" dying on the screen - some minor cleanup - don't start the entities that get cloned * ftl, cleanup, and fixing missing transform details - add replace functionality to TypingIndicatorSystem and BodyEmotesSystem - add placeholder sounds and functions to TransformBodyEmotes - add extra Pvs handling for later use - attributions for the funny straw sound - Sound collections for all of the sounds - various cleanups * Some extra cleanup * Fix some false assumptions about TypingIndicator - Bubbles now transfer on spawned humans rather than used humans - Clean up YET MORE CODE - make it so you can't eat yourself * Oooprs, forgot to add a Husked Corpse Loc * Missing period in the husked corpse loc * bad devour windup placeholder * Husking and WIP Lungs - Husking now will be prevented from Revival fully and will change the appearance of players * Add finalized Sprites for actions and final meta - add devour on and off sprites - add transform action sprite - Add Armblade sprite for future use - Credit obscenelytinyshark for the sprites <3 * Remove ling lungs, Entity<> everything - Remove the ling lungs stuff for now... body system is overly complicated, makes my head hurt - Switch every method to use Entity<> from Uid, Comp format * cleanup, admin logging, WIP Roles * Admin verb, Roundstart, gamerule stuff - add a Admin verb to make Changelingification easy! - Add game rule stuff for admin verb and to tell the hapless goober how to be a changeling... sorta - clean up parts to make VV easy... USE THE VERB!! * Armor Coefficent Check - Remove bespoke changeling armor check and replace it with a generic armor coefficient query. * move to UnrevivableComponent instead of husked - Move UnrevivableComponent to shared - add Analyzable and ReasonMessage to UnrevivableComponent to give granular control of the message and whether or not it shows up in the analyzer - remove the check for HuskedComponent in DefibrillatorSystem * aaaaaaa CopyComp - Some cleanup - make Vocal system shared - make VocalSystem Not make more Actions than it needs - Use some code from ChameleonProjector so we can copy components - partially ungod method the Transform system * Cleanup, Moving more things to CopyComp - TransformBodyEmotes now uses CopyComp (it's a server component so i need to tell the server to deal with it - TypingIndicatorComponent also now uses CopyComp - cleaned up old, now unused "replace" methods in favor of CopyComp - BodyEmotesSystem now has a publically accessable LoadSounds to deal with the same problem Screaming had * WIP * Devour Windup noise, ForensicsSystem cleanup * Revert VocalSystem Changes - Reverted Moving VocalSystem to shared, copy comp acomplishes it - added component.ScreamActionEntity = null; for copy comp * cleanup unneeded comments * revert an accidental line removal * Remove duplicate SharedHumanoidAppearanceSystem * Cleanup Typo's and import Forensics components for Dna * Some more forensics calls * cleanup use CopyComp for now until CopyComps * CR cleanup * Undo some SharedHumanoidAppearanceSystem changes * Confound these spaces * Some Copycomp stuff and fixing some PVS override * use the proper TryCopyComps that are merged * Change TransformMenu with RadialWithSector * All sounds done, Fix lack of typing indicator issue * Updated attributions to include used sound authors * some ftl typos and mind_role text issue * DNA, Screaming, appearance, grammar, wagging - reduced all of the above using ApplyComponentChanges - Issue still remains with bodyEmotes sticking around in the UI * Fix UI stuff, partials, entprotoid, good practices - bunch of partials added - UI now has a predicted message - EntProtoID in the admin verb - RipClothing now uses Entity<ButcherableComponent> - husking is now optional (off by default) for testing/till we have hivemind/when we figure out what were doing with devour - remove TransformGrammarSet * More CR stuff and documentation - Make TargetIsProtected less of a meme, with a prototype set of DamageTypes to check - Documenation everywhere - Move DevourEvents into its own file * Predicted sounds and fix the comp clone list - Made all start and stop sounds shared - Split out the rest of the events and UI stuff into subfiles - Fixed some Clone comp list issues where comments had -'s causing them to be read incorrectly * Damage cap check, Identity Shutdown cleanup, cleanup * Sound stuff (but actually this time) * Missed documentation * Missed Documentation and a EntProtoId * Remove unused dependency * Remove a nullcheck * Some dummy minplayers * CR - Husked now uses a rem/ensure * Update Actions in the Prototype * Fixup mindswap handover - cleanup and handover PVS on mindswap * Fixup Missing meta from accidental "Take-theirs" * Add the Armblade to the roundstart-role * Cleanup, CR (everything but the UI and renames) * missed a spot * missed some more whitespace * Renames * Primary constructor and a space in these trying times * User interface stuff for Slime transformation * popup prediction * Ling devour no longer makes duplicate identities - added a key to identities to the original victim - Add some extra clone settings * add guard statements to OnClones * SentOnlyToOwner additions * fix for sound stoppage error * Move Organ deleter into soon to be atomized husk * clone event inventory * mono sounds * lower sound volume * Fix networked sound warning * Clone comps thing * review * attributions * Fix clobbered changes * I'm gonna weh out - whole bunch of CR changes * fix some very buggy git * okay its fixed * address most review points * fix inventory * we hate entityuids * fix test and more cleanup * move this * fix more stuff * fix validation and rootable * Remove Quickswitch due to some UI quirks * oops left out some better explanation * remove dangling LastConsumed component fields * fix test fail * try this * cleanup cloning subscriptions, add movement speed modifier * fix slime storage * fix cloning setting inheritance * Add session information to transform admin logs * slay the integration test hydra * dwarf size * more volume tweaks * comments * improve comments and unpredict deletion due to errors when shutting down the server * fix displancement cloning --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
568 lines
22 KiB
C#
568 lines
22 KiB
C#
using System.IO;
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using System.Linq;
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using System.Numerics;
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using Content.Shared.CCVar;
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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.Inventory;
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using Content.Shared.Preferences;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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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.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.Markdown;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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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 IConfigurationManager _cfgManager = default!;
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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 ISerializationManager _serManager = default!;
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[Dependency] private readonly MarkingManager _markingManager = default!;
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[Dependency] private readonly GrammarSystem _grammarSystem = default!;
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[Dependency] private readonly SharedIdentitySystem _identity = default!;
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public static readonly ProtoId<SpeciesPrototype> 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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public DataNode ToDataNode(HumanoidCharacterProfile profile)
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{
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var export = new HumanoidProfileExport()
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{
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ForkId = _cfgManager.GetCVar(CVars.BuildForkId),
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Profile = profile,
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};
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var dataNode = _serManager.WriteValue(export, alwaysWrite: true, notNullableOverride: true);
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return dataNode;
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}
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public HumanoidCharacterProfile FromStream(Stream stream, ICommonSession session)
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{
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using var reader = new StreamReader(stream, EncodingHelpers.UTF8);
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var yamlStream = new YamlStream();
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yamlStream.Load(reader);
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var root = yamlStream.Documents[0].RootNode;
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var export = _serManager.Read<HumanoidProfileExport>(root.ToDataNode(), notNullableOverride: true);
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/*
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* Add custom handling here for forks / version numbers if you care.
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*/
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var profile = export.Profile;
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var collection = IoCManager.Instance;
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profile.EnsureValid(session, collection!);
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return profile;
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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="ent">Humanoid entity</param>
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/// <param name="layer">Layer to toggle visibility for</param>
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/// <param name="visible">Whether to hide or show the layer. If more than once piece of clothing is hiding the layer, it may remain hidden.</param>
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/// <param name="source">Equipment slot that has the clothing that is (or was) hiding the layer. If not specified, the change is "permanent" (i.e., see <see cref="HumanoidAppearanceComponent.PermanentlyHidden"/>)</param>
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public void SetLayerVisibility(Entity<HumanoidAppearanceComponent?> ent,
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HumanoidVisualLayers layer,
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bool visible,
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SlotFlags? source = null)
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{
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if (!Resolve(ent.Owner, ref ent.Comp, false))
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return;
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var dirty = false;
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SetLayerVisibility(ent!, layer, visible, source, ref dirty);
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if (dirty)
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Dirty(ent);
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}
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/// <summary>
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/// Clones a humanoid's appearance to a target mob, provided they both have humanoid components.
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/// </summary>
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/// <param name="source">Source entity to fetch the original appearance from.</param>
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/// <param name="target">Target entity to apply the source entity's appearance to.</param>
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/// <param name="sourceHumanoid">Source entity's humanoid component.</param>
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/// <param name="targetHumanoid">Target entity's humanoid component.</param>
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public void CloneAppearance(EntityUid source, EntityUid target, HumanoidAppearanceComponent? sourceHumanoid = null,
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HumanoidAppearanceComponent? targetHumanoid = null)
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{
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if (!Resolve(source, ref sourceHumanoid, false) || !Resolve(target, ref targetHumanoid, false))
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return;
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targetHumanoid.Species = sourceHumanoid.Species;
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targetHumanoid.SkinColor = sourceHumanoid.SkinColor;
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targetHumanoid.EyeColor = sourceHumanoid.EyeColor;
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targetHumanoid.Age = sourceHumanoid.Age;
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targetHumanoid.CustomBaseLayers = new(sourceHumanoid.CustomBaseLayers);
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targetHumanoid.MarkingSet = new(sourceHumanoid.MarkingSet);
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SetSex(target, sourceHumanoid.Sex, false, targetHumanoid);
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SetGender((target, targetHumanoid), sourceHumanoid.Gender);
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Dirty(target, targetHumanoid);
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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="ent">Humanoid entity</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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public void SetLayersVisibility(Entity<HumanoidAppearanceComponent?> ent,
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IEnumerable<HumanoidVisualLayers> layers,
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bool visible)
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{
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if (!Resolve(ent.Owner, ref ent.Comp, false))
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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(ent!, layer, visible, null, ref dirty);
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}
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if (dirty)
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Dirty(ent);
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}
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/// <inheritdoc cref="SetLayerVisibility(Entity{HumanoidAppearanceComponent?},HumanoidVisualLayers,bool,Nullable{SlotFlags})"/>
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public virtual void SetLayerVisibility(
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Entity<HumanoidAppearanceComponent> ent,
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HumanoidVisualLayers layer,
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bool visible,
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SlotFlags? source,
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ref bool dirty)
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{
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#if DEBUG
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if (source is {} s)
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{
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DebugTools.AssertNotEqual(s, SlotFlags.NONE);
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// Check that only a single bit in the bitflag is set
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var powerOfTwo = BitOperations.RoundUpToPowerOf2((uint)s);
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DebugTools.AssertEqual((uint)s, powerOfTwo);
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}
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#endif
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if (visible)
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{
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if (source is not {} slot)
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{
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dirty |= ent.Comp.PermanentlyHidden.Remove(layer);
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}
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else if (ent.Comp.HiddenLayers.TryGetValue(layer, out var oldSlots))
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{
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// This layer might be getting hidden by more than one piece of equipped clothing.
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// remove slot flag from the set of slots hiding this layer, then check if there are any left.
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ent.Comp.HiddenLayers[layer] = ~slot & oldSlots;
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if (ent.Comp.HiddenLayers[layer] == SlotFlags.NONE)
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ent.Comp.HiddenLayers.Remove(layer);
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dirty |= (oldSlots & slot) != 0;
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}
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}
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else
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{
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if (source is not { } slot)
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{
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dirty |= ent.Comp.PermanentlyHidden.Add(layer);
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}
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else
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{
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var oldSlots = ent.Comp.HiddenLayers.GetValueOrDefault(layer);
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ent.Comp.HiddenLayers[layer] = slot | oldSlots;
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dirty |= (oldSlots & slot) != slot;
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}
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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 gender in the entity's HumanoidAppearanceComponent and GrammarComponent.
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/// </summary>
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public void SetGender(Entity<HumanoidAppearanceComponent?> ent, Gender gender)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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ent.Comp.Gender = gender;
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Dirty(ent);
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if (TryComp<GrammarComponent>(ent, out var grammar))
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_grammarSystem.SetGender((ent, grammar), gender);
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_identity.QueueIdentityUpdate(ent);
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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)
|
|
{
|
|
if (!Resolve(uid, ref humanoid) || humanoid.Sex == sex)
|
|
return;
|
|
|
|
var oldSex = humanoid.Sex;
|
|
humanoid.Sex = sex;
|
|
humanoid.MarkingSet.EnsureSexes(sex, _markingManager);
|
|
RaiseLocalEvent(uid, new SexChangedEvent(oldSex, sex));
|
|
|
|
if (sync)
|
|
{
|
|
Dirty(uid, humanoid);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads a humanoid character profile directly onto this humanoid mob.
|
|
/// </summary>
|
|
/// <param name="uid">The mob's entity UID.</param>
|
|
/// <param name="profile">The character profile to load.</param>
|
|
/// <param name="humanoid">Humanoid component of the entity</param>
|
|
public virtual void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null)
|
|
{
|
|
if (profile == null)
|
|
return;
|
|
|
|
if (!Resolve(uid, ref humanoid))
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetSpecies(uid, profile.Species, false, humanoid);
|
|
SetSex(uid, profile.Sex, false, humanoid);
|
|
humanoid.EyeColor = profile.Appearance.EyeColor;
|
|
|
|
SetSkinColor(uid, profile.Appearance.SkinColor, false);
|
|
|
|
humanoid.MarkingSet.Clear();
|
|
|
|
// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
|
|
var markingFColored = new Dictionary<Marking, MarkingPrototype>();
|
|
foreach (var marking in profile.Appearance.Markings)
|
|
{
|
|
if (_markingManager.TryGetMarking(marking, out var prototype))
|
|
{
|
|
if (!prototype.ForcedColoring)
|
|
{
|
|
AddMarking(uid, marking.MarkingId, marking.MarkingColors, false);
|
|
}
|
|
else
|
|
{
|
|
markingFColored.Add(marking, prototype);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Hair/facial hair - this may eventually be deprecated.
|
|
// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
|
|
var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _proto)
|
|
? profile.Appearance.SkinColor.WithAlpha(hairAlpha) : profile.Appearance.HairColor;
|
|
var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _proto)
|
|
? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha) : profile.Appearance.FacialHairColor;
|
|
|
|
if (_markingManager.Markings.TryGetValue(profile.Appearance.HairStyleId, out var hairPrototype) &&
|
|
_markingManager.CanBeApplied(profile.Species, profile.Sex, hairPrototype, _proto))
|
|
{
|
|
AddMarking(uid, profile.Appearance.HairStyleId, hairColor, false);
|
|
}
|
|
|
|
if (_markingManager.Markings.TryGetValue(profile.Appearance.FacialHairStyleId, out var facialHairPrototype) &&
|
|
_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHairPrototype, _proto))
|
|
{
|
|
AddMarking(uid, profile.Appearance.FacialHairStyleId, facialHairColor, false);
|
|
}
|
|
|
|
humanoid.MarkingSet.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _proto);
|
|
|
|
// Finally adding marking with forced colors
|
|
foreach (var (marking, prototype) in markingFColored)
|
|
{
|
|
var markingColors = MarkingColoring.GetMarkingLayerColors(
|
|
prototype,
|
|
profile.Appearance.SkinColor,
|
|
profile.Appearance.EyeColor,
|
|
humanoid.MarkingSet
|
|
);
|
|
AddMarking(uid, marking.MarkingId, markingColors, false);
|
|
}
|
|
|
|
EnsureDefaultMarkings(uid, humanoid);
|
|
|
|
humanoid.Gender = profile.Gender;
|
|
if (TryComp<GrammarComponent>(uid, out var grammar))
|
|
{
|
|
_grammarSystem.SetGender((uid, grammar), profile.Gender);
|
|
}
|
|
|
|
humanoid.Age = profile.Age;
|
|
|
|
Dirty(uid, humanoid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a marking to this humanoid.
|
|
/// </summary>
|
|
/// <param name="uid">Humanoid mob's UID</param>
|
|
/// <param name="marking">Marking ID to use</param>
|
|
/// <param name="color">Color to apply to all marking layers of this marking</param>
|
|
/// <param name="sync">Whether to immediately sync this marking or not</param>
|
|
/// <param name="forced">If this marking was forced (ignores marking points)</param>
|
|
/// <param name="humanoid">Humanoid component of the entity</param>
|
|
public void AddMarking(EntityUid uid, string marking, Color? color = null, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
|
|
{
|
|
if (!Resolve(uid, ref humanoid)
|
|
|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var markingObject = prototype.AsMarking();
|
|
markingObject.Forced = forced;
|
|
if (color != null)
|
|
{
|
|
for (var i = 0; i < prototype.Sprites.Count; i++)
|
|
{
|
|
markingObject.SetColor(i, color.Value);
|
|
}
|
|
}
|
|
|
|
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
|
|
|
|
if (sync)
|
|
Dirty(uid, humanoid);
|
|
}
|
|
|
|
private void EnsureDefaultMarkings(EntityUid uid, HumanoidAppearanceComponent? humanoid)
|
|
{
|
|
if (!Resolve(uid, ref humanoid))
|
|
{
|
|
return;
|
|
}
|
|
humanoid.MarkingSet.EnsureDefault(humanoid.SkinColor, humanoid.EyeColor, _markingManager);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="uid">Humanoid mob's UID</param>
|
|
/// <param name="marking">Marking ID to use</param>
|
|
/// <param name="colors">Colors to apply against this marking's set of sprites.</param>
|
|
/// <param name="sync">Whether to immediately sync this marking or not</param>
|
|
/// <param name="forced">If this marking was forced (ignores marking points)</param>
|
|
/// <param name="humanoid">Humanoid component of the entity</param>
|
|
public void AddMarking(EntityUid uid, string marking, IReadOnlyList<Color> colors, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
|
|
{
|
|
if (!Resolve(uid, ref humanoid)
|
|
|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var markingObject = new Marking(marking, colors);
|
|
markingObject.Forced = forced;
|
|
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
|
|
|
|
if (sync)
|
|
Dirty(uid, humanoid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Takes ID of the species prototype, returns UI-friendly name of the species.
|
|
/// </summary>
|
|
public string GetSpeciesRepresentation(string speciesId)
|
|
{
|
|
if (_proto.TryIndex<SpeciesPrototype>(speciesId, out var species))
|
|
{
|
|
return Loc.GetString(species.Name);
|
|
}
|
|
|
|
Log.Error("Tried to get representation of unknown species: {speciesId}");
|
|
return Loc.GetString("humanoid-appearance-component-unknown-species");
|
|
}
|
|
|
|
public string GetAgeRepresentation(string species, int age)
|
|
{
|
|
if (!_proto.TryIndex<SpeciesPrototype>(species, out var speciesPrototype))
|
|
{
|
|
Log.Error("Tried to get age representation of species that couldn't be indexed: " + species);
|
|
return Loc.GetString("identity-age-young");
|
|
}
|
|
|
|
if (age < speciesPrototype.YoungAge)
|
|
{
|
|
return Loc.GetString("identity-age-young");
|
|
}
|
|
|
|
if (age < speciesPrototype.OldAge)
|
|
{
|
|
return Loc.GetString("identity-age-middle-aged");
|
|
}
|
|
|
|
return Loc.GetString("identity-age-old");
|
|
}
|
|
}
|