Files
tbd-station-14/Content.Client/Humanoid/HumanoidAppearanceSystem.cs
hivehum 9f39c112ad PORT: Allows Markings to Set Custom Layers for Specific Sprites (#2516)
* multilayer markings

* vestigial reptilian tail sprites added

* i fix :)

---------

Co-authored-by: mq <113324899+mqole@users.noreply.github.com>
2025-11-25 13:39:03 -05:00

538 lines
22 KiB
C#

using Content.Client.DisplacementMap;
using Content.Shared.CCVar;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Inventory;
using Content.Shared.Preferences;
using Robust.Client.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client.Humanoid;
public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MarkingManager _markingManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HumanoidAppearanceComponent, AfterAutoHandleStateEvent>(OnHandleState);
Subs.CVar(_configurationManager, CCVars.AccessibilityClientCensorNudity, OnCvarChanged, true);
Subs.CVar(_configurationManager, CCVars.AccessibilityServerCensorNudity, OnCvarChanged, true);
}
private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref AfterAutoHandleStateEvent args)
{
UpdateSprite((uid, component, Comp<SpriteComponent>(uid)));
}
private void OnCvarChanged(bool value)
{
var humanoidQuery = AllEntityQuery<HumanoidAppearanceComponent, SpriteComponent>();
while (humanoidQuery.MoveNext(out var uid, out var humanoidComp, out var spriteComp))
{
UpdateSprite((uid, humanoidComp, spriteComp));
}
}
private void UpdateSprite(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
UpdateLayers(entity);
ApplyMarkingSet(entity);
var humanoidAppearance = entity.Comp1;
var sprite = entity.Comp2;
sprite[_sprite.LayerMapReserve((entity.Owner, sprite), HumanoidVisualLayers.Eyes)].Color = humanoidAppearance.EyeColor;
}
private static bool IsHidden(HumanoidAppearanceComponent humanoid, HumanoidVisualLayers layer)
=> humanoid.HiddenLayers.ContainsKey(layer) || humanoid.PermanentlyHidden.Contains(layer);
private void UpdateLayers(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
var component = entity.Comp1;
var sprite = entity.Comp2;
var oldLayers = new HashSet<HumanoidVisualLayers>(component.BaseLayers.Keys);
component.BaseLayers.Clear();
// add default species layers
var speciesProto = _prototypeManager.Index(component.Species);
var baseSprites = _prototypeManager.Index(speciesProto.SpriteSet);
foreach (var (key, id) in baseSprites.Sprites)
{
oldLayers.Remove(key);
if (!component.CustomBaseLayers.ContainsKey(key))
SetLayerData(entity, key, id, sexMorph: true);
}
// add custom layers
foreach (var (key, info) in component.CustomBaseLayers)
{
oldLayers.Remove(key);
SetLayerData(entity, key, info.Id, sexMorph: false, color: info.Color);
}
// hide old layers
// TODO maybe just remove them altogether?
foreach (var key in oldLayers)
{
if (_sprite.LayerMapTryGet((entity.Owner, sprite), key, out var index, false))
sprite[index].Visible = false;
}
}
private void SetLayerData(
Entity<HumanoidAppearanceComponent, SpriteComponent> entity,
HumanoidVisualLayers key,
string? protoId,
bool sexMorph = false,
Color? color = null)
{
var component = entity.Comp1;
var sprite = entity.Comp2;
var layerIndex = _sprite.LayerMapReserve((entity.Owner, sprite), key);
var layer = sprite[layerIndex];
layer.Visible = !IsHidden(component, key);
if (color != null)
layer.Color = color.Value;
if (protoId == null)
return;
if (sexMorph)
protoId = HumanoidVisualLayersExtension.GetSexMorph(key, component.Sex, protoId);
var proto = _prototypeManager.Index<HumanoidSpeciesSpriteLayer>(protoId);
component.BaseLayers[key] = proto;
if (proto.MatchSkin)
layer.Color = component.SkinColor.WithAlpha(proto.LayerAlpha);
if (proto.BaseSprite != null)
_sprite.LayerSetSprite((entity.Owner, sprite), layerIndex, proto.BaseSprite);
}
/// <summary>
/// Loads a profile directly into a humanoid.
/// </summary>
/// <param name="uid">The humanoid entity's UID</param>
/// <param name="profile">The profile to load.</param>
/// <param name="humanoid">The humanoid entity's humanoid component.</param>
/// <remarks>
/// This should not be used if the entity is owned by the server. The server will otherwise
/// override this with the appearance data it sends over.
/// </remarks>
public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null)
{
if (profile == null)
return;
if (!Resolve(uid, ref humanoid))
{
return;
}
var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
var speciesPrototype = _prototypeManager.Index(profile.Species); // Floof
var markings = new MarkingSet(speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
// 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)
{
markings.AddBack(prototype.MarkingCategory, marking);
}
else
{
markingFColored.Add(marking, prototype);
}
}
}
// legacy: remove in the future?
//markings.RemoveCategory(MarkingCategories.Hair);
//markings.RemoveCategory(MarkingCategories.FacialHair);
// 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, _prototypeManager)
? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
: profile.Appearance.HairColor;
var hair = new Marking(profile.Appearance.HairStyleId,
new[] { hairColor });
var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
: profile.Appearance.FacialHairColor;
var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
new[] { facialHairColor });
if (_markingManager.CanBeApplied(profile.Species, profile.Sex, hair, _prototypeManager))
{
markings.AddBack(MarkingCategories.Hair, hair);
}
if (_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHair, _prototypeManager))
{
markings.AddBack(MarkingCategories.FacialHair, facialHair);
}
// Finally adding marking with forced colors
foreach (var (marking, prototype) in markingFColored)
{
var markingColors = MarkingColoring.GetMarkingLayerColors(
prototype,
profile.Appearance.SkinColor,
profile.Appearance.EyeColor,
markings
);
markings.AddBack(prototype.MarkingCategory, new Marking(marking.MarkingId, markingColors));
}
markings.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
markings.EnsureSexes(profile.Sex, _markingManager);
markings.EnsureDefault(
profile.Appearance.SkinColor,
profile.Appearance.EyeColor,
_markingManager);
DebugTools.Assert(IsClientSide(uid));
humanoid.MarkingSet = markings;
humanoid.PermanentlyHidden = new HashSet<HumanoidVisualLayers>();
humanoid.HiddenLayers = new Dictionary<HumanoidVisualLayers, SlotFlags>();
humanoid.CustomBaseLayers = customBaseLayers;
humanoid.Sex = profile.Sex;
humanoid.Gender = profile.Gender;
humanoid.Age = profile.Age;
humanoid.Species = profile.Species;
humanoid.SkinColor = profile.Appearance.SkinColor;
humanoid.EyeColor = profile.Appearance.EyeColor;
UpdateSprite((uid, humanoid, Comp<SpriteComponent>(uid)));
}
private void ApplyMarkingSet(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
var humanoid = entity.Comp1;
var sprite = entity.Comp2;
// I am lazy and I CBF resolving the previous mess, so I'm just going to nuke the markings.
// Really, markings should probably be a separate component altogether.
ClearAllMarkings(entity);
var censorNudity = _configurationManager.GetCVar(CCVars.AccessibilityClientCensorNudity) ||
_configurationManager.GetCVar(CCVars.AccessibilityServerCensorNudity);
// The reason we're splitting this up is in case the character already has undergarment equipped in that slot.
var applyUndergarmentTop = censorNudity;
var applyUndergarmentBottom = censorNudity;
foreach (var markingList in humanoid.MarkingSet.Markings.Values)
{
foreach (var marking in markingList)
{
if (_markingManager.TryGetMarking(marking, out var markingPrototype))
{
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, entity);
if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentTop)
applyUndergarmentTop = false;
else if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentBottom)
applyUndergarmentBottom = false;
}
}
}
humanoid.ClientOldMarkings = new MarkingSet(humanoid.MarkingSet);
AddUndergarments(entity, applyUndergarmentTop, applyUndergarmentBottom);
}
private void ClearAllMarkings(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
var humanoid = entity.Comp1;
var sprite = entity.Comp2;
foreach (var markingList in humanoid.ClientOldMarkings.Markings.Values)
{
foreach (var marking in markingList)
{
RemoveMarking(marking, (entity, sprite));
}
}
humanoid.ClientOldMarkings.Clear();
foreach (var markingList in humanoid.MarkingSet.Markings.Values)
{
foreach (var marking in markingList)
{
RemoveMarking(marking, (entity, sprite));
}
}
}
private void RemoveMarking(Marking marking, Entity<SpriteComponent> spriteEnt)
{
if (!_markingManager.TryGetMarking(marking, out var prototype))
return;
foreach (var sprite in prototype.Sprites)
{
if (sprite is not SpriteSpecifier.Rsi rsi)
continue;
var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
if (!_sprite.LayerMapTryGet(spriteEnt.AsNullable(), layerId, out var index, false))
continue;
_sprite.LayerMapRemove(spriteEnt.AsNullable(), layerId);
_sprite.RemoveLayer(spriteEnt.AsNullable(), index);
// If this marking is one that can be displaced, we need to remove the displacement as well; otherwise
// altering a marking at runtime can lead to the renderer falling over.
// The Vulps must be shaved.
// (https://github.com/space-wizards/space-station-14/issues/40135).
if (prototype.CanBeDisplaced)
_displacement.EnsureDisplacementIsNotOnSprite(spriteEnt, layerId);
}
}
private void AddUndergarments(Entity<HumanoidAppearanceComponent, SpriteComponent> entity, bool undergarmentTop, bool undergarmentBottom)
{
var humanoid = entity.Comp1;
if (undergarmentTop && humanoid.UndergarmentTop != null)
{
var marking = new Marking(humanoid.UndergarmentTop, new List<Color> { new Color() });
if (_markingManager.TryGetMarking(marking, out var prototype))
{
// Markings are added to ClientOldMarkings because otherwise it causes issues when toggling the feature on/off.
humanoid.ClientOldMarkings.Markings.Add(MarkingCategories.UndergarmentTop, new List<Marking> { marking });
ApplyMarking(prototype, null, true, entity);
}
}
if (undergarmentBottom && humanoid.UndergarmentBottom != null)
{
var marking = new Marking(humanoid.UndergarmentBottom, new List<Color> { new Color() });
if (_markingManager.TryGetMarking(marking, out var prototype))
{
humanoid.ClientOldMarkings.Markings.Add(MarkingCategories.UndergarmentBottom, new List<Marking> { marking });
ApplyMarking(prototype, null, true, entity);
}
}
}
private void ApplyMarking(MarkingPrototype markingPrototype,
IReadOnlyList<Color>? colors,
bool visible,
Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
// hi! mq here.
// if youre dealing with upstream merge conflicts, and you see a bunch of stuff up here, chances are its been moved in between some other shit.
// i love the documentation on this file but i can only look at layer maps for so long before i feel myself becoming ben affleck.
// sorry for any confusion.
// FLOOF ADD START
// make a handy dict of filename -> colors
// cus we might need to access it by filename to link
// one sprite's colors to another
var colorDict = new Dictionary<string, Color>();
for (var i = 0; i < markingPrototype.Sprites.Count; i++)
{
var spriteName = markingPrototype.Sprites[i] switch
{
SpriteSpecifier.Rsi rsi => rsi.RsiState,
SpriteSpecifier.Texture texture => texture.TexturePath.Filename,
_ => null
};
if (spriteName != null)
{
if (colors != null && i < colors.Count)
colorDict.Add(spriteName, colors[i]);
else
colorDict.Add(spriteName, Color.White);
}
}
// now, rearrange them, copying any parented colors to children set to
// inherit them
if (markingPrototype.ColorLinks != null)
{
foreach (var (child, parent) in markingPrototype.ColorLinks)
{
if (colorDict.TryGetValue(parent, out var color))
{
colorDict[child] = color;
}
}
}
// and, since we can't rely on the iterator knowing where the heck to put
// each sprite when we have one marking setting multiple layers,
// lets just kinda sorta do that ourselves
var layerDict = new Dictionary<string, int>();
// FLOOF ADD END
for (var j = 0; j < markingPrototype.Sprites.Count; j++)
{
var markingSprite = markingPrototype.Sprites[j];
if (markingSprite is not SpriteSpecifier.Rsi rsi)
{
continue;
}
// FLOOF CHANGE START
var layerSlot = markingPrototype.BodyPart;
// first, try to see if there are any custom layers for this marking
if (markingPrototype.Layering != null)
{
var name = rsi.RsiState;
if (markingPrototype.Layering.TryGetValue(name, out var layerName))
{
layerSlot = Enum.Parse<HumanoidVisualLayers>(layerName);
}
}
// update the layerDict
// if it doesnt have this, add it at 0, otherwise increment it
if (layerDict.TryGetValue(layerSlot.ToString(), out var layerIndex))
{
layerDict[layerSlot.ToString()] = layerIndex + 1;
}
else
{
layerDict.Add(layerSlot.ToString(), 0);
}
// THIS IS THE UPSTREAM STUFF!!! RIGHT HERE!!!
var humanoid = entity.Comp1;
var sprite = entity.Comp2;
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), layerSlot, out var targetLayer, false))
{
continue;
}
visible &= !IsHidden(humanoid, markingPrototype.BodyPart);
visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
&& setting.AllowsMarkings;
// FLOOF CHANGE END
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), layerId, out layerIndex, false)) // imp layerindex
{
// for layers that are supposed to be behind everything,
// adding 1 to the layer index makes it not be behind
// everything. fun! FLOOF ADD =3
// var targLayerAdj = targetLayer == 0 ? 0 + j : targetLayer + j + 1;
var targLayerAdj = targetLayer + layerDict[layerSlot.ToString()] + 1;
var layer = _sprite.AddLayer((entity.Owner, sprite), markingSprite, targLayerAdj);
_sprite.LayerMapSet((entity.Owner, sprite), layerId, layer);
_sprite.LayerSetSprite((entity.Owner, sprite), layerId, rsi);
}
// imp special via beck. check if there's a shader defined in the markingPrototype's shader datafield, and if there is...
if (markingPrototype.Shader != null)
{
// use spriteComponent's layersetshader function to set the layer's shader to that which is specified.
sprite.LayerSetShader(layerId, markingPrototype.Shader);
}
// end imp special
_sprite.LayerSetVisible((entity.Owner, sprite), layerId, visible);
if (!visible || setting == null) // this is kinda implied
continue;
// Okay so if the marking prototype is modified but we load old marking data this may no longer be valid
// and we need to check the index is correct.
// So if that happens just default to white?
// FLOOF ADD =3
_sprite.LayerSetColor((entity.Owner, sprite), layerId, colorDict.TryGetValue(rsi.RsiState, out var color) ? color : Color.White);
// FLOOF REMOVE
// if (colors != null && j < colors.Count)
// {
// _sprite.LayerSetColor((entity.Owner, sprite), layerId, colors[j]);
// }
// else
// {
// _sprite.LayerSetColor((entity.Owner, sprite), layerId, Color.White);
// }
if (humanoid.MarkingsDisplacement.TryGetValue(markingPrototype.BodyPart, out var displacementData) && markingPrototype.CanBeDisplaced)
_displacement.TryAddDisplacement(displacementData, (entity.Owner, sprite), targetLayer + j + 1, layerId, out _);
}
}
public override void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || humanoid.SkinColor == skinColor)
return;
base.SetSkinColor(uid, skinColor, false, verify, humanoid);
if (!TryComp(uid, out SpriteComponent? sprite))
return;
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
{
if (!spriteInfo.MatchSkin)
continue;
var index = _sprite.LayerMapReserve((uid, sprite), layer);
sprite[index].Color = skinColor.WithAlpha(spriteInfo.LayerAlpha);
}
}
public override void SetLayerVisibility(
Entity<HumanoidAppearanceComponent> ent,
HumanoidVisualLayers layer,
bool visible,
SlotFlags? slot,
ref bool dirty)
{
base.SetLayerVisibility(ent, layer, visible, slot, ref dirty);
var sprite = Comp<SpriteComponent>(ent);
if (!_sprite.LayerMapTryGet((ent.Owner, sprite), layer, out var index, false))
{
if (!visible)
return;
index = _sprite.LayerMapReserve((ent.Owner, sprite), layer);
}
var spriteLayer = sprite[index];
if (spriteLayer.Visible == visible)
return;
spriteLayer.Visible = visible;
// I fucking hate this. I'll get around to refactoring sprite layers eventually I swear
// Just a week away...
foreach (var markingList in ent.Comp.MarkingSet.Markings.Values)
{
foreach (var marking in markingList)
{
if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, (ent, ent.Comp, sprite));
}
}
}
}