Files
tbd-station-14/Content.Shared/Humanoid/Markings/MarkingsSet.cs
Flipp Syder 5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00

779 lines
23 KiB
C#

using System.Collections;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Humanoid.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Humanoid.Markings;
// the better version of MarkingsSet
// This one should ensure that a set is valid. Dependency retrieval is
// probably not a good idea, and any dependency references should last
// only for the length of a call, and not the lifetime of the set itself.
//
// Compared to MarkingsSet, this should allow for server-side authority.
// Instead of sending the set over, we can instead just send the dictionary
// and build the set from there. We can also just send a list and rebuild
// the set without validating points (we're assuming that the server
/// <summary>
/// Marking set. For humanoid markings.
/// </summary>
/// <remarks>
/// This is serializable for the admin panel that sets markings on demand for a player.
/// Most APIs that accept a set of markings usually use a List of type Marking instead.
/// </remarks>
[Serializable, NetSerializable]
public sealed class MarkingSet
{
/// <summary>
/// Every single marking in this set.
/// </summary>
/// <remarks>
/// The original version of MarkingSet preserved ordering across all
/// markings - this one should instead preserve ordering across all
/// categories, but not marking categories themselves. This is because
/// the layers that markings appear in are guaranteed to be in the correct
/// order. This is here to make lookups slightly faster, even if the n of
/// a marking set is relatively small, and to encapsulate another important
/// feature of markings, which is the limit of markings you can put on a
/// humanoid.
/// </remarks>
private Dictionary<MarkingCategories, List<Marking>> _markings = new();
// why i didn't encapsulate this in the first place, i won't know
/// <summary>
/// Marking points for each category.
/// </summary>
private Dictionary<MarkingCategories, MarkingPoints> _points = new();
public IReadOnlyList<Marking> this[MarkingCategories category] => _markings[category];
public MarkingSet()
{}
/// <summary>
/// Construct a MarkingSet using a list of markings, and a points
/// dictionary. This will set up the points dictionary, and
/// process the list, truncating if necessary. Markings that
/// do not exist as a prototype will be removed.
/// </summary>
/// <param name="markings">The lists of markings to use.</param>
/// <param name="pointsPrototype">The ID of the points dictionary prototype.</param>
public MarkingSet(List<Marking> markings, string pointsPrototype, MarkingManager? markingManager = null, IPrototypeManager? prototypeManager = null)
{
IoCManager.Resolve(ref markingManager, ref prototypeManager);
if (!prototypeManager.TryIndex(pointsPrototype, out MarkingPointsPrototype? points))
{
return;
}
_points = MarkingPoints.CloneMarkingPointDictionary(points.Points);
foreach (var marking in markings)
{
if (!markingManager.TryGetMarking(marking, out var prototype))
{
continue;
}
AddBack(prototype.MarkingCategory, marking);
}
}
/// <summary>
/// Construct a MarkingSet using a dictionary of markings,
/// without point validation. This will still validate every
/// marking, to ensure that it can be placed into the set.
/// </summary>
/// <param name="markings">The list of markings to use.</param>
public MarkingSet(List<Marking> markings, MarkingManager? markingManager = null)
{
IoCManager.Resolve(ref markingManager);
foreach (var marking in markings)
{
if (!markingManager.TryGetMarking(marking, out var prototype))
{
continue;
}
AddBack(prototype.MarkingCategory, marking);
}
}
/// <summary>
/// Construct a MarkingSet by deep cloning another set.
/// </summary>
/// <param name="other">The other marking set.</param>
public MarkingSet(MarkingSet other)
{
foreach (var (key, list) in other._markings)
{
foreach (var marking in list)
{
AddBack(key, new(marking));
}
}
_points = MarkingPoints.CloneMarkingPointDictionary(other._points);
}
/// <summary>
/// Filters markings based on species restrictions in the marking's prototype from this marking set.
/// </summary>
/// <param name="species">The species to filter.</param>
/// <param name="markingManager">Marking manager.</param>
/// <param name="prototypeManager">Prototype manager.</param>
public void FilterSpecies(string species, MarkingManager? markingManager = null, IPrototypeManager? prototypeManager = null)
{
IoCManager.Resolve(ref markingManager);
IoCManager.Resolve(ref prototypeManager);
var toRemove = new List<(MarkingCategories category, string id)>();
var speciesProto = prototypeManager.Index<SpeciesPrototype>(species);
var onlyWhitelisted = prototypeManager.Index<MarkingPointsPrototype>(speciesProto.MarkingPoints).OnlyWhitelisted;
foreach (var (category, list) in _markings)
{
foreach (var marking in list)
{
if (!markingManager.TryGetMarking(marking, out var prototype))
{
toRemove.Add((category, marking.MarkingId));
continue;
}
if (onlyWhitelisted && prototype.SpeciesRestrictions == null)
{
toRemove.Add((category, marking.MarkingId));
}
if (prototype.SpeciesRestrictions != null
&& !prototype.SpeciesRestrictions.Contains(species))
{
toRemove.Add((category, marking.MarkingId));
}
}
}
foreach (var remove in toRemove)
{
Remove(remove.category, remove.id);
}
}
/// <summary>
/// Ensures that all markings in this set are valid.
/// </summary>
/// <param name="markingManager">Marking manager.</param>
public void EnsureValid(MarkingManager? markingManager = null)
{
IoCManager.Resolve(ref markingManager);
var toRemove = new List<int>();
foreach (var (category, list) in _markings)
{
for (var i = 0; i < list.Count; i++)
{
if (!markingManager.TryGetMarking(list[i], out var marking))
{
toRemove.Add(i);
continue;
}
if (marking.Sprites.Count != list[i].MarkingColors.Count)
{
list[i] = new Marking(marking.ID, marking.Sprites.Count);
}
}
foreach (var i in toRemove)
{
Remove(category, i);
}
}
}
/// <summary>
/// Ensures that the default markings as defined by the marking point set in this marking set are applied.
/// </summary>
/// <param name="skinColor">Color to apply.</param>
/// <param name="markingManager">Marking manager.</param>
public void EnsureDefault(Color? skinColor = null, MarkingManager? markingManager = null)
{
IoCManager.Resolve(ref markingManager);
foreach (var (category, points) in _points)
{
if (points.Points <= 0 || points.DefaultMarkings.Count <= 0)
{
continue;
}
var index = 0;
while (points.Points > 0 || index < points.DefaultMarkings.Count)
{
if (markingManager.Markings.TryGetValue(points.DefaultMarkings[index], out var prototype))
{
Marking marking;
if (skinColor == null)
{
marking = new Marking(points.DefaultMarkings[index], prototype.Sprites.Count);
}
else
{
var colors = new List<Color>();
for (var i = 0; i < prototype.Sprites.Count; i++)
{
colors.Add(skinColor.Value);
}
marking = new Marking(points.DefaultMarkings[index], colors);
}
AddBack(category, marking);
}
index++;
}
}
}
/// <summary>
/// How many points are left in this marking set's category
/// </summary>
/// <param name="category">The category to check</param>
/// <returns>A number equal or greater than zero if the category exists, -1 otherwise.</returns>
public int PointsLeft(MarkingCategories category)
{
if (!_points.TryGetValue(category, out var points))
{
return -1;
}
return points.Points;
}
/// <summary>
/// Add a marking to the front of the category's list of markings.
/// </summary>
/// <param name="category">Category to add the marking to.</param>
/// <param name="marking">The marking instance in question.</param>
public void AddFront(MarkingCategories category, Marking marking)
{
if (!marking.Forced && _points.TryGetValue(category, out var points))
{
if (points.Points <= 0)
{
return;
}
points.Points--;
}
if (!_markings.TryGetValue(category, out var markings))
{
markings = new();
_markings[category] = markings;
}
markings.Insert(0, marking);
}
/// <summary>
/// Add a marking to the back of the category's list of markings.
/// </summary>
/// <param name="category"></param>
/// <param name="marking"></param>
public void AddBack(MarkingCategories category, Marking marking)
{
if (!marking.Forced && _points.TryGetValue(category, out var points))
{
if (points.Points <= 0)
{
return;
}
points.Points--;
}
if (!_markings.TryGetValue(category, out var markings))
{
markings = new();
_markings[category] = markings;
}
markings.Add(marking);
}
/// <summary>
/// Adds a category to this marking set.
/// </summary>
/// <param name="category"></param>
/// <returns></returns>
public List<Marking> AddCategory(MarkingCategories category)
{
var markings = new List<Marking>();
_markings.Add(category, markings);
return markings;
}
/// <summary>
/// Replace a marking at a given index in a marking category with another marking.
/// </summary>
/// <param name="category">The category to replace the marking in.</param>
/// <param name="index">The index of the marking.</param>
/// <param name="marking">The marking to insert.</param>
public void Replace(MarkingCategories category, int index, Marking marking)
{
if (index < 0 || !_markings.TryGetValue(category, out var markings)
|| index >= markings.Count)
{
return;
}
markings[index] = marking;
}
/// <summary>
/// Remove a marking by category and ID.
/// </summary>
/// <param name="category">The category that contains the marking.</param>
/// <param name="id">The marking's ID.</param>
/// <returns>True if removed, false otherwise.</returns>
public bool Remove(MarkingCategories category, string id)
{
if (!_markings.TryGetValue(category, out var markings))
{
return false;
}
for (var i = 0; i < markings.Count; i++)
{
if (markings[i].MarkingId != id)
{
continue;
}
if (!markings[i].Forced && _points.TryGetValue(category, out var points))
{
points.Points++;
}
markings.RemoveAt(i);
return true;
}
return false;
}
/// <summary>
/// Remove a marking by category and index.
/// </summary>
/// <param name="category">The category that contains the marking.</param>
/// <param name="idx">The marking's index.</param>
/// <returns>True if removed, false otherwise.</returns>
public void Remove(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
if (idx < 0 || idx >= markings.Count)
{
return;
}
if (!markings[idx].Forced && _points.TryGetValue(category, out var points))
{
points.Points++;
}
markings.RemoveAt(idx);
}
/// <summary>
/// Remove an entire category from this marking set.
/// </summary>
/// <param name="category">The category to remove.</param>
/// <returns>True if removed, false otherwise.</returns>
public bool RemoveCategory(MarkingCategories category)
{
if (!_markings.TryGetValue(category, out var markings))
{
return false;
}
if (_points.TryGetValue(category, out var points))
{
foreach (var marking in markings)
{
if (marking.Forced)
{
continue;
}
points.Points++;
}
}
_markings.Remove(category);
return true;
}
/// <summary>
/// Clears all markings from this marking set.
/// </summary>
public void Clear()
{
foreach (var category in Enum.GetValues<MarkingCategories>())
{
RemoveCategory(category);
}
}
/// <summary>
/// Attempt to find the index of a marking in a category by ID.
/// </summary>
/// <param name="category">The category to search in.</param>
/// <param name="id">The ID to search for.</param>
/// <returns>The index of the marking, otherwise a negative number.</returns>
public int FindIndexOf(MarkingCategories category, string id)
{
if (!_markings.TryGetValue(category, out var markings))
{
return -1;
}
return markings.FindIndex(m => m.MarkingId == id);
}
/// <summary>
/// Tries to get an entire category from this marking set.
/// </summary>
/// <param name="category">The category to fetch.</param>
/// <param name="markings">A read only list of the all markings in that category.</param>
/// <returns>True if successful, false otherwise.</returns>
public bool TryGetCategory(MarkingCategories category, [NotNullWhen(true)] out IReadOnlyList<Marking>? markings)
{
markings = null;
if (_markings.TryGetValue(category, out var list))
{
markings = list;
return true;
}
return false;
}
/// <summary>
/// Tries to get a marking from this marking set, by category.
/// </summary>
/// <param name="category">The category to search in.</param>
/// <param name="id">The ID to search for.</param>
/// <param name="marking">The marking, if it was retrieved.</param>
/// <returns>True if successful, false otherwise.</returns>
public bool TryGetMarking(MarkingCategories category, string id, [NotNullWhen(true)] out Marking? marking)
{
marking = null;
if (!_markings.TryGetValue(category, out var markings))
{
return false;
}
foreach (var m in markings)
{
if (m.MarkingId == id)
{
marking = m;
return true;
}
}
return false;
}
/// <summary>
/// Shifts a marking's rank towards the front of the list
/// </summary>
/// <param name="category">The category to shift in.</param>
/// <param name="idx">Index of the marking.</param>
public void ShiftRankUp(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
if (idx < 0 || idx >= markings.Count || idx - 1 < 0)
{
return;
}
(markings[idx - 1], markings[idx]) = (markings[idx], markings[idx - 1]);
}
/// <summary>
/// Shifts a marking's rank upwards from the end of the list
/// </summary>
/// <param name="category">The category to shift in.</param>
/// <param name="idx">Index of the marking from the end</param>
public void ShiftRankUpFromEnd(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
ShiftRankUp(category, markings.Count - idx - 1);
}
/// <summary>
/// Shifts a marking's rank towards the end of the list
/// </summary>
/// <param name="category">The category to shift in.</param>
/// <param name="idx">Index of the marking.</param>
public void ShiftRankDown(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
if (idx < 0 || idx >= markings.Count || idx + 1 >= markings.Count)
{
return;
}
(markings[idx + 1], markings[idx]) = (markings[idx], markings[idx + 1]);
}
/// <summary>
/// Shifts a marking's rank downwards from the end of the list
/// </summary>
/// <param name="category">The category to shift in.</param>
/// <param name="idx">Index of the marking from the end</param>
public void ShiftRankDownFromEnd(MarkingCategories category, int idx)
{
if (!_markings.TryGetValue(category, out var markings))
{
return;
}
ShiftRankDown(category, markings.Count - idx - 1);
}
/// <summary>
/// Gets all markings in this set as an enumerator. Lists will be organized, but categories may be in any order.
/// </summary>
/// <returns>An enumerator of <see cref="Marking"/>s.</returns>
public ForwardMarkingEnumerator GetForwardEnumerator()
{
var markings = new List<Marking>();
foreach (var (_, list) in _markings)
{
markings.AddRange(list);
}
return new ForwardMarkingEnumerator(markings);
}
/// <summary>
/// Gets an enumerator of markings in this set, but only for one category.
/// </summary>
/// <param name="category">The category to fetch.</param>
/// <returns>An enumerator of <see cref="Marking"/>s in that category.</returns>
public ForwardMarkingEnumerator GetForwardEnumerator(MarkingCategories category)
{
var markings = new List<Marking>();
if (_markings.TryGetValue(category, out var listing))
{
markings = new(listing);
}
return new ForwardMarkingEnumerator(markings);
}
/// <summary>
/// Gets all markings in this set as an enumerator, but in reverse order. Lists will be in reverse order, but categories may be in any order.
/// </summary>
/// <returns>An enumerator of <see cref="Marking"/>s in reverse.</returns>
public ReverseMarkingEnumerator GetReverseEnumerator()
{
var markings = new List<Marking>();
foreach (var (_, list) in _markings)
{
markings.AddRange(list);
}
return new ReverseMarkingEnumerator(markings);
}
/// <summary>
/// Gets an enumerator of markings in this set in reverse order, but only for one category.
/// </summary>
/// <param name="category">The category to fetch.</param>
/// <returns>An enumerator of <see cref="Marking"/>s in that category, in reverse order.</returns>
public ReverseMarkingEnumerator GetReverseEnumerator(MarkingCategories category)
{
var markings = new List<Marking>();
if (_markings.TryGetValue(category, out var listing))
{
markings = new(listing);
}
return new ReverseMarkingEnumerator(markings);
}
public bool CategoryEquals(MarkingCategories category, MarkingSet other)
{
if (!_markings.TryGetValue(category, out var markings)
|| !other._markings.TryGetValue(category, out var markingsOther))
{
return false;
}
return markings.SequenceEqual(markingsOther);
}
public bool Equals(MarkingSet other)
{
foreach (var (category, _) in _markings)
{
if (!CategoryEquals(category, other))
{
return false;
}
}
return true;
}
/// <summary>
/// Gets a difference of marking categories between two marking sets
/// </summary>
/// <param name="other">The other marking set.</param>
/// <returns>Enumerator of marking categories that were different between the two.</returns>
public IEnumerable<MarkingCategories> CategoryDifference(MarkingSet other)
{
foreach (var (category, _) in _markings)
{
if (!CategoryEquals(category, other))
{
yield return category;
}
}
}
}
public sealed class ForwardMarkingEnumerator : IEnumerable<Marking>
{
private List<Marking> _markings;
public ForwardMarkingEnumerator(List<Marking> markings)
{
_markings = markings;
}
public IEnumerator<Marking> GetEnumerator()
{
return new MarkingsEnumerator(_markings, false);
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
public sealed class ReverseMarkingEnumerator : IEnumerable<Marking>
{
private List<Marking> _markings;
public ReverseMarkingEnumerator(List<Marking> markings)
{
_markings = markings;
}
public IEnumerator<Marking> GetEnumerator()
{
return new MarkingsEnumerator(_markings, true);
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
public sealed class MarkingsEnumerator : IEnumerator<Marking>
{
private List<Marking> _markings;
private bool _reverse;
int position;
public MarkingsEnumerator(List<Marking> markings, bool reverse)
{
_markings = markings;
_reverse = reverse;
if (_reverse)
{
position = _markings.Count;
}
else
{
position = -1;
}
}
public bool MoveNext()
{
if (_reverse)
{
position--;
return (position >= 0);
}
else
{
position++;
return (position < _markings.Count);
}
}
public void Reset()
{
if (_reverse)
{
position = _markings.Count;
}
else
{
position = -1;
}
}
public void Dispose()
{}
object IEnumerator.Current
{
get => _markings[position];
}
public Marking Current
{
get => _markings[position];
}
}