237 lines
9.1 KiB
C#
237 lines
9.1 KiB
C#
using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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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 System.Linq;
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namespace Content.Shared.Humanoid;
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/// <summary>
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/// HumanoidSystem. Primarily deals with the appearance and visual data
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/// of a humanoid entity. HumanoidVisualizer is what deals with actually
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/// organizing the sprites and setting up the sprite component's layers.
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///
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/// This is a shared system, because while it is server authoritative,
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/// you still need a local copy so that players can set up their
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/// characters.
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/// </summary>
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public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MarkingManager _markingManager = default!;
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public const string DefaultSpecies = "Human";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HumanoidAppearanceComponent, ComponentGetState>(OnGetState);
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}
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private void OnGetState(EntityUid uid, HumanoidAppearanceComponent component, ref ComponentGetState args)
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{
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args.State = new HumanoidAppearanceState(component.MarkingSet,
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component.PermanentlyHidden,
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component.HiddenLayers,
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component.CustomBaseLayers,
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component.Sex,
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component.Gender,
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component.Age,
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component.Species,
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component.SkinColor,
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component.EyeColor);
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}
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/// <summary>
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/// Toggles a humanoid's sprite layer visibility.
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/// </summary>
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/// <param name="uid">Humanoid mob's UID</param>
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/// <param name="layer">Layer to toggle visibility for</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetLayerVisibility(EntityUid uid,
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HumanoidVisualLayers layer,
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bool visible,
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bool permanent = false,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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var dirty = false;
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SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
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if (dirty)
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Dirty(humanoid);
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}
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/// <summary>
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/// Sets the visibility for multiple layers at once on a humanoid's sprite.
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/// </summary>
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/// <param name="uid">Humanoid mob's UID</param>
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/// <param name="layers">An enumerable of all sprite layers that are going to have their visibility set</param>
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/// <param name="visible">The visibility state of the layers given</param>
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/// <param name="permanent">If this is a permanent change, or temporary. Permanent layers are stored in their own hash set.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetLayersVisibility(EntityUid uid, IEnumerable<HumanoidVisualLayers> layers, bool visible, bool permanent = false,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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var dirty = false;
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foreach (var layer in layers)
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{
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SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
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}
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if (dirty)
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Dirty(humanoid);
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}
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protected virtual 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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if (visible)
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{
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if (permanent)
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dirty |= humanoid.PermanentlyHidden.Remove(layer);
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dirty |= humanoid.HiddenLayers.Remove(layer);
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}
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else
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{
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if (permanent)
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dirty |= humanoid.PermanentlyHidden.Add(layer);
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dirty |= humanoid.HiddenLayers.Add(layer);
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}
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}
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/// <summary>
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/// Set a humanoid mob's species. This will change their base sprites, as well as their current
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/// set of markings to fit against the mob's new species.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="species">The species to set the mob to. Will return if the species prototype was invalid.</param>
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/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetSpecies(EntityUid uid, string species, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid) || !_prototypeManager.TryIndex<SpeciesPrototype>(species, out var prototype))
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{
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return;
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}
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humanoid.Species = species;
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humanoid.MarkingSet.EnsureSpecies(species, humanoid.SkinColor, _markingManager);
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var oldMarkings = humanoid.MarkingSet.GetForwardEnumerator().ToList();
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humanoid.MarkingSet = new(oldMarkings, prototype.MarkingPoints, _markingManager, _prototypeManager);
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if (sync)
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Dirty(humanoid);
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}
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/// <summary>
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/// Sets the skin color of this humanoid mob. Will only affect base layers that are not custom,
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/// custom base layers should use <see cref="SetBaseLayerColor"/> instead.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="skinColor">Skin color to set on the humanoid mob.</param>
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/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
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/// <param name="verify">Whether to verify the skin color can be set on this humanoid or not</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public virtual void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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if (!_prototypeManager.TryIndex<SpeciesPrototype>(humanoid.Species, out var species))
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{
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return;
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}
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if (verify && !SkinColor.VerifySkinColor(species.SkinColoration, skinColor))
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{
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skinColor = SkinColor.ValidSkinTone(species.SkinColoration, skinColor);
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}
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humanoid.SkinColor = skinColor;
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if (sync)
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Dirty(humanoid);
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}
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/// <summary>
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/// Sets the base layer ID of this humanoid mob. A humanoid mob's 'base layer' is
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/// the skin sprite that is applied to the mob's sprite upon appearance refresh.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="layer">The layer to target on this humanoid mob.</param>
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/// <param name="id">The ID of the sprite to use. See <see cref="HumanoidSpeciesSpriteLayer"/>.</param>
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/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetBaseLayerId(EntityUid uid, HumanoidVisualLayers layer, string? id, bool sync = true,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
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humanoid.CustomBaseLayers[layer] = info with { ID = id };
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else
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humanoid.CustomBaseLayers[layer] = new(id);
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if (sync)
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Dirty(humanoid);
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}
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/// <summary>
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/// Sets the color of this humanoid mob's base layer. See <see cref="SetBaseLayerId"/> for a
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/// description of how base layers work.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="layer">The layer to target on this humanoid mob.</param>
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/// <param name="color">The color to set this base layer to.</param>
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public void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color? color, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
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humanoid.CustomBaseLayers[layer] = info with { Color = color };
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else
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humanoid.CustomBaseLayers[layer] = new(null, color);
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if (sync)
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Dirty(humanoid);
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}
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/// <summary>
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/// Set a humanoid mob's sex. This will not change their gender.
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/// </summary>
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/// <param name="uid">The humanoid mob's UID.</param>
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/// <param name="sex">The sex to set the mob to.</param>
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/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
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/// <param name="humanoid">Humanoid component of the entity</param>
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public void SetSex(EntityUid uid, Sex sex, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid) || humanoid.Sex == sex)
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return;
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var oldSex = humanoid.Sex;
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humanoid.Sex = sex;
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RaiseLocalEvent(uid, new SexChangedEvent(oldSex, sex));
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if (sync)
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{
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Dirty(humanoid);
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}
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}
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}
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