* Marking coloring WIP * EnsureDefault now supports coloring! * Now markings have coloring when they get added * Many things * yml files * cleanup * Some requested changes * Nullable type and WIP caching * Time to resolve that thing with deprecated hair fields * Latest reviews + im still trying to use these hair markings * FirstOrDefault thing and Tattoo docs * IDK * It's now works a bit more properly in preferences GUI * THEY SYNCING! However preferences GUI still broken and doesn't work properly * Markings now updating when changing in GUI. However they still don't work properly with bald humanoids * Forgor... * Default hair-colored markings will not color to hair if there is no hair * Fixed default colors for customizable markings * Fixed bug in prefs GUI that set current hair to null * Now markings that must match skin color because of limb (e.x. Slimes) - will match skin color * final tweaks: if hair uses skin color then markings will use skin color as hair color (slimes) * fix * fixed dirty. no more funni invis bug * Mirrors and client profile loading * default colors soon TM * review + better coloring * Hardcode is gone * diona markings * oh my god * fixed CategoryColoring * cool fallback, clean up and some other tweaks * code style * more style * a
398 lines
14 KiB
C#
398 lines
14 KiB
C#
using System.Linq;
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using Content.Shared.Ghost;
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using Content.Shared.Humanoid;
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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.Preferences;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Content.Shared.Humanoid.HumanoidAppearanceState;
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namespace Content.Client.Humanoid;
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public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MarkingManager _markingManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HumanoidAppearanceComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not HumanoidAppearanceState state)
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return;
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ApplyState(uid, component, Comp<SpriteComponent>(uid), state);
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}
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private void ApplyState(EntityUid uid, HumanoidAppearanceComponent component, SpriteComponent sprite, HumanoidAppearanceState state)
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{
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component.Sex = state.Sex;
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component.Species = state.Species;
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component.Age = state.Age;
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component.SkinColor = state.SkinColor;
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component.EyeColor = state.EyeColor;
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component.HiddenLayers = new(state.HiddenLayers);
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component.PermanentlyHidden = new(state.PermanentlyHidden);
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component.CustomBaseLayers = state.CustomBaseLayers.ShallowClone();
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UpdateLayers(component, sprite);
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ApplyMarkingSet(uid, state.Markings, component, sprite);
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sprite[sprite.LayerMapReserveBlank(HumanoidVisualLayers.Eyes)].Color = state.EyeColor;
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}
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private static bool IsHidden(HumanoidAppearanceComponent humanoid, HumanoidVisualLayers layer)
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=> humanoid.HiddenLayers.Contains(layer) || humanoid.PermanentlyHidden.Contains(layer);
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private void UpdateLayers(HumanoidAppearanceComponent component, SpriteComponent sprite)
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{
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var oldLayers = new HashSet<HumanoidVisualLayers>(component.BaseLayers.Keys);
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component.BaseLayers.Clear();
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// add default species layers
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var speciesProto = _prototypeManager.Index<SpeciesPrototype>(component.Species);
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var baseSprites = _prototypeManager.Index<HumanoidSpeciesBaseSpritesPrototype>(speciesProto.SpriteSet);
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foreach (var (key, id) in baseSprites.Sprites)
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{
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oldLayers.Remove(key);
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if (!component.CustomBaseLayers.ContainsKey(key))
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SetLayerData(component, sprite, key, id, sexMorph: true);
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}
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// add custom layers
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foreach (var (key, info) in component.CustomBaseLayers)
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{
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oldLayers.Remove(key);
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SetLayerData(component, sprite, key, info.ID, sexMorph: false, color: info.Color); ;
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}
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// hide old layers
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// TODO maybe just remove them altogether?
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foreach (var key in oldLayers)
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{
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if (sprite.LayerMapTryGet(key, out var index))
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sprite[index].Visible = false;
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}
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}
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private void SetLayerData(
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HumanoidAppearanceComponent component,
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SpriteComponent sprite,
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HumanoidVisualLayers key,
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string? protoId,
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bool sexMorph = false,
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Color? color = null)
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{
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var layerIndex = sprite.LayerMapReserveBlank(key);
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var layer = sprite[layerIndex];
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layer.Visible = !IsHidden(component, key);
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if (color != null)
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layer.Color = color.Value;
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if (protoId == null)
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return;
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if (sexMorph)
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protoId = HumanoidVisualLayersExtension.GetSexMorph(key, component.Sex, protoId);
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var proto = _prototypeManager.Index<HumanoidSpeciesSpriteLayer>(protoId);
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component.BaseLayers[key] = proto;
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if (proto.MatchSkin)
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layer.Color = component.SkinColor.WithAlpha(proto.LayerAlpha);
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if (proto.BaseSprite != null)
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sprite.LayerSetSprite(layerIndex, proto.BaseSprite);
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}
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/// <summary>
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/// Loads a profile directly into a humanoid.
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/// </summary>
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/// <param name="uid">The humanoid entity's UID</param>
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/// <param name="profile">The profile to load.</param>
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/// <param name="humanoid">The humanoid entity's humanoid component.</param>
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/// <remarks>
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/// This should not be used if the entity is owned by the server. The server will otherwise
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/// override this with the appearance data it sends over.
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/// </remarks>
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public 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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var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
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var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
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var markings = new MarkingSet(speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
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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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markings.AddBack(prototype.MarkingCategory, marking);
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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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// legacy: remove in the future?
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//markings.RemoveCategory(MarkingCategories.Hair);
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//markings.RemoveCategory(MarkingCategories.FacialHair);
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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, _prototypeManager)
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? profile.Appearance.SkinColor : profile.Appearance.HairColor;
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var hair = new Marking(profile.Appearance.HairStyleId,
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new[] { hairColor });
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var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, _prototypeManager)
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? profile.Appearance.SkinColor : profile.Appearance.FacialHairColor;
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var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
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new[] { facialHairColor });
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if (_markingManager.CanBeApplied(profile.Species, hair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.Hair, hair);
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}
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if (_markingManager.CanBeApplied(profile.Species, facialHair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.FacialHair, facialHair);
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}
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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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markings
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);
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markings.AddBack(prototype.MarkingCategory, new Marking(marking.MarkingId, markingColors));
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}
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markings.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
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markings.EnsureDefault(
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor,
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_markingManager);
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DebugTools.Assert(uid.IsClientSide());
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var state = new HumanoidAppearanceState(markings,
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new(),
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new(),
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customBaseLayers,
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profile.Sex,
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profile.Gender,
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profile.Age,
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profile.Species,
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor);
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ApplyState(uid, humanoid, Comp<SpriteComponent>(uid), state);
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}
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private void ApplyMarkingSet(EntityUid uid,
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MarkingSet newMarkings,
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HumanoidAppearanceComponent humanoid,
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SpriteComponent sprite)
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{
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// skip this entire thing if both sets are empty
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if (humanoid.MarkingSet.Markings.Count == 0 && newMarkings.Markings.Count == 0)
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return;
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// I am lazy and I CBF resolving the previous mess, so I'm just going to nuke the markings.
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// Really, markings should probably be a separate component altogether.
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ClearAllMarkings(uid, humanoid, sprite);
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humanoid.MarkingSet = new(newMarkings);
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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if (_markingManager.TryGetMarking(marking, out var markingPrototype))
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ApplyMarking(uid, markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
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}
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}
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}
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private void ClearAllMarkings(EntityUid uid, HumanoidAppearanceComponent humanoid,
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SpriteComponent sprite)
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{
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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RemoveMarking(uid, marking, sprite);
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}
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}
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}
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private void ClearMarkings(EntityUid uid, List<Marking> markings, HumanoidAppearanceComponent humanoid,
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SpriteComponent spriteComp)
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{
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foreach (var marking in markings)
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{
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RemoveMarking(uid, marking, spriteComp);
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}
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}
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private void RemoveMarking(EntityUid uid, Marking marking,
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SpriteComponent spriteComp)
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{
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if (!_markingManager.TryGetMarking(marking, out var prototype))
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{
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return;
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}
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foreach (var sprite in prototype.Sprites)
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{
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if (sprite is not SpriteSpecifier.Rsi rsi)
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{
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continue;
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}
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var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
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if (!spriteComp.LayerMapTryGet(layerId, out var index))
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{
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continue;
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}
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spriteComp.LayerMapRemove(layerId);
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spriteComp.RemoveLayer(index);
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}
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}
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private void ApplyMarking(EntityUid uid,
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MarkingPrototype markingPrototype,
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IReadOnlyList<Color>? colors,
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bool visible,
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HumanoidAppearanceComponent humanoid,
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SpriteComponent sprite)
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{
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if (!sprite.LayerMapTryGet(markingPrototype.BodyPart, out int targetLayer))
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{
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return;
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}
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visible &= !IsHidden(humanoid, markingPrototype.BodyPart);
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visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
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&& setting.AllowsMarkings;
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for (var j = 0; j < markingPrototype.Sprites.Count; j++)
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{
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if (markingPrototype.Sprites[j] is not SpriteSpecifier.Rsi rsi)
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{
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continue;
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}
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var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
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if (!sprite.LayerMapTryGet(layerId, out _))
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{
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var layer = sprite.AddLayer(markingPrototype.Sprites[j], targetLayer + j + 1);
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sprite.LayerMapSet(layerId, layer);
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sprite.LayerSetSprite(layerId, rsi);
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}
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sprite.LayerSetVisible(layerId, visible);
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if (!visible || setting == null) // this is kinda implied
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{
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continue;
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}
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if (colors != null)
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{
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sprite.LayerSetColor(layerId, colors[j]);
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}
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else
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{
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sprite.LayerSetColor(layerId, Color.White);
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}
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}
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}
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public override void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid) || humanoid.SkinColor == skinColor)
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return;
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humanoid.SkinColor = skinColor;
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if (sync)
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Dirty(humanoid);
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
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{
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if (!spriteInfo.MatchSkin)
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continue;
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var index = sprite.LayerMapReserveBlank(layer);
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sprite[index].Color = skinColor.WithAlpha(spriteInfo.LayerAlpha);
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}
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}
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protected override 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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base.SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
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var sprite = Comp<SpriteComponent>(uid);
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if (!sprite.LayerMapTryGet(layer, out var index))
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{
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if (!visible)
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return;
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else
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index = sprite.LayerMapReserveBlank(layer);
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}
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var spriteLayer = sprite[index];
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if (spriteLayer.Visible == visible)
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return;
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spriteLayer.Visible = visible;
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// I fucking hate this. I'll get around to refactoring sprite layers eventually I swear
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
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ApplyMarking(uid, markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
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}
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}
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}
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}
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