Files
Delta-v/Content.Client/Humanoid/HumanoidAppearanceSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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>

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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...
2025-11-06 18:22:39 +00:00

469 lines
18 KiB
C#

using Content.Client.DisplacementMap;
using Content.Shared.CCVar;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Inventory;
using Content.Shared.Preferences;
using Robust.Client.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using System.Numerics; // CD - Character Records
using Robust.Client.Console; // CD - Character Records
namespace Content.Client.Humanoid;
public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MarkingManager _markingManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HumanoidAppearanceComponent, AfterAutoHandleStateEvent>(OnHandleState);
Subs.CVar(_configurationManager, CCVars.AccessibilityClientCensorNudity, OnCvarChanged, true);
Subs.CVar(_configurationManager, CCVars.AccessibilityServerCensorNudity, OnCvarChanged, true);
}
private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref AfterAutoHandleStateEvent args)
{
UpdateSprite((uid, component, Comp<SpriteComponent>(uid)));
}
private void OnCvarChanged(bool value)
{
var humanoidQuery = AllEntityQuery<HumanoidAppearanceComponent, SpriteComponent>();
while (humanoidQuery.MoveNext(out var uid, out var humanoidComp, out var spriteComp))
{
UpdateSprite((uid, humanoidComp, spriteComp));
}
}
private void UpdateSprite(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
UpdateLayers(entity);
ApplyMarkingSet(entity);
// Begin CD - Character Records
var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(entity.Comp1.Species);
var height = Math.Clamp(MathF.Round(entity.Comp1.Height, 2), speciesPrototype.MinHeight, speciesPrototype.MaxHeight); // should NOT be locked, at all
entity.Comp2.Scale = speciesPrototype.BaseScale * new Vector2(speciesPrototype.ScaleHeight ? height : 1f, height); // DV - CD Character Records shouldn't nuke species heights
// End CD - Character Records
var humanoidAppearance = entity.Comp1;
var sprite = entity.Comp2;
sprite[_sprite.LayerMapReserve((entity.Owner, sprite), HumanoidVisualLayers.Eyes)].Color = humanoidAppearance.EyeColor;
}
private static bool IsHidden(HumanoidAppearanceComponent humanoid, HumanoidVisualLayers layer)
=> humanoid.HiddenLayers.ContainsKey(layer) || humanoid.PermanentlyHidden.Contains(layer);
private void UpdateLayers(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
var component = entity.Comp1;
var sprite = entity.Comp2;
var oldLayers = new HashSet<HumanoidVisualLayers>(component.BaseLayers.Keys);
component.BaseLayers.Clear();
// add default species layers
var speciesProto = _prototypeManager.Index(component.Species);
var baseSprites = _prototypeManager.Index(speciesProto.SpriteSet);
foreach (var (key, id) in baseSprites.Sprites)
{
oldLayers.Remove(key);
if (!component.CustomBaseLayers.ContainsKey(key))
SetLayerData(entity, key, id, sexMorph: true);
}
// add custom layers
foreach (var (key, info) in component.CustomBaseLayers)
{
oldLayers.Remove(key);
// Shitmed Change: For whatever reason these weren't actually ignoring the skin color as advertised.
SetLayerData(entity, key, info.Id, sexMorph: false, color: info.Color, overrideSkin: true);
}
// hide old layers
// TODO maybe just remove them altogether?
foreach (var key in oldLayers)
{
if (_sprite.LayerMapTryGet((entity.Owner, sprite), key, out var index, false))
sprite[index].Visible = false;
}
}
private void SetLayerData(
Entity<HumanoidAppearanceComponent, SpriteComponent> entity,
HumanoidVisualLayers key,
string? protoId,
bool sexMorph = false,
Color? color = null,
bool overrideSkin = false) // Shitmed Change
{
var component = entity.Comp1;
var sprite = entity.Comp2;
var layerIndex = _sprite.LayerMapReserve((entity.Owner, sprite), key);
var layer = sprite[layerIndex];
layer.Visible = !IsHidden(component, key);
if (color != null)
layer.Color = color.Value;
if (protoId == null)
return;
if (sexMorph)
protoId = HumanoidVisualLayersExtension.GetSexMorph(key, component.Sex, protoId);
var proto = _prototypeManager.Index<HumanoidSpeciesSpriteLayer>(protoId);
component.BaseLayers[key] = proto;
if (proto.MatchSkin && !overrideSkin) // Shitmed Change
layer.Color = component.SkinColor.WithAlpha(proto.LayerAlpha);
if (proto.BaseSprite != null)
_sprite.LayerSetSprite((entity.Owner, sprite), layerIndex, proto.BaseSprite);
}
/// <summary>
/// Loads a profile directly into a humanoid.
/// </summary>
/// <param name="uid">The humanoid entity's UID</param>
/// <param name="profile">The profile to load.</param>
/// <param name="humanoid">The humanoid entity's humanoid component.</param>
/// <remarks>
/// This should not be used if the entity is owned by the server. The server will otherwise
/// override this with the appearance data it sends over.
/// </remarks>
public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null)
{
if (profile == null)
return;
if (!Resolve(uid, ref humanoid))
{
return;
}
var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
var markings = new MarkingSet(speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
var markingFColored = new Dictionary<Marking, MarkingPrototype>();
foreach (var marking in profile.Appearance.Markings)
{
if (_markingManager.TryGetMarking(marking, out var prototype))
{
if (!prototype.ForcedColoring)
{
markings.AddBack(prototype.MarkingCategory, marking);
}
else
{
markingFColored.Add(marking, prototype);
}
}
}
// legacy: remove in the future?
//markings.RemoveCategory(MarkingCategories.Hair);
//markings.RemoveCategory(MarkingCategories.FacialHair);
// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _prototypeManager)
? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
: profile.Appearance.HairColor;
var hair = new Marking(profile.Appearance.HairStyleId,
new[] { hairColor });
var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
: profile.Appearance.FacialHairColor;
var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
new[] { facialHairColor });
if (_markingManager.CanBeApplied(profile.Species, profile.Sex, hair, _prototypeManager))
{
markings.AddBack(MarkingCategories.Hair, hair);
}
if (_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHair, _prototypeManager))
{
markings.AddBack(MarkingCategories.FacialHair, facialHair);
}
// Finally adding marking with forced colors
foreach (var (marking, prototype) in markingFColored)
{
var markingColors = MarkingColoring.GetMarkingLayerColors(
prototype,
profile.Appearance.SkinColor,
profile.Appearance.EyeColor,
markings
);
markings.AddBack(prototype.MarkingCategory, new Marking(marking.MarkingId, markingColors));
}
markings.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
markings.EnsureSexes(profile.Sex, _markingManager);
markings.EnsureDefault(
profile.Appearance.SkinColor,
profile.Appearance.EyeColor,
_markingManager);
DebugTools.Assert(IsClientSide(uid));
humanoid.MarkingSet = markings;
humanoid.PermanentlyHidden = new HashSet<HumanoidVisualLayers>();
humanoid.HiddenLayers = new Dictionary<HumanoidVisualLayers, SlotFlags>();
humanoid.CustomBaseLayers = customBaseLayers;
humanoid.Sex = profile.Sex;
humanoid.Gender = profile.Gender;
humanoid.Age = profile.Age;
humanoid.Species = profile.Species;
humanoid.SkinColor = profile.Appearance.SkinColor;
humanoid.EyeColor = profile.Appearance.EyeColor;
humanoid.Height = profile.Height; // CD - Character Records
UpdateSprite((uid, humanoid, Comp<SpriteComponent>(uid)));
}
private void ApplyMarkingSet(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
var humanoid = entity.Comp1;
var sprite = entity.Comp2;
// I am lazy and I CBF resolving the previous mess, so I'm just going to nuke the markings.
// Really, markings should probably be a separate component altogether.
ClearAllMarkings(entity);
var censorNudity = _configurationManager.GetCVar(CCVars.AccessibilityClientCensorNudity) ||
_configurationManager.GetCVar(CCVars.AccessibilityServerCensorNudity);
// The reason we're splitting this up is in case the character already has undergarment equipped in that slot.
var applyUndergarmentTop = censorNudity;
var applyUndergarmentBottom = censorNudity;
foreach (var markingList in humanoid.MarkingSet.Markings.Values)
{
foreach (var marking in markingList)
{
if (_markingManager.TryGetMarking(marking, out var markingPrototype))
{
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, entity);
if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentTop)
applyUndergarmentTop = false;
else if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentBottom)
applyUndergarmentBottom = false;
}
}
}
humanoid.ClientOldMarkings = new MarkingSet(humanoid.MarkingSet);
AddUndergarments(entity, applyUndergarmentTop, applyUndergarmentBottom);
}
private void ClearAllMarkings(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
var humanoid = entity.Comp1;
var sprite = entity.Comp2;
foreach (var markingList in humanoid.ClientOldMarkings.Markings.Values)
{
foreach (var marking in markingList)
{
RemoveMarking(marking, (entity, sprite));
}
}
humanoid.ClientOldMarkings.Clear();
foreach (var markingList in humanoid.MarkingSet.Markings.Values)
{
foreach (var marking in markingList)
{
RemoveMarking(marking, (entity, sprite));
}
}
}
private void RemoveMarking(Marking marking, Entity<SpriteComponent> spriteEnt)
{
if (!_markingManager.TryGetMarking(marking, out var prototype))
{
return;
}
foreach (var sprite in prototype.Sprites)
{
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));
}
}
}
}