439 lines
18 KiB
C#
439 lines
18 KiB
C#
using System.Linq;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Humanoid;
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[DataDefinition]
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[Serializable, NetSerializable]
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public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance, IEquatable<HumanoidCharacterAppearance>
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{
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[DataField("hair")]
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public string HairStyleId { get; set; } = HairStyles.DefaultHairStyle;
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[DataField]
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public Color HairColor { get; set; } = Color.Black;
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[DataField("facialHair")]
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public string FacialHairStyleId { get; set; } = HairStyles.DefaultFacialHairStyle;
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[DataField]
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public Color FacialHairColor { get; set; } = Color.Black;
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[DataField]
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public Color EyeColor { get; set; } = Color.Black;
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[DataField]
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public Color SkinColor { get; set; } = Humanoid.SkinColor.ValidHumanSkinTone;
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[DataField]
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public List<Marking> Markings { get; set; } = new();
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public HumanoidCharacterAppearance(string hairStyleId,
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Color hairColor,
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string facialHairStyleId,
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Color facialHairColor,
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Color eyeColor,
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Color skinColor,
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List<Marking> markings)
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{
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HairStyleId = hairStyleId;
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HairColor = ClampColor(hairColor);
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FacialHairStyleId = facialHairStyleId;
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FacialHairColor = ClampColor(facialHairColor);
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EyeColor = ClampColor(eyeColor);
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SkinColor = ClampColor(skinColor);
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Markings = markings;
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}
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public HumanoidCharacterAppearance(HumanoidCharacterAppearance other) :
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this(other.HairStyleId, other.HairColor, other.FacialHairStyleId, other.FacialHairColor, other.EyeColor, other.SkinColor, new(other.Markings))
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{
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}
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public HumanoidCharacterAppearance WithHairStyleName(string newName)
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{
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return new(newName, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithHairColor(Color newColor)
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{
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return new(HairStyleId, newColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithFacialHairStyleName(string newName)
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{
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return new(HairStyleId, HairColor, newName, FacialHairColor, EyeColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithFacialHairColor(Color newColor)
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{
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return new(HairStyleId, HairColor, FacialHairStyleId, newColor, EyeColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithEyeColor(Color newColor)
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{
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return new(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, newColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance WithSkinColor(Color newColor)
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{
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return new(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, newColor, Markings);
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}
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public HumanoidCharacterAppearance WithMarkings(List<Marking> newMarkings)
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{
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return new(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, newMarkings);
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}
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public static HumanoidCharacterAppearance DefaultWithSpecies(string species)
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{
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var speciesPrototype = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species);
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var skinColor = speciesPrototype.SkinColoration switch
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{
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HumanoidSkinColor.HumanToned => Humanoid.SkinColor.HumanSkinTone(speciesPrototype.DefaultHumanSkinTone),
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HumanoidSkinColor.Hues => speciesPrototype.DefaultSkinTone,
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HumanoidSkinColor.TintedHues => Humanoid.SkinColor.TintedHues(speciesPrototype.DefaultSkinTone),
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HumanoidSkinColor.VoxFeathers => Humanoid.SkinColor.ClosestVoxColor(speciesPrototype.DefaultSkinTone),
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_ => Humanoid.SkinColor.ValidHumanSkinTone,
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};
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return new(
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HairStyles.DefaultHairStyle,
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Color.Black,
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HairStyles.DefaultFacialHairStyle,
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Color.Black,
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Color.Black,
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skinColor,
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new ()
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);
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}
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private static IReadOnlyList<Color> RealisticEyeColors = new List<Color>
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{
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Color.Brown,
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Color.Gray,
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Color.Azure,
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Color.SteelBlue,
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Color.Black
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};
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public static HumanoidCharacterAppearance Random(string species, Sex sex)
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var markingManager = IoCManager.Resolve<MarkingManager>();
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var newFacialHairStyle = HairStyles.DefaultFacialHairStyle;
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var newHairStyle = HairStyles.DefaultHairStyle;
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List<Marking> newMarkings = [];
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// grab a completely random color.
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var baseColor = new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1);
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// create a new color palette based on BaseColor. roll to determine what type of palette it is.
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// personally I think this should be weighted, but I can't be bothered to implement that.
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List<Color> colorPalette = [];
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switch (random.Next(3))
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{
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case 0:
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colorPalette = GetSplitComplementaries(baseColor);
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break;
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case 1:
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colorPalette = GetTriadicComplementaries(baseColor);
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break;
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case 2:
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colorPalette = GetOneComplementary(baseColor);
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break;
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}
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// grab the species skin coloration type.
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var skinType = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species).SkinColoration;
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// declare some defaults. ensures that the hair and eyes on hues-colored species don't match the skin or one another.
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var newSkinColor = colorPalette[0];
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var newHairColor = colorPalette[1];
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var newEyeColor = colorPalette[2];
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// now we do some color logic.
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switch (skinType)
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{
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// if the species is HumanToned:
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case HumanoidSkinColor.HumanToned:
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// quantize the randomized skin color to the nearest acceptable HumanToned color.
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var tone = Math.Round(Humanoid.SkinColor.HumanSkinToneFromColor(newSkinColor));
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newSkinColor = Humanoid.SkinColor.HumanSkinTone((int)tone);
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// pick a random realistic hair color from the list and randomize it juuuuust a little bit.
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newHairColor = random.Pick(HairStyles.RealisticHairColors);
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newHairColor = newHairColor
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.WithRed(RandomizeColor(newHairColor.R))
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.WithGreen(RandomizeColor(newHairColor.G))
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.WithBlue(RandomizeColor(newHairColor.B));
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// and pick a random realistic eye color from the list.
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newEyeColor = random.Pick(RealisticEyeColors);
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// we're also going to crush the other colors down to the skin's luminosity so markings don't appear too bright on darker skin.
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colorPalette[1] = SquashToSkinLuminosity(newSkinColor, colorPalette[1]);
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colorPalette[2] = SquashToSkinLuminosity(newSkinColor, colorPalette[2]);
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break;
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// if the species is Hues toned: it's fine the way it is.
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case HumanoidSkinColor.Hues:
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break;
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// if the species is TintedHues toned: tint them hues.
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case HumanoidSkinColor.TintedHues:
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newSkinColor = Humanoid.SkinColor.ValidTintedHuesSkinTone(newSkinColor);
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// we're also going to crush the other colors down to valid TintedHues skin colors.
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colorPalette[1] = Humanoid.SkinColor.ValidTintedHuesSkinTone(colorPalette[1]);
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colorPalette[2] = Humanoid.SkinColor.ValidTintedHuesSkinTone(colorPalette[2]);
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break;
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// if the species is VoxFeathers toned: confine the skin color to vox limits. Bright colors are otherwise fine, so leave the marking colors alone.
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case HumanoidSkinColor.VoxFeathers:
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newSkinColor = Humanoid.SkinColor.ProportionalVoxColor(newSkinColor);
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break;
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}
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// now we loop through every extant marking category,
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foreach (var category in Enum.GetValues<MarkingCategories>())
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{
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// grab a list of markings in that category for that species,
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var markings = markingManager.MarkingsByCategoryAndSpecies(category, species).Keys.ToList();
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var markingProtos = markingManager.MarkingsByCategoryAndSpecies(category, species).Values.ToList();
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// if it's facial hair, there are entries in the category, and the character is not female, assign a random one. else bald
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if (category == MarkingCategories.FacialHair)
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{
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newFacialHairStyle = markings.Count == 0 || sex == Sex.Female ? HairStyles.DefaultFacialHairStyle : random.Pick(markings);
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}
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// if it's hair, and there are hair styles, roll one. else bald
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else if (category == MarkingCategories.Hair)
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{
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newHairStyle = markings.Count > 0 ? random.Pick(markings) : HairStyles.DefaultHairStyle;
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}
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// for every other category,
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else if (markings.Count > 0)
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{
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// roll a die. currently a 1 in 3 chance per category, except Tails, which are 1 in 2 (because of the effect they have on the silhouettes of spiders and moths.)
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int diceRoll;
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if (category == MarkingCategories.Tail)
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diceRoll = random.Next(2);
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else
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diceRoll = random.Next(3);
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if (diceRoll == 0)
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{
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MarkingPrototype? lastMarking = null;
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// roll to see how many markings from that category will be added. currently a maximum of 2.
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var loops = random.Next(2) + 1;
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// add a marking (loops) times
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for (var i = 0; i < loops; i++)
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{
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// pick a random marking from the list
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var protoToAdd = random.Pick(markingProtos);
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var markingToAdd = protoToAdd.AsMarking();
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Color markingColor;
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// prevent duplicates:
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if (lastMarking != null && lastMarking == protoToAdd)
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continue;
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// set gauze to white.
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// side note, I really hate that gauze isn't its own category. please fix that so that i can make this not suck as much.
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// or, like, give it its own color rules. or something.
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if (markingToAdd.MarkingId.Contains("gauze", StringComparison.OrdinalIgnoreCase))
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{
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markingToAdd.SetColor(Color.White);
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newMarkings.Add(markingToAdd);
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lastMarking = protoToAdd;
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continue;
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}
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// select a random color from our two secondary colors. if our marking is a Tail, add the skin color as well, otherwise lizards always look a little odd.
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// this will also make moths and spiders look less interesting on average, but I don't want a hardcoded exception for lizards.
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if (category == MarkingCategories.Tail)
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markingColor = random.Pick(colorPalette);
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else
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markingColor = random.Pick(colorPalette.Skip(0).ToList());
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// set the marking to that color
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markingToAdd.SetColor(markingColor);
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// otherwise, add it to the final list.
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newMarkings.Add(markingToAdd);
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lastMarking = protoToAdd;
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}
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}
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}
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}
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// at the end of all that, we should have new values for each of these, so we set the character appearance to these new values.
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return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, newMarkings);
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// helper functions:
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float RandomizeColor(float channel)
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{
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return MathHelper.Clamp01(channel + random.Next(-25, 25) / 100f);
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}
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List<Color> GetComplementaryColors(Color color, double angle)
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{
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var hsl = Color.ToHsl(color);
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var hVal = hsl.X + angle;
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hVal = hVal >= 0.360 ? hVal - 0.360 : hVal;
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var positiveHSL = new Vector4((float)hVal, hsl.Y, hsl.Z, hsl.W);
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var hVal1 = hsl.X - angle;
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hVal1 = hVal1 <= 0 ? hVal1 + 0.360 : hVal1;
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var negativeHSL = new Vector4((float)hVal1, hsl.Y, hsl.Z, hsl.W);
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var c0 = Color.FromHsl(positiveHSL);
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var c1 = Color.FromHsl(negativeHSL);
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var palette = new List<Color> { color, c0, c1 };
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return palette;
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}
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// return a list of triadic complementary colors
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List<Color> GetTriadicComplementaries(Color color)
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{
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return GetComplementaryColors(color, 0.120);
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}
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// return a list of split complementary colors
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List<Color> GetSplitComplementaries(Color color)
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{
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return GetComplementaryColors(color, 0.150);
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}
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// return a list containing the base color and two copies of a single complemenary color
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List<Color> GetOneComplementary(Color color)
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{
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return GetComplementaryColors(color, 0.180);
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}
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Color SquashToSkinLuminosity(Color skinColor, Color toSquash)
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{
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var skinColorHSL = Color.ToHsl(skinColor);
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var toSquashHSL = Color.ToHsl(toSquash);
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// check if the skin color is as dark as or darker than the marking color:
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if (toSquashHSL.Z <= skinColorHSL.Z)
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{
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// if it is, don't fuck with it
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return toSquash;
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}
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// otherwise, create a new color with the H, S, and A of toSquash, but the L of skinColor
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var newColor = new Vector4(toSquashHSL.X, toSquashHSL.Y, skinColorHSL.Z, toSquashHSL.W);
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return Color.FromHsl(newColor);
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}
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}
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public static Color ClampColor(Color color)
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{
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return new(color.RByte, color.GByte, color.BByte);
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}
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public static HumanoidCharacterAppearance EnsureValid(HumanoidCharacterAppearance appearance, string species, Sex sex)
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{
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var hairStyleId = appearance.HairStyleId;
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var facialHairStyleId = appearance.FacialHairStyleId;
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var hairColor = ClampColor(appearance.HairColor);
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var facialHairColor = ClampColor(appearance.FacialHairColor);
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var eyeColor = ClampColor(appearance.EyeColor);
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var proto = IoCManager.Resolve<IPrototypeManager>();
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var markingManager = IoCManager.Resolve<MarkingManager>();
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if (!markingManager.MarkingsByCategory(MarkingCategories.Hair).ContainsKey(hairStyleId))
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{
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hairStyleId = HairStyles.DefaultHairStyle;
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}
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if (!markingManager.MarkingsByCategory(MarkingCategories.FacialHair).ContainsKey(facialHairStyleId))
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{
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facialHairStyleId = HairStyles.DefaultFacialHairStyle;
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}
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var markingSet = new MarkingSet();
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var skinColor = appearance.SkinColor;
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if (proto.TryIndex(species, out SpeciesPrototype? speciesProto))
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{
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markingSet = new MarkingSet(appearance.Markings, speciesProto.MarkingPoints, markingManager, proto);
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markingSet.EnsureValid(markingManager);
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if (!Humanoid.SkinColor.VerifySkinColor(speciesProto.SkinColoration, skinColor))
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{
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skinColor = Humanoid.SkinColor.ValidSkinTone(speciesProto.SkinColoration, skinColor);
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}
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markingSet.EnsureSpecies(species, skinColor, markingManager);
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markingSet.EnsureSexes(sex, markingManager);
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}
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return new HumanoidCharacterAppearance(
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hairStyleId,
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hairColor,
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facialHairStyleId,
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facialHairColor,
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eyeColor,
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skinColor,
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markingSet.GetForwardEnumerator().ToList());
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}
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public bool MemberwiseEquals(ICharacterAppearance maybeOther)
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{
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if (maybeOther is not HumanoidCharacterAppearance other) return false;
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if (HairStyleId != other.HairStyleId) return false;
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if (!HairColor.Equals(other.HairColor)) return false;
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if (FacialHairStyleId != other.FacialHairStyleId) return false;
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if (!FacialHairColor.Equals(other.FacialHairColor)) return false;
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if (!EyeColor.Equals(other.EyeColor)) return false;
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if (!SkinColor.Equals(other.SkinColor)) return false;
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if (!Markings.SequenceEqual(other.Markings)) return false;
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return true;
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}
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public bool Equals(HumanoidCharacterAppearance? other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return HairStyleId == other.HairStyleId &&
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HairColor.Equals(other.HairColor) &&
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FacialHairStyleId == other.FacialHairStyleId &&
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FacialHairColor.Equals(other.FacialHairColor) &&
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EyeColor.Equals(other.EyeColor) &&
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SkinColor.Equals(other.SkinColor) &&
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Markings.SequenceEqual(other.Markings);
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}
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public override bool Equals(object? obj)
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{
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return ReferenceEquals(this, obj) || obj is HumanoidCharacterAppearance other && Equals(other);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(HairStyleId, HairColor, FacialHairStyleId, FacialHairColor, EyeColor, SkinColor, Markings);
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}
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public HumanoidCharacterAppearance Clone()
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{
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return new(this);
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}
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}
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