Files
tbd-station-14/Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
Leon Friedrich 907b873145 Fix various errors/exceptions (#22841)
* Fix entity storage localization

* Fix HumanoidAppearanceComponent resolve

* Fix null reference exceptions

* Fix duplicate key error

* Fix artifact error spam

* actually maybe this is what its meant to do

* Fix entities playing sounds on deletion
2023-12-22 00:26:08 -07:00

401 lines
16 KiB
C#

using System.Linq;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Preferences;
using Robust.Shared.GameObjects.Components.Localization;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
namespace Content.Shared.Humanoid;
/// <summary>
/// HumanoidSystem. Primarily deals with the appearance and visual data
/// of a humanoid entity. HumanoidVisualizer is what deals with actually
/// organizing the sprites and setting up the sprite component's layers.
///
/// This is a shared system, because while it is server authoritative,
/// you still need a local copy so that players can set up their
/// characters.
/// </summary>
public abstract class SharedHumanoidAppearanceSystem : EntitySystem
{
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MarkingManager _markingManager = default!;
[ValidatePrototypeId<SpeciesPrototype>]
public const string DefaultSpecies = "Human";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HumanoidAppearanceComponent, ComponentInit>(OnInit);
}
private void OnInit(EntityUid uid, HumanoidAppearanceComponent humanoid, ComponentInit args)
{
if (string.IsNullOrEmpty(humanoid.Species) || _netManager.IsClient && !IsClientSide(uid))
{
return;
}
if (string.IsNullOrEmpty(humanoid.Initial)
|| !_prototypeManager.TryIndex(humanoid.Initial, out HumanoidProfilePrototype? startingSet))
{
LoadProfile(uid, HumanoidCharacterProfile.DefaultWithSpecies(humanoid.Species), humanoid);
return;
}
// Do this first, because profiles currently do not support custom base layers
foreach (var (layer, info) in startingSet.CustomBaseLayers)
{
humanoid.CustomBaseLayers.Add(layer, info);
}
LoadProfile(uid, startingSet.Profile, humanoid);
}
/// <summary>
/// Toggles a humanoid's sprite layer visibility.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="layer">Layer to toggle visibility for</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetLayerVisibility(EntityUid uid,
HumanoidVisualLayers layer,
bool visible,
bool permanent = false,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid, false))
return;
var dirty = false;
SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
if (dirty)
Dirty(uid, humanoid);
}
/// <summary>
/// Sets the visibility for multiple layers at once on a humanoid's sprite.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="layers">An enumerable of all sprite layers that are going to have their visibility set</param>
/// <param name="visible">The visibility state of the layers given</param>
/// <param name="permanent">If this is a permanent change, or temporary. Permanent layers are stored in their own hash set.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetLayersVisibility(EntityUid uid, IEnumerable<HumanoidVisualLayers> layers, bool visible, bool permanent = false,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
var dirty = false;
foreach (var layer in layers)
{
SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
}
if (dirty)
Dirty(humanoid);
}
protected virtual void SetLayerVisibility(
EntityUid uid,
HumanoidAppearanceComponent humanoid,
HumanoidVisualLayers layer,
bool visible,
bool permanent,
ref bool dirty)
{
if (visible)
{
if (permanent)
dirty |= humanoid.PermanentlyHidden.Remove(layer);
dirty |= humanoid.HiddenLayers.Remove(layer);
}
else
{
if (permanent)
dirty |= humanoid.PermanentlyHidden.Add(layer);
dirty |= humanoid.HiddenLayers.Add(layer);
}
}
/// <summary>
/// Set a humanoid mob's species. This will change their base sprites, as well as their current
/// set of markings to fit against the mob's new species.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="species">The species to set the mob to. Will return if the species prototype was invalid.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetSpecies(EntityUid uid, string species, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || !_prototypeManager.TryIndex<SpeciesPrototype>(species, out var prototype))
{
return;
}
humanoid.Species = species;
humanoid.MarkingSet.EnsureSpecies(species, humanoid.SkinColor, _markingManager);
var oldMarkings = humanoid.MarkingSet.GetForwardEnumerator().ToList();
humanoid.MarkingSet = new(oldMarkings, prototype.MarkingPoints, _markingManager, _prototypeManager);
if (sync)
Dirty(humanoid);
}
/// <summary>
/// Sets the skin color of this humanoid mob. Will only affect base layers that are not custom,
/// custom base layers should use <see cref="SetBaseLayerColor"/> instead.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="skinColor">Skin color to set on the humanoid mob.</param>
/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
/// <param name="verify">Whether to verify the skin color can be set on this humanoid or not</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public virtual void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (!_prototypeManager.TryIndex<SpeciesPrototype>(humanoid.Species, out var species))
{
return;
}
if (verify && !SkinColor.VerifySkinColor(species.SkinColoration, skinColor))
{
skinColor = SkinColor.ValidSkinTone(species.SkinColoration, skinColor);
}
humanoid.SkinColor = skinColor;
if (sync)
Dirty(humanoid);
}
/// <summary>
/// Sets the base layer ID of this humanoid mob. A humanoid mob's 'base layer' is
/// the skin sprite that is applied to the mob's sprite upon appearance refresh.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="layer">The layer to target on this humanoid mob.</param>
/// <param name="id">The ID of the sprite to use. See <see cref="HumanoidSpeciesSpriteLayer"/>.</param>
/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetBaseLayerId(EntityUid uid, HumanoidVisualLayers layer, string? id, bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
humanoid.CustomBaseLayers[layer] = info with { Id = id };
else
humanoid.CustomBaseLayers[layer] = new(id);
if (sync)
Dirty(humanoid);
}
/// <summary>
/// Sets the color of this humanoid mob's base layer. See <see cref="SetBaseLayerId"/> for a
/// description of how base layers work.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="layer">The layer to target on this humanoid mob.</param>
/// <param name="color">The color to set this base layer to.</param>
public void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color? color, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
humanoid.CustomBaseLayers[layer] = info with { Color = color };
else
humanoid.CustomBaseLayers[layer] = new(null, color);
if (sync)
Dirty(humanoid);
}
/// <summary>
/// Set a humanoid mob's sex. This will not change their gender.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="sex">The sex to set the mob to.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
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(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 (!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, _prototypeManager)
? profile.Appearance.SkinColor.WithAlpha(hairAlpha) : profile.Appearance.HairColor;
var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
? 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, _prototypeManager))
{
AddMarking(uid, profile.Appearance.HairStyleId, hairColor, false);
}
if (_markingManager.Markings.TryGetValue(profile.Appearance.FacialHairStyleId, out var facialHairPrototype) &&
_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHairPrototype, _prototypeManager))
{
AddMarking(uid, profile.Appearance.FacialHairStyleId, facialHairColor, false);
}
humanoid.MarkingSet.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
// 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))
{
grammar.Gender = profile.Gender;
}
humanoid.Age = profile.Age;
Dirty(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(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(humanoid);
}
}