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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
@@ -1,4 +1,7 @@
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using Content.Shared.Body;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Humanoid;
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@@ -12,56 +15,29 @@ public enum HumanoidMarkingModifierKey
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[Serializable, NetSerializable]
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public sealed class HumanoidMarkingModifierMarkingSetMessage : BoundUserInterfaceMessage
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{
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public MarkingSet MarkingSet { get; }
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public bool ResendState { get; }
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public Dictionary<ProtoId<OrganCategoryPrototype>, Dictionary<HumanoidVisualLayers, List<Marking>>> Markings { get; }
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public HumanoidMarkingModifierMarkingSetMessage(MarkingSet set, bool resendState)
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public HumanoidMarkingModifierMarkingSetMessage(Dictionary<ProtoId<OrganCategoryPrototype>, Dictionary<HumanoidVisualLayers, List<Marking>>> markings)
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{
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MarkingSet = set;
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ResendState = resendState;
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Markings = markings;
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}
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}
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[Serializable, NetSerializable]
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public sealed class HumanoidMarkingModifierBaseLayersSetMessage : BoundUserInterfaceMessage
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{
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public HumanoidMarkingModifierBaseLayersSetMessage(HumanoidVisualLayers layer, CustomBaseLayerInfo? info, bool resendState)
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{
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Layer = layer;
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Info = info;
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ResendState = resendState;
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}
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public HumanoidVisualLayers Layer { get; }
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public CustomBaseLayerInfo? Info { get; }
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public bool ResendState { get; }
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}
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[Serializable, NetSerializable]
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public sealed class HumanoidMarkingModifierState : BoundUserInterfaceState
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{
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// TODO just use the component state, remove the BUI state altogether.
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public HumanoidMarkingModifierState(
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MarkingSet markingSet,
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string species,
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Sex sex,
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Color skinColor,
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Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> customBaseLayers
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Dictionary<ProtoId<OrganCategoryPrototype>, Dictionary<HumanoidVisualLayers, List<Marking>>> markings,
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Dictionary<ProtoId<OrganCategoryPrototype>, OrganMarkingData> organData,
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Dictionary<ProtoId<OrganCategoryPrototype>, OrganProfileData> organProfileData
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)
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{
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MarkingSet = markingSet;
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Species = species;
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Sex = sex;
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SkinColor = skinColor;
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CustomBaseLayers = customBaseLayers;
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Markings = markings;
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OrganData = organData;
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OrganProfileData = organProfileData;
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}
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public MarkingSet MarkingSet { get; }
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public string Species { get; }
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public Sex Sex { get; }
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public Color SkinColor { get; }
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public Color EyeColor { get; }
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public Color? HairColor { get; }
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public Color? FacialHairColor { get; }
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public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> CustomBaseLayers { get; }
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public Dictionary<ProtoId<OrganCategoryPrototype>, Dictionary<HumanoidVisualLayers, List<Marking>>> Markings { get; }
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public Dictionary<ProtoId<OrganCategoryPrototype>, OrganMarkingData> OrganData { get; }
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public Dictionary<ProtoId<OrganCategoryPrototype>, OrganProfileData> OrganProfileData { get; }
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}
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