mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-08 23:37:25 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
279 lines
9.8 KiB
C#
279 lines
9.8 KiB
C#
using System.Numerics;
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using System.Security.Cryptography;
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using Microsoft.VisualBasic.CompilerServices;
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namespace Content.Shared.Humanoid;
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public static class SkinColor
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{
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public const float MaxTintedHuesSaturation = 0.1f;
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public const float MinTintedHuesLightness = 0.85f;
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public const float MinHuesLightness = 0.175f;
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public const float MinFeathersHue = 29f / 360;
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public const float MaxFeathersHue = 174f / 360;
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public const float MinFeathersSaturation = 20f / 100;
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public const float MaxFeathersSaturation = 88f / 100;
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public const float MinFeathersValue = 36f / 100;
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public const float MaxFeathersValue = 55f / 100;
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public static Color ValidHumanSkinTone => Color.FromHsv(new Vector4(0.07f, 0.2f, 1f, 1f));
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/// <summary>
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/// Turn a color into a valid tinted hue skin tone.
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/// </summary>
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/// <param name="color">The color to validate</param>
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/// <returns>Validated tinted hue skin tone</returns>
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public static Color ValidTintedHuesSkinTone(Color color, Color? skinTone = null)
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{
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return skinTone != null ? TintedHuesSkin(color, skinTone.Value) : TintedHues(color);
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}
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/// <summary>
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/// Get a human skin tone based on a scale of 0 to 100. The value is clamped between 0 and 100.
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/// </summary>
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/// <param name="tone">Skin tone. Valid range is 0 to 100, inclusive. 0 is gold/yellowish, 100 is dark brown.</param>
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/// <returns>A human skin tone.</returns>
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public static Color HumanSkinTone(int tone)
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{
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// 0 - 100, 0 being gold/yellowish and 100 being dark
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// HSV based
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//
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// 0 - 20 changes the hue
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// 20 - 100 changes the value
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// 0 is 45 - 20 - 100
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// 20 is 25 - 20 - 100
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// 100 is 25 - 100 - 20
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tone = Math.Clamp(tone, 0, 100);
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var rangeOffset = tone - 20;
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float hue = 25;
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float sat = 20;
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float val = 100;
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if (rangeOffset <= 0)
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{
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hue += Math.Abs(rangeOffset);
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}
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else
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{
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sat += rangeOffset;
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val -= rangeOffset;
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}
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var color = Color.FromHsv(new Vector4(hue / 360, sat / 100, val / 100, 1.0f));
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return color;
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}
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/// <summary>
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/// Gets a human skin tone from a given color.
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/// </summary>
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/// <param name="color"></param>
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/// <returns></returns>
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/// <remarks>
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/// Does not cause an exception if the color is not originally from the human color range.
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/// Instead, it will return the approximation of the skin tone value.
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/// </remarks>
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public static float HumanSkinToneFromColor(Color color)
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{
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var hsv = Color.ToHsv(color);
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// check for hue/value first, if hue is lower than this percentage
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// and value is 1.0
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// then it'll be hue
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if (Math.Clamp(hsv.X, 25f / 360f, 1) > 25f / 360f
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&& hsv.Z == 1.0)
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{
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return Math.Abs(45 - (hsv.X * 360));
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}
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// otherwise it'll directly be the saturation
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else
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{
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return hsv.Y * 100;
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}
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}
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/// <summary>
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/// Verify if a color is in the human skin tone range.
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/// </summary>
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/// <param name="color">The color to verify</param>
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/// <returns>True if valid, false otherwise.</returns>
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public static bool VerifyHumanSkinTone(Color color)
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{
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var colorValues = Color.ToHsv(color);
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var hue = Math.Round(colorValues.X * 360f);
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var sat = Math.Round(colorValues.Y * 100f);
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var val = Math.Round(colorValues.Z * 100f);
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// rangeOffset makes it so that this value
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// is 25 <= hue <= 45
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if (hue < 25 || hue > 45)
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{
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return false;
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}
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// rangeOffset makes it so that these two values
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// are 20 <= sat <= 100 and 20 <= val <= 100
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// where saturation increases to 100 and value decreases to 20
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if (sat < 20 || val < 20)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Convert a color to the 'tinted hues' skin tone type.
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/// </summary>
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/// <param name="color">Color to convert</param>
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/// <returns>Tinted hue color</returns>
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public static Color TintedHues(Color color)
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{
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var newColor = Color.ToHsl(color);
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newColor.Y *= MaxTintedHuesSaturation;
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newColor.Z = MathHelper.Lerp(MinTintedHuesLightness, 1f, newColor.Z);
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return Color.FromHsv(newColor);
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}
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/// <summary>
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/// DeltaV - Convert a color to the 'tinted hues' skin tone type, and blend it into skinColor
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/// </summary>
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/// <param name="color">Color to convert</param>
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/// <param name="skinColor">The skin color to blend with</param>
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/// <param name="blendFactor">Blending factor (0.0 to 1.0)</param>
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/// <returns>Tinted hue color</returns>
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public static Color TintedHuesSkin(Color color, Color skinColor, float blendFactor = 0.75f)
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{
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blendFactor = MathHelper.Clamp(blendFactor, 0.0f, 1.0f);
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return Color.InterpolateBetween(skinColor, color, blendFactor);
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}
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/// <summary>
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/// Verify if this color is a valid tinted hue color type, or not.
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/// </summary>
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/// <param name="color">The color to verify</param>
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/// <returns>True if valid, false otherwise</returns>
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public static bool VerifyTintedHues(Color color)
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{
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// tinted hues just ensures saturation is always .1, or 10% saturation at all times
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return Color.ToHsl(color).Y <= MaxTintedHuesSaturation && Color.ToHsl(color).Z >= MinTintedHuesLightness;
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}
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/// <summary>
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/// Converts a Color proportionally to the allowed vox color range.
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/// Will NOT preserve the specific input color even if it is within the allowed vox color range.
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/// </summary>
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/// <param name="color">Color to convert</param>
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/// <returns>Vox feather coloration</returns>
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public static Color ProportionalVoxColor(Color color)
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{
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var newColor = Color.ToHsv(color);
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newColor.X = newColor.X * (MaxFeathersHue - MinFeathersHue) + MinFeathersHue;
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newColor.Y = newColor.Y * (MaxFeathersSaturation - MinFeathersSaturation) + MinFeathersSaturation;
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newColor.Z = newColor.Z * (MaxFeathersValue - MinFeathersValue) + MinFeathersValue;
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return Color.FromHsv(newColor);
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}
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// /// <summary>
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// /// Ensures the input Color is within the allowed vox color range.
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// /// </summary>
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// /// <param name="color">Color to convert</param>
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// /// <returns>The same Color if it was within the allowed range, or the closest matching Color otherwise</returns>
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public static Color ClosestVoxColor(Color color)
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{
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var hsv = Color.ToHsv(color);
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hsv.X = Math.Clamp(hsv.X, MinFeathersHue, MaxFeathersHue);
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hsv.Y = Math.Clamp(hsv.Y, MinFeathersSaturation, MaxFeathersSaturation);
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hsv.Z = Math.Clamp(hsv.Z, MinFeathersValue, MaxFeathersValue);
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return Color.FromHsv(hsv);
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}
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/// <summary>
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/// Verify if this color is a valid vox feather coloration, or not.
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/// </summary>
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/// <param name="color">The color to verify</param>
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/// <returns>True if valid, false otherwise</returns>
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public static bool VerifyVoxFeathers(Color color)
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{
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var colorHsv = Color.ToHsv(color);
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if (colorHsv.X < MinFeathersHue || colorHsv.X > MaxFeathersHue)
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return false;
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if (colorHsv.Y < MinFeathersSaturation || colorHsv.Y > MaxFeathersSaturation)
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return false;
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if (colorHsv.Z < MinFeathersValue || colorHsv.Z > MaxFeathersValue)
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return false;
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return true;
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}
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/// <summary>
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/// This takes in a color, and returns a color guaranteed to be above MinHuesLightness
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/// </summary>
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/// <param name="color"></param>
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/// <returns>Either the color as-is if it's above MinHuesLightness, or the color with luminosity increased above MinHuesLightness</returns>
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public static Color MakeHueValid(Color color)
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{
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var manipulatedColor = Color.ToHsv(color);
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manipulatedColor.Z = Math.Max(manipulatedColor.Z, MinHuesLightness);
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return Color.FromHsv(manipulatedColor);
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}
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/// <summary>
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/// Verify if this color is above a minimum luminosity
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/// </summary>
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/// <param name="color"></param>
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/// <returns>True if valid, false if not</returns>
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public static bool VerifyHues(Color color)
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{
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return Color.ToHsv(color).Z >= MinHuesLightness;
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}
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public static bool VerifySkinColor(HumanoidSkinColor type, Color color)
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{
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return type switch
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{
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HumanoidSkinColor.HumanToned => VerifyHumanSkinTone(color),
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HumanoidSkinColor.TintedHues => VerifyTintedHues(color),
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HumanoidSkinColor.TintedHuesSkin => true, // DeltaV - Tone blending
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HumanoidSkinColor.Hues => VerifyHues(color),
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HumanoidSkinColor.VoxFeathers => VerifyVoxFeathers(color),
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_ => false,
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};
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}
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public static Color ValidSkinTone(HumanoidSkinColor type, Color color)
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{
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return type switch
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{
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HumanoidSkinColor.HumanToned => ValidHumanSkinTone,
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HumanoidSkinColor.TintedHues => ValidTintedHuesSkinTone(color),
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HumanoidSkinColor.TintedHuesSkin => ValidTintedHuesSkinTone(color), // DeltaV - Tone blending
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HumanoidSkinColor.Hues => MakeHueValid(color),
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HumanoidSkinColor.VoxFeathers => ClosestVoxColor(color),
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_ => color
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};
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}
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}
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public enum HumanoidSkinColor : byte
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{
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HumanToned,
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Hues,
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VoxFeathers, // Vox feathers are limited to a specific color range
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TintedHues, //This gives a color tint to a humanoid's skin (10% saturation with full hue range).
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TintedHuesSkin, // DeltaV - Default TintedHues assumes the texture will have the proper skin color, but moths dont
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}
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