* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
157 lines
5.6 KiB
C#
157 lines
5.6 KiB
C#
using System;
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using System.Linq;
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using Content.Shared.Preferences.Appearance;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Preferences
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{
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[Serializable, NetSerializable]
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public class HumanoidCharacterAppearance : ICharacterAppearance
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{
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public HumanoidCharacterAppearance(string hairStyleName,
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Color hairColor,
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string facialHairStyleName,
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Color facialHairColor,
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Color eyeColor,
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Color skinColor)
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{
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HairStyleName = hairStyleName;
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HairColor = ClampColor(hairColor);
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FacialHairStyleName = facialHairStyleName;
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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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}
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public string HairStyleName { get; }
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public Color HairColor { get; }
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public string FacialHairStyleName { get; }
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public Color FacialHairColor { get; }
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public Color EyeColor { get; }
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public Color SkinColor { get; }
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public HumanoidCharacterAppearance WithHairStyleName(string newName)
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{
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return new(newName, HairColor, FacialHairStyleName, FacialHairColor, EyeColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithHairColor(Color newColor)
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{
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return new(HairStyleName, newColor, FacialHairStyleName, FacialHairColor, EyeColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithFacialHairStyleName(string newName)
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{
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return new(HairStyleName, HairColor, newName, FacialHairColor, EyeColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithFacialHairColor(Color newColor)
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{
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return new(HairStyleName, HairColor, FacialHairStyleName, newColor, EyeColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithEyeColor(Color newColor)
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{
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return new(HairStyleName, HairColor, FacialHairStyleName, FacialHairColor, newColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithSkinColor(Color newColor)
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{
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return new(HairStyleName, HairColor, FacialHairStyleName, FacialHairColor, EyeColor, newColor);
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}
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public static HumanoidCharacterAppearance Default()
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{
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return new(
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"Bald",
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Color.Black,
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"Shaved",
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Color.Black,
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Color.Black,
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Color.FromHex("#C0967F")
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);
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}
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public static HumanoidCharacterAppearance Random(Sex sex)
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var newHairStyle = random.Pick(HairStyles.HairStylesMap.Keys.ToList());
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var newFacialHairStyle = sex == Sex.Female
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? HairStyles.DefaultFacialHairStyle
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: random.Pick(HairStyles.FacialHairStylesMap.Keys.ToList());
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var 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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// TODO: Add random eye and skin color
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return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, Color.Black, Color.FromHex("#C0967F"));
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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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}
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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)
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{
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string hairStyleName;
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if (!HairStyles.HairStylesMap.ContainsKey(appearance.HairStyleName))
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{
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hairStyleName = HairStyles.DefaultHairStyle;
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}
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else
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{
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hairStyleName = appearance.HairStyleName;
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}
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string facialHairStyleName;
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if (!HairStyles.FacialHairStylesMap.ContainsKey(appearance.FacialHairStyleName))
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{
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facialHairStyleName = HairStyles.DefaultFacialHairStyle;
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}
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else
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{
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facialHairStyleName = appearance.FacialHairStyleName;
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}
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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 skinColor = ClampColor(appearance.SkinColor);
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return new HumanoidCharacterAppearance(
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hairStyleName,
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hairColor,
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facialHairStyleName,
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facialHairColor,
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eyeColor,
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skinColor);
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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 (HairStyleName != other.HairStyleName) return false;
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if (!HairColor.Equals(other.HairColor)) return false;
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if (FacialHairStyleName != other.FacialHairStyleName) 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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return true;
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}
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}
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}
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