mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +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...
469 lines
18 KiB
C#
469 lines
18 KiB
C#
using Content.Client.DisplacementMap;
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using Content.Shared.CCVar;
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using Content.Shared.Humanoid;
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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 Content.Shared.Preferences;
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using Robust.Client.GameObjects;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using System.Numerics; // CD - Character Records
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using Robust.Client.Console; // CD - Character Records
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namespace Content.Client.Humanoid;
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public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MarkingManager _markingManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HumanoidAppearanceComponent, AfterAutoHandleStateEvent>(OnHandleState);
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Subs.CVar(_configurationManager, CCVars.AccessibilityClientCensorNudity, OnCvarChanged, true);
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Subs.CVar(_configurationManager, CCVars.AccessibilityServerCensorNudity, OnCvarChanged, true);
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}
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private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref AfterAutoHandleStateEvent args)
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{
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UpdateSprite((uid, component, Comp<SpriteComponent>(uid)));
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}
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private void OnCvarChanged(bool value)
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{
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var humanoidQuery = AllEntityQuery<HumanoidAppearanceComponent, SpriteComponent>();
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while (humanoidQuery.MoveNext(out var uid, out var humanoidComp, out var spriteComp))
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{
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UpdateSprite((uid, humanoidComp, spriteComp));
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}
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}
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private void UpdateSprite(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
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{
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UpdateLayers(entity);
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ApplyMarkingSet(entity);
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// Begin CD - Character Records
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var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(entity.Comp1.Species);
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var height = Math.Clamp(MathF.Round(entity.Comp1.Height, 2), speciesPrototype.MinHeight, speciesPrototype.MaxHeight); // should NOT be locked, at all
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entity.Comp2.Scale = speciesPrototype.BaseScale * new Vector2(speciesPrototype.ScaleHeight ? height : 1f, height); // DV - CD Character Records shouldn't nuke species heights
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// End CD - Character Records
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var humanoidAppearance = entity.Comp1;
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var sprite = entity.Comp2;
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sprite[_sprite.LayerMapReserve((entity.Owner, sprite), HumanoidVisualLayers.Eyes)].Color = humanoidAppearance.EyeColor;
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}
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private static bool IsHidden(HumanoidAppearanceComponent humanoid, HumanoidVisualLayers layer)
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=> humanoid.HiddenLayers.ContainsKey(layer) || humanoid.PermanentlyHidden.Contains(layer);
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private void UpdateLayers(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
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{
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var component = entity.Comp1;
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var sprite = entity.Comp2;
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var oldLayers = new HashSet<HumanoidVisualLayers>(component.BaseLayers.Keys);
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component.BaseLayers.Clear();
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// add default species layers
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var speciesProto = _prototypeManager.Index(component.Species);
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var baseSprites = _prototypeManager.Index(speciesProto.SpriteSet);
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foreach (var (key, id) in baseSprites.Sprites)
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{
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oldLayers.Remove(key);
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if (!component.CustomBaseLayers.ContainsKey(key))
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SetLayerData(entity, key, id, sexMorph: true);
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}
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// add custom layers
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foreach (var (key, info) in component.CustomBaseLayers)
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{
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oldLayers.Remove(key);
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// Shitmed Change: For whatever reason these weren't actually ignoring the skin color as advertised.
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SetLayerData(entity, key, info.Id, sexMorph: false, color: info.Color, overrideSkin: true);
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}
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// hide old layers
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// TODO maybe just remove them altogether?
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foreach (var key in oldLayers)
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{
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if (_sprite.LayerMapTryGet((entity.Owner, sprite), key, out var index, false))
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sprite[index].Visible = false;
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}
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}
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private void SetLayerData(
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Entity<HumanoidAppearanceComponent, SpriteComponent> entity,
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HumanoidVisualLayers key,
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string? protoId,
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bool sexMorph = false,
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Color? color = null,
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bool overrideSkin = false) // Shitmed Change
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{
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var component = entity.Comp1;
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var sprite = entity.Comp2;
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var layerIndex = _sprite.LayerMapReserve((entity.Owner, sprite), key);
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var layer = sprite[layerIndex];
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layer.Visible = !IsHidden(component, key);
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if (color != null)
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layer.Color = color.Value;
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if (protoId == null)
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return;
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if (sexMorph)
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protoId = HumanoidVisualLayersExtension.GetSexMorph(key, component.Sex, protoId);
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var proto = _prototypeManager.Index<HumanoidSpeciesSpriteLayer>(protoId);
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component.BaseLayers[key] = proto;
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if (proto.MatchSkin && !overrideSkin) // Shitmed Change
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layer.Color = component.SkinColor.WithAlpha(proto.LayerAlpha);
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if (proto.BaseSprite != null)
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_sprite.LayerSetSprite((entity.Owner, sprite), layerIndex, proto.BaseSprite);
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}
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/// <summary>
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/// Loads a profile directly into a humanoid.
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/// </summary>
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/// <param name="uid">The humanoid entity's UID</param>
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/// <param name="profile">The profile to load.</param>
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/// <param name="humanoid">The humanoid entity's humanoid component.</param>
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/// <remarks>
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/// This should not be used if the entity is owned by the server. The server will otherwise
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/// override this with the appearance data it sends over.
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/// </remarks>
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public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null)
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{
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if (profile == null)
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return;
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if (!Resolve(uid, ref humanoid))
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{
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return;
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}
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var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
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var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
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var markings = new MarkingSet(speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
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// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
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var markingFColored = new Dictionary<Marking, MarkingPrototype>();
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foreach (var marking in profile.Appearance.Markings)
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{
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if (_markingManager.TryGetMarking(marking, out var prototype))
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{
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if (!prototype.ForcedColoring)
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{
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markings.AddBack(prototype.MarkingCategory, marking);
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}
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else
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{
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markingFColored.Add(marking, prototype);
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}
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}
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}
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// legacy: remove in the future?
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//markings.RemoveCategory(MarkingCategories.Hair);
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//markings.RemoveCategory(MarkingCategories.FacialHair);
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// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
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var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
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: profile.Appearance.HairColor;
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var hair = new Marking(profile.Appearance.HairStyleId,
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new[] { hairColor });
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var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
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: profile.Appearance.FacialHairColor;
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var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
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new[] { facialHairColor });
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if (_markingManager.CanBeApplied(profile.Species, profile.Sex, hair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.Hair, hair);
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}
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if (_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.FacialHair, facialHair);
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}
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// Finally adding marking with forced colors
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foreach (var (marking, prototype) in markingFColored)
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{
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var markingColors = MarkingColoring.GetMarkingLayerColors(
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prototype,
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor,
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markings
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);
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markings.AddBack(prototype.MarkingCategory, new Marking(marking.MarkingId, markingColors));
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}
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markings.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
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markings.EnsureSexes(profile.Sex, _markingManager);
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markings.EnsureDefault(
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor,
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_markingManager);
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DebugTools.Assert(IsClientSide(uid));
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humanoid.MarkingSet = markings;
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humanoid.PermanentlyHidden = new HashSet<HumanoidVisualLayers>();
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humanoid.HiddenLayers = new Dictionary<HumanoidVisualLayers, SlotFlags>();
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humanoid.CustomBaseLayers = customBaseLayers;
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humanoid.Sex = profile.Sex;
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humanoid.Gender = profile.Gender;
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humanoid.Age = profile.Age;
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humanoid.Species = profile.Species;
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humanoid.SkinColor = profile.Appearance.SkinColor;
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humanoid.EyeColor = profile.Appearance.EyeColor;
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humanoid.Height = profile.Height; // CD - Character Records
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UpdateSprite((uid, humanoid, Comp<SpriteComponent>(uid)));
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}
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private void ApplyMarkingSet(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
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{
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var humanoid = entity.Comp1;
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var sprite = entity.Comp2;
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// I am lazy and I CBF resolving the previous mess, so I'm just going to nuke the markings.
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// Really, markings should probably be a separate component altogether.
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ClearAllMarkings(entity);
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var censorNudity = _configurationManager.GetCVar(CCVars.AccessibilityClientCensorNudity) ||
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_configurationManager.GetCVar(CCVars.AccessibilityServerCensorNudity);
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// The reason we're splitting this up is in case the character already has undergarment equipped in that slot.
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var applyUndergarmentTop = censorNudity;
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var applyUndergarmentBottom = censorNudity;
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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if (_markingManager.TryGetMarking(marking, out var markingPrototype))
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{
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ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, entity);
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if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentTop)
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applyUndergarmentTop = false;
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else if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentBottom)
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applyUndergarmentBottom = false;
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}
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}
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}
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humanoid.ClientOldMarkings = new MarkingSet(humanoid.MarkingSet);
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AddUndergarments(entity, applyUndergarmentTop, applyUndergarmentBottom);
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}
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private void ClearAllMarkings(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
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{
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var humanoid = entity.Comp1;
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var sprite = entity.Comp2;
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foreach (var markingList in humanoid.ClientOldMarkings.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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RemoveMarking(marking, (entity, sprite));
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}
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}
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humanoid.ClientOldMarkings.Clear();
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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RemoveMarking(marking, (entity, sprite));
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}
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}
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}
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private void RemoveMarking(Marking marking, Entity<SpriteComponent> spriteEnt)
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{
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if (!_markingManager.TryGetMarking(marking, out var prototype))
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{
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return;
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}
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foreach (var sprite in prototype.Sprites)
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{
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if (sprite is not SpriteSpecifier.Rsi rsi)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
|
|
if (!_sprite.LayerMapTryGet(spriteEnt.AsNullable(), layerId, out var index, false))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
_sprite.LayerMapRemove(spriteEnt.AsNullable(), layerId);
|
|
_sprite.RemoveLayer(spriteEnt.AsNullable(), index);
|
|
}
|
|
}
|
|
|
|
private void AddUndergarments(Entity<HumanoidAppearanceComponent, SpriteComponent> entity, bool undergarmentTop, bool undergarmentBottom)
|
|
{
|
|
var humanoid = entity.Comp1;
|
|
|
|
if (undergarmentTop && humanoid.UndergarmentTop != null)
|
|
{
|
|
var marking = new Marking(humanoid.UndergarmentTop, new List<Color> { new Color() });
|
|
if (_markingManager.TryGetMarking(marking, out var prototype))
|
|
{
|
|
// Markings are added to ClientOldMarkings because otherwise it causes issues when toggling the feature on/off.
|
|
humanoid.ClientOldMarkings.Markings.Add(MarkingCategories.UndergarmentTop, new List<Marking> { marking });
|
|
ApplyMarking(prototype, null, true, entity);
|
|
}
|
|
}
|
|
|
|
if (undergarmentBottom && humanoid.UndergarmentBottom != null)
|
|
{
|
|
var marking = new Marking(humanoid.UndergarmentBottom, new List<Color> { new Color() });
|
|
if (_markingManager.TryGetMarking(marking, out var prototype))
|
|
{
|
|
humanoid.ClientOldMarkings.Markings.Add(MarkingCategories.UndergarmentBottom, new List<Marking> { marking });
|
|
ApplyMarking(prototype, null, true, entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ApplyMarking(MarkingPrototype markingPrototype,
|
|
IReadOnlyList<Color>? colors,
|
|
bool visible,
|
|
Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
|
|
{
|
|
var humanoid = entity.Comp1;
|
|
var sprite = entity.Comp2;
|
|
|
|
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), markingPrototype.BodyPart, out var targetLayer, false))
|
|
{
|
|
return;
|
|
}
|
|
|
|
visible &= !IsHidden(humanoid, markingPrototype.BodyPart);
|
|
visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
|
|
&& setting.AllowsMarkings;
|
|
|
|
for (var j = 0; j < markingPrototype.Sprites.Count; j++)
|
|
{
|
|
var markingSprite = markingPrototype.Sprites[j];
|
|
|
|
if (markingSprite is not SpriteSpecifier.Rsi rsi)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
|
|
|
|
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), layerId, out _, false))
|
|
{
|
|
var layer = _sprite.AddLayer((entity.Owner, sprite), markingSprite, targetLayer + j + 1);
|
|
_sprite.LayerMapSet((entity.Owner, sprite), layerId, layer);
|
|
_sprite.LayerSetSprite((entity.Owner, sprite), layerId, rsi);
|
|
}
|
|
|
|
_sprite.LayerSetVisible((entity.Owner, sprite), layerId, visible);
|
|
|
|
if (!visible || setting == null) // this is kinda implied
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Okay so if the marking prototype is modified but we load old marking data this may no longer be valid
|
|
// and we need to check the index is correct.
|
|
// So if that happens just default to white?
|
|
if (colors != null && j < colors.Count)
|
|
{
|
|
_sprite.LayerSetColor((entity.Owner, sprite), layerId, colors[j]);
|
|
}
|
|
else
|
|
{
|
|
_sprite.LayerSetColor((entity.Owner, sprite), layerId, Color.White);
|
|
}
|
|
|
|
if (humanoid.MarkingsDisplacement.TryGetValue(markingPrototype.BodyPart, out var displacementData) && markingPrototype.CanBeDisplaced)
|
|
{
|
|
_displacement.TryAddDisplacement(displacementData, (entity.Owner, sprite), targetLayer + j + 1, layerId, out _);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
|
|
{
|
|
if (!Resolve(uid, ref humanoid) || humanoid.SkinColor == skinColor)
|
|
return;
|
|
|
|
base.SetSkinColor(uid, skinColor, false, verify, humanoid);
|
|
|
|
if (!TryComp(uid, out SpriteComponent? sprite))
|
|
return;
|
|
|
|
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
|
|
{
|
|
if (!spriteInfo.MatchSkin)
|
|
continue;
|
|
|
|
var index = _sprite.LayerMapReserve((uid, sprite), layer);
|
|
sprite[index].Color = skinColor.WithAlpha(spriteInfo.LayerAlpha);
|
|
}
|
|
}
|
|
|
|
public override void SetLayerVisibility(
|
|
Entity<HumanoidAppearanceComponent> ent,
|
|
HumanoidVisualLayers layer,
|
|
bool visible,
|
|
SlotFlags? slot,
|
|
ref bool dirty)
|
|
{
|
|
base.SetLayerVisibility(ent, layer, visible, slot, ref dirty);
|
|
|
|
var sprite = Comp<SpriteComponent>(ent);
|
|
if (!_sprite.LayerMapTryGet((ent.Owner, sprite), layer, out var index, false))
|
|
{
|
|
if (!visible)
|
|
return;
|
|
index = _sprite.LayerMapReserve((ent.Owner, sprite), layer);
|
|
}
|
|
|
|
var spriteLayer = sprite[index];
|
|
if (spriteLayer.Visible == visible)
|
|
return;
|
|
|
|
spriteLayer.Visible = visible;
|
|
|
|
// I fucking hate this. I'll get around to refactoring sprite layers eventually I swear
|
|
// Just a week away...
|
|
|
|
foreach (var markingList in ent.Comp.MarkingSet.Markings.Values)
|
|
{
|
|
foreach (var marking in markingList)
|
|
{
|
|
if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
|
|
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, (ent, ent.Comp, sprite));
|
|
}
|
|
}
|
|
}
|
|
}
|