* Fix broken layer hiding on clothes with multiple equipment slots * Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more precise layer hide behavior and more CPU efficient layer toggling. * Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask) Add documentation Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage * Fix the delayed snout bug * Misc cleanup * Make `bool permanent` implicit from SlotFlags any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg. * Split into separate system Too much pasta * Remove (hopefully unnecessary) refresh * Fisk mask networking AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Keep old behaviour, use clearer names? I'm just guessing at what this was meant to do * english * Separate slot name & flag * dirty = true * fix comment * Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr * Only set mask toggled if DisableOnFold is true * FoldableClothingSystem fixes * fix bandana state * Better comment --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
127 lines
4.3 KiB
C#
127 lines
4.3 KiB
C#
using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Inventory;
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using Robust.Shared.Enums;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Humanoid;
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[NetworkedComponent, RegisterComponent, AutoGenerateComponentState(true)]
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public sealed partial class HumanoidAppearanceComponent : Component
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{
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public MarkingSet ClientOldMarkings = new();
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[DataField, AutoNetworkedField]
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public MarkingSet MarkingSet = new();
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[DataField]
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public Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer> BaseLayers = new();
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[DataField, AutoNetworkedField]
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public HashSet<HumanoidVisualLayers> PermanentlyHidden = new();
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// Couldn't these be somewhere else?
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[DataField, AutoNetworkedField]
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public Gender Gender;
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[DataField, AutoNetworkedField]
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public int Age = 18;
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/// <summary>
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/// Any custom base layers this humanoid might have. See:
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/// limb transplants (potentially), robotic arms, etc.
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/// Stored on the server, this is merged in the client into
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/// all layer settings.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> CustomBaseLayers = new();
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/// <summary>
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/// Current species. Dictates things like base body sprites,
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/// base humanoid to spawn, etc.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public ProtoId<SpeciesPrototype> Species { get; set; }
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/// <summary>
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/// The initial profile and base layers to apply to this humanoid.
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/// </summary>
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[DataField]
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public ProtoId<HumanoidProfilePrototype>? Initial { get; private set; }
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/// <summary>
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/// Skin color of this humanoid.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Color SkinColor { get; set; } = Color.FromHex("#C0967F");
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/// <summary>
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/// A map of the visual layers currently hidden to the equipment
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/// slots that are currently hiding them. This will affect the base
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/// sprite on this humanoid layer, and any markings that sit above it.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<HumanoidVisualLayers, SlotFlags> HiddenLayers = new();
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[DataField, AutoNetworkedField]
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public Sex Sex = Sex.Male;
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[DataField, AutoNetworkedField]
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public Color EyeColor = Color.Brown;
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/// <summary>
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/// Hair color of this humanoid. Used to avoid looping through all markings
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Color? CachedHairColor;
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/// <summary>
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/// Facial Hair color of this humanoid. Used to avoid looping through all markings
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Color? CachedFacialHairColor;
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/// <summary>
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/// Which layers of this humanoid that should be hidden on equipping a corresponding item..
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/// </summary>
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[DataField]
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public HashSet<HumanoidVisualLayers> HideLayersOnEquip = [HumanoidVisualLayers.Hair];
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/// <summary>
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/// Which markings the humanoid defaults to when nudity is toggled off.
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/// </summary>
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[DataField]
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public ProtoId<MarkingPrototype>? UndergarmentTop = new ProtoId<MarkingPrototype>("UndergarmentTopTanktop");
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[DataField]
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public ProtoId<MarkingPrototype>? UndergarmentBottom = new ProtoId<MarkingPrototype>("UndergarmentBottomBoxers");
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}
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[DataDefinition]
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[Serializable, NetSerializable]
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public readonly partial struct CustomBaseLayerInfo
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{
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public CustomBaseLayerInfo(string? id, Color? color = null)
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{
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DebugTools.Assert(id == null || IoCManager.Resolve<IPrototypeManager>().HasIndex<HumanoidSpeciesSpriteLayer>(id));
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Id = id;
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Color = color;
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}
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/// <summary>
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/// ID of this custom base layer. Must be a <see cref="HumanoidSpeciesSpriteLayer"/>.
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/// </summary>
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[DataField]
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public ProtoId<HumanoidSpeciesSpriteLayer>? Id { get; init; }
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/// <summary>
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/// Color of this custom base layer. Null implies skin colour if the corresponding <see cref="HumanoidSpeciesSpriteLayer"/> is set to match skin.
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/// </summary>
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[DataField]
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public Color? Color { get; init; }
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}
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