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Visual nubody (humanoid appearance refactor) (#42476)
* initial visual nubody * oops overlay * im so pheeming rn * conversion... * tests * comeback of the underwear * oops eyes * blabbl * zeds * yaml linted * search and visible count constraints * reordering * preserve previously selected markings colors * fix test * some ui niceties * ordering * make DB changes backwards-compatible/downgrade-friendly * fix things again * fix migration * vulpkanin markings limit increase * wrapping * code cleanup and more code cleanup and more code cleanup and more code cleanup and * fix slop ports * better sampling API * make filter work + use the method i made for its intended purpose * fix test fails real quick * magic mirror cleanup, remove TODO * don't 0-init the organ profile data * remove deltastates --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> # Conflicts: # Content.Server/Humanoid/Components/RandomHumanoidAppearanceComponent.cs # Content.Server/Humanoid/Systems/RandomHumanoidAppearanceSystem.cs # Conflicts: # Resources/Prototypes/Species/diona.yml # Conflicts: # Content.Server/Zombies/ZombieSystem.Transform.cs
This commit is contained in:
committed by
Coryler
parent
4f85f1b483
commit
c57721eca5
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using System.Numerics;
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using Content.Shared.Inventory;
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using Robust.Shared.Utility;
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namespace Content.Shared.Humanoid;
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public abstract partial class SharedHideableHumanoidLayersSystem : EntitySystem
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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="ent">Humanoid entity</param>
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/// <param name="layer">Layer to toggle visibility for</param>
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/// <param name="visible">Whether to hide or show the layer. If more than once piece of clothing is hiding the layer, it may remain hidden.</param>
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/// <param name="slot">Equipment slot that has the clothing that is (or was) hiding the layer.</param>
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public virtual void SetLayerVisibility(
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Entity<HideableHumanoidLayersComponent?> ent,
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HumanoidVisualLayers layer,
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bool visible,
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SlotFlags slot)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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#if DEBUG
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DebugTools.AssertNotEqual(slot, SlotFlags.NONE);
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// Check that only a single bit in the bitflag is set
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var powerOfTwo = BitOperations.RoundUpToPowerOf2((uint)slot);
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DebugTools.AssertEqual((uint)slot, powerOfTwo);
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#endif
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var dirty = false;
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if (visible)
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{
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var oldSlots = ent.Comp.HiddenLayers.GetValueOrDefault(layer);
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ent.Comp.HiddenLayers[layer] = slot | oldSlots;
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dirty |= (oldSlots & slot) != slot;
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}
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else if (ent.Comp.HiddenLayers.TryGetValue(layer, out var oldSlots))
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{
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// This layer might be getting hidden by more than one piece of equipped clothing.
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// remove slot flag from the set of slots hiding this layer, then check if there are any left.
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ent.Comp.HiddenLayers[layer] = ~slot & oldSlots;
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if (ent.Comp.HiddenLayers[layer] == SlotFlags.NONE)
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ent.Comp.HiddenLayers.Remove(layer);
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dirty |= (oldSlots & slot) != 0;
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}
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if (!dirty)
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return;
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Dirty(ent);
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var evt = new HumanoidLayerVisibilityChangedEvent(layer, visible);
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RaiseLocalEvent(ent, ref evt);
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}
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}
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