Files
Delta-v/Content.Shared/Humanoid/HumanoidVisualLayersExtension.cs
T
CorynandJanet Blackquill cb62b27fcf Nubody (2/3) - ShitMed removal (#5844)
* Reapply "Nubody Merge" (#5807)

This reverts commit d62f7cef10.

* Revert "Nubody Merge (#5670)"

This reverts commit b465cfb3fd.

* Revert "IPC fibers (#4968)"

This reverts commit c2b42211f0.

* Revert "IPC Polymorph fix (#4545)"

This reverts commit fa03d8c655.

* Revert "fix IPC not having humanoid emotes (#4445)"

This reverts commit 216fdf999f.

* Revert "ipc heat/cold (#4306)"

This reverts commit fafd5cf816.

* Revert "ipc cables (#4283)"

This reverts commit 54958039a1.

* Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)"

This reverts commit 71e8b7e64b.

* Revert "fix ipcs not being able to disarm (#3374)"

This reverts commit 764c4dcf54.

* Revert "make steel heal caustic for ipcs (#3206)"

This reverts commit 450ac82550.

* Revert "add missing ipc survival boxes (#3065)"

This reverts commit 888c9cdb00.

* Revert "make borgs use ipc repairing (#3064)"

This reverts commit f77a49dd0b.

* Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)"

This reverts commit 7220643531.

* Revert "Tweak IPCs (#2979)"

This reverts commit 98b47476de.

* Revert "fix nukies ipc test fail (#2957)"

This reverts commit 4a1acbf863.

* Revert "fix ipc nukies not getting comms (#2884)"

This reverts commit 8a2254770e.

* Revert "fix ipc encryption key mispredict (#2879)"

This reverts commit f08726efc1.

* Revert "Merge pull request #2800 from Spielern/port-ipc"

This reverts commit 822fa4312c, reversing
changes made to fe4c23c702.

* Remove and Fix rest of IPC Hangons causing crashes

* Integration test Errors

* Expand migration file with removed IPC stuff

* IPC Leg was found and migrated to naught

* Revert "Merge pull request #2542 from deltanedas/shitmed-ops"

This reverts commit 83a8002922, reversing
changes made to baa89b0052.

* Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)"

This reverts commit a40f0be6fd.

* Revert "Psionic Prosthetics (#4689)"

This reverts commit 2679bb238a.

* Revert "Add surgical cleanliness and sanitation (#2847)"

This reverts commit 64565ba4f7.

* Remove unremoved mentions

* Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)"

This reverts commit d0da90fa2e.

* Shit Med Removed

* Remove _ShitMed Folders and fix Errors in Console

* Add OrganAnimalBrain into the mirgraiton file

* Heads no Input Mover

* Monke

* Full migration file I guess

* oops

* shiv state fix

* Restore accidental deleted recipe

* Forgot one flt mention

* Fix more issues

* Comment out Damage Visual for motorkind for now

* Motorkind...

* Commenting stuff out for now

* thought there'd be more of this to gut

---------

Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
2026-05-21 20:27:04 -04:00

144 lines
5.6 KiB
C#

using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
namespace Content.Shared.Humanoid
{
public static class HumanoidVisualLayersExtension
{
public static bool HasSexMorph(HumanoidVisualLayers layer)
{
return layer switch
{
HumanoidVisualLayers.Chest => true,
HumanoidVisualLayers.Head => true,
_ => false
};
}
public static string GetSexMorph(HumanoidVisualLayers layer, Sex sex, string id)
{
if (!HasSexMorph(layer) || sex == Sex.Unsexed)
return id;
return $"{id}{sex}";
}
/// <summary>
/// Sublayers. Any other layers that may visually depend on this layer existing.
/// For example, the head has layers such as eyes, hair, etc. depending on it.
/// </summary>
/// <param name="layer"></param>
/// <returns>Enumerable of layers that depend on that given layer. Empty, otherwise.</returns>
/// <remarks>This could eventually be replaced by a body system implementation.</remarks>
public static IEnumerable<HumanoidVisualLayers> Sublayers(HumanoidVisualLayers layer)
{
switch (layer)
{
case HumanoidVisualLayers.Head:
yield return HumanoidVisualLayers.Head;
yield return HumanoidVisualLayers.Eyes;
yield return HumanoidVisualLayers.HeadSide;
yield return HumanoidVisualLayers.HeadTop;
yield return HumanoidVisualLayers.Hair;
yield return HumanoidVisualLayers.FacialHair;
yield return HumanoidVisualLayers.Snout;
yield return HumanoidVisualLayers.SnoutCover;
break;
case HumanoidVisualLayers.Snout:
yield return HumanoidVisualLayers.Snout;
yield return HumanoidVisualLayers.SnoutCover;
break;
case HumanoidVisualLayers.LArm:
yield return HumanoidVisualLayers.LArm;
yield return HumanoidVisualLayers.LHand;
break;
case HumanoidVisualLayers.RArm:
yield return HumanoidVisualLayers.RArm;
yield return HumanoidVisualLayers.RHand;
break;
case HumanoidVisualLayers.LLeg:
yield return HumanoidVisualLayers.LLeg;
yield return HumanoidVisualLayers.LFoot;
break;
case HumanoidVisualLayers.RLeg:
yield return HumanoidVisualLayers.RLeg;
yield return HumanoidVisualLayers.RFoot;
break;
case HumanoidVisualLayers.Chest:
yield return HumanoidVisualLayers.Chest;
yield return HumanoidVisualLayers.Tail;
break;
default:
yield break;
}
}
public static HumanoidVisualLayers? ToHumanoidLayers(this BodyPartComponent part)
{
switch (part.PartType)
{
case BodyPartType.Other:
break;
case BodyPartType.Torso:
return HumanoidVisualLayers.Chest;
case BodyPartType.Tail:
return HumanoidVisualLayers.Tail;
case BodyPartType.Head:
// use the Sublayers method to hide the rest of the parts,
// if that's what you're looking for
return HumanoidVisualLayers.Head;
case BodyPartType.Arm:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LArm;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RArm;
}
break;
case BodyPartType.Hand:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LHand;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RHand;
}
break;
case BodyPartType.Leg:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LLeg;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RLeg;
}
break;
case BodyPartType.Foot:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LFoot;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RFoot;
}
break;
}
return null;
}
}
}