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- using System.IO;
- using System.Linq;
- using System.Numerics;
- using Content.Shared.CCVar;
- using Content.Shared.Decals;
- using Content.Shared.Examine;
- using Content.Shared.Humanoid.Markings;
- using Content.Shared.Humanoid.Prototypes;
- using Content.Shared.IdentityManagement;
- using Content.Shared.Inventory;
- using Content.Shared.Preferences;
- using Robust.Shared;
- using Robust.Shared.Configuration;
- using Robust.Shared.GameObjects.Components.Localization;
- using Robust.Shared.Network;
- using Robust.Shared.Player;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Serialization.Manager;
- using Robust.Shared.Serialization.Markdown;
- using Robust.Shared.Utility;
- using YamlDotNet.RepresentationModel;
- namespace Content.Shared.Humanoid;
- /// <summary>
- /// HumanoidSystem. Primarily deals with the appearance and visual data
- /// of a humanoid entity. HumanoidVisualizer is what deals with actually
- /// organizing the sprites and setting up the sprite component's layers.
- ///
- /// This is a shared system, because while it is server authoritative,
- /// you still need a local copy so that players can set up their
- /// characters.
- /// </summary>
- public abstract class SharedHumanoidAppearanceSystem : EntitySystem
- {
- [Dependency] private readonly IConfigurationManager _cfgManager = default!;
- [Dependency] private readonly INetManager _netManager = default!;
- [Dependency] private readonly IPrototypeManager _proto = default!;
- [Dependency] private readonly ISerializationManager _serManager = default!;
- [Dependency] private readonly MarkingManager _markingManager = default!;
- [ValidatePrototypeId<SpeciesPrototype>]
- public const string DefaultSpecies = "Human";
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<HumanoidAppearanceComponent, ComponentInit>(OnInit);
- SubscribeLocalEvent<HumanoidAppearanceComponent, ExaminedEvent>(OnExamined);
- }
- public DataNode ToDataNode(HumanoidCharacterProfile profile)
- {
- var export = new HumanoidProfileExport()
- {
- ForkId = _cfgManager.GetCVar(CVars.BuildForkId),
- Profile = profile,
- };
- var dataNode = _serManager.WriteValue(export, alwaysWrite: true, notNullableOverride: true);
- return dataNode;
- }
- public HumanoidCharacterProfile FromStream(Stream stream, ICommonSession session)
- {
- using var reader = new StreamReader(stream, EncodingHelpers.UTF8);
- var yamlStream = new YamlStream();
- yamlStream.Load(reader);
- var root = yamlStream.Documents[0].RootNode;
- var export = _serManager.Read<HumanoidProfileExport>(root.ToDataNode(), notNullableOverride: true);
- /*
- * Add custom handling here for forks / version numbers if you care.
- */
- var profile = export.Profile;
- var collection = IoCManager.Instance;
- profile.EnsureValid(session, collection!);
- return profile;
- }
- private void OnInit(EntityUid uid, HumanoidAppearanceComponent humanoid, ComponentInit args)
- {
- if (string.IsNullOrEmpty(humanoid.Species) || _netManager.IsClient && !IsClientSide(uid))
- {
- return;
- }
- if (string.IsNullOrEmpty(humanoid.Initial)
- || !_proto.TryIndex(humanoid.Initial, out HumanoidProfilePrototype? startingSet))
- {
- LoadProfile(uid, HumanoidCharacterProfile.DefaultWithSpecies(humanoid.Species), humanoid);
- return;
- }
- // Do this first, because profiles currently do not support custom base layers
- foreach (var (layer, info) in startingSet.CustomBaseLayers)
- {
- humanoid.CustomBaseLayers.Add(layer, info);
- }
- LoadProfile(uid, startingSet.Profile, humanoid);
- }
- private void OnExamined(EntityUid uid, HumanoidAppearanceComponent component, ExaminedEvent args)
- {
- var identity = Identity.Entity(uid, EntityManager);
- var species = GetSpeciesRepresentation(component.Species).ToLower();
- var age = GetAgeRepresentation(component.Species, component.Age);
- args.PushText(Loc.GetString("humanoid-appearance-component-examine", ("user", identity), ("age", age), ("species", species)));
- }
- /// <summary>
- /// Toggles a humanoid's sprite layer visibility.
- /// </summary>
- /// <param name="ent">Humanoid entity</param>
- /// <param name="layer">Layer to toggle visibility for</param>
- /// <param name="visible">Whether to hide or show the layer. If more than once piece of clothing is hiding the layer, it may remain hidden.</param>
- /// <param name="source">Equipment slot that has the clothing that is (or was) hiding the layer. If not specified, the change is "permanent" (i.e., see <see cref="HumanoidAppearanceComponent.PermanentlyHidden"/>)</param>
- public void SetLayerVisibility(Entity<HumanoidAppearanceComponent?> ent,
- HumanoidVisualLayers layer,
- bool visible,
- SlotFlags? source = null)
- {
- if (!Resolve(ent.Owner, ref ent.Comp, false))
- return;
- var dirty = false;
- SetLayerVisibility(ent!, layer, visible, source, ref dirty);
- if (dirty)
- Dirty(ent);
- }
- /// <summary>
- /// Clones a humanoid's appearance to a target mob, provided they both have humanoid components.
- /// </summary>
- /// <param name="source">Source entity to fetch the original appearance from.</param>
- /// <param name="target">Target entity to apply the source entity's appearance to.</param>
- /// <param name="sourceHumanoid">Source entity's humanoid component.</param>
- /// <param name="targetHumanoid">Target entity's humanoid component.</param>
- public void CloneAppearance(EntityUid source, EntityUid target, HumanoidAppearanceComponent? sourceHumanoid = null,
- HumanoidAppearanceComponent? targetHumanoid = null)
- {
- if (!Resolve(source, ref sourceHumanoid) || !Resolve(target, ref targetHumanoid))
- return;
- targetHumanoid.Species = sourceHumanoid.Species;
- targetHumanoid.SkinColor = sourceHumanoid.SkinColor;
- targetHumanoid.EyeColor = sourceHumanoid.EyeColor;
- targetHumanoid.Age = sourceHumanoid.Age;
- SetSex(target, sourceHumanoid.Sex, false, targetHumanoid);
- targetHumanoid.CustomBaseLayers = new(sourceHumanoid.CustomBaseLayers);
- targetHumanoid.MarkingSet = new(sourceHumanoid.MarkingSet);
- targetHumanoid.Gender = sourceHumanoid.Gender;
- if (TryComp<GrammarComponent>(target, out var grammar))
- grammar.Gender = sourceHumanoid.Gender;
- Dirty(target, targetHumanoid);
- }
- /// <summary>
- /// Sets the visibility for multiple layers at once on a humanoid's sprite.
- /// </summary>
- /// <param name="ent">Humanoid entity</param>
- /// <param name="layers">An enumerable of all sprite layers that are going to have their visibility set</param>
- /// <param name="visible">The visibility state of the layers given</param>
- public void SetLayersVisibility(Entity<HumanoidAppearanceComponent?> ent,
- IEnumerable<HumanoidVisualLayers> layers,
- bool visible)
- {
- if (!Resolve(ent.Owner, ref ent.Comp, false))
- return;
- var dirty = false;
- foreach (var layer in layers)
- {
- SetLayerVisibility(ent!, layer, visible, null, ref dirty);
- }
- if (dirty)
- Dirty(ent);
- }
- /// <inheritdoc cref="SetLayerVisibility(Entity{HumanoidAppearanceComponent?},HumanoidVisualLayers,bool,Nullable{SlotFlags})"/>
- public virtual void SetLayerVisibility(
- Entity<HumanoidAppearanceComponent> ent,
- HumanoidVisualLayers layer,
- bool visible,
- SlotFlags? source,
- ref bool dirty)
- {
- #if DEBUG
- if (source is {} s)
- {
- DebugTools.AssertNotEqual(s, SlotFlags.NONE);
- // Check that only a single bit in the bitflag is set
- var powerOfTwo = BitOperations.RoundUpToPowerOf2((uint)s);
- DebugTools.AssertEqual((uint)s, powerOfTwo);
- }
- #endif
- if (visible)
- {
- if (source is not {} slot)
- {
- dirty |= ent.Comp.PermanentlyHidden.Remove(layer);
- }
- else if (ent.Comp.HiddenLayers.TryGetValue(layer, out var oldSlots))
- {
- // This layer might be getting hidden by more than one piece of equipped clothing.
- // remove slot flag from the set of slots hiding this layer, then check if there are any left.
- ent.Comp.HiddenLayers[layer] = ~slot & oldSlots;
- if (ent.Comp.HiddenLayers[layer] == SlotFlags.NONE)
- ent.Comp.HiddenLayers.Remove(layer);
- dirty |= (oldSlots & slot) != 0;
- }
- }
- else
- {
- if (source is not { } slot)
- {
- dirty |= ent.Comp.PermanentlyHidden.Add(layer);
- }
- else
- {
- var oldSlots = ent.Comp.HiddenLayers.GetValueOrDefault(layer);
- ent.Comp.HiddenLayers[layer] = slot | oldSlots;
- dirty |= (oldSlots & slot) != slot;
- }
- }
- }
- /// <summary>
- /// Set a humanoid mob's species. This will change their base sprites, as well as their current
- /// set of markings to fit against the mob's new species.
- /// </summary>
- /// <param name="uid">The humanoid mob's UID.</param>
- /// <param name="species">The species to set the mob to. Will return if the species prototype was invalid.</param>
- /// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
- /// <param name="humanoid">Humanoid component of the entity</param>
- public void SetSpecies(EntityUid uid, string species, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
- {
- if (!Resolve(uid, ref humanoid) || !_proto.TryIndex<SpeciesPrototype>(species, out var prototype))
- {
- return;
- }
- humanoid.Species = species;
- humanoid.MarkingSet.EnsureSpecies(species, humanoid.SkinColor, _markingManager);
- var oldMarkings = humanoid.MarkingSet.GetForwardEnumerator().ToList();
- humanoid.MarkingSet = new(oldMarkings, prototype.MarkingPoints, _markingManager, _proto);
- if (sync)
- Dirty(uid, humanoid);
- }
- /// <summary>
- /// Sets the skin color of this humanoid mob. Will only affect base layers that are not custom,
- /// custom base layers should use <see cref="SetBaseLayerColor"/> instead.
- /// </summary>
- /// <param name="uid">The humanoid mob's UID.</param>
- /// <param name="skinColor">Skin color to set on the humanoid mob.</param>
- /// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
- /// <param name="verify">Whether to verify the skin color can be set on this humanoid or not</param>
- /// <param name="humanoid">Humanoid component of the entity</param>
- public virtual void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
- {
- if (!Resolve(uid, ref humanoid))
- return;
- if (!_proto.TryIndex<SpeciesPrototype>(humanoid.Species, out var species))
- {
- return;
- }
- if (verify && !SkinColor.VerifySkinColor(species.SkinColoration, skinColor))
- {
- skinColor = SkinColor.ValidSkinTone(species.SkinColoration, skinColor);
- }
- humanoid.SkinColor = skinColor;
- if (sync)
- Dirty(uid, humanoid);
- }
- /// <summary>
- /// Sets the base layer ID of this humanoid mob. A humanoid mob's 'base layer' is
- /// the skin sprite that is applied to the mob's sprite upon appearance refresh.
- /// </summary>
- /// <param name="uid">The humanoid mob's UID.</param>
- /// <param name="layer">The layer to target on this humanoid mob.</param>
- /// <param name="id">The ID of the sprite to use. See <see cref="HumanoidSpeciesSpriteLayer"/>.</param>
- /// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
- /// <param name="humanoid">Humanoid component of the entity</param>
- public void SetBaseLayerId(EntityUid uid, HumanoidVisualLayers layer, string? id, bool sync = true,
- HumanoidAppearanceComponent? humanoid = null)
- {
- if (!Resolve(uid, ref humanoid))
- return;
- if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
- humanoid.CustomBaseLayers[layer] = info with { Id = id };
- else
- humanoid.CustomBaseLayers[layer] = new(id);
- if (sync)
- Dirty(uid, humanoid);
- }
- /// <summary>
- /// Sets the color of this humanoid mob's base layer. See <see cref="SetBaseLayerId"/> for a
- /// description of how base layers work.
- /// </summary>
- /// <param name="uid">The humanoid mob's UID.</param>
- /// <param name="layer">The layer to target on this humanoid mob.</param>
- /// <param name="color">The color to set this base layer to.</param>
- public void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color? color, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
- {
- if (!Resolve(uid, ref humanoid))
- return;
- if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
- humanoid.CustomBaseLayers[layer] = info with { Color = color };
- else
- humanoid.CustomBaseLayers[layer] = new(null, color);
- if (sync)
- Dirty(uid, humanoid);
- }
- /// <summary>
- /// Set a humanoid mob's sex. This will not change their gender.
- /// </summary>
- /// <param name="uid">The humanoid mob's UID.</param>
- /// <param name="sex">The sex to set the mob to.</param>
- /// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
- /// <param name="humanoid">Humanoid component of the entity</param>
- public void SetSex(EntityUid uid, Sex sex, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
- {
- if (!Resolve(uid, ref humanoid) || humanoid.Sex == sex)
- return;
- var oldSex = humanoid.Sex;
- humanoid.Sex = sex;
- humanoid.MarkingSet.EnsureSexes(sex, _markingManager);
- RaiseLocalEvent(uid, new SexChangedEvent(oldSex, sex));
- if (sync)
- {
- Dirty(uid, humanoid);
- }
- }
- /// <summary>
- /// Loads a humanoid character profile directly onto this humanoid mob.
- /// </summary>
- /// <param name="uid">The mob's entity UID.</param>
- /// <param name="profile">The character profile to load.</param>
- /// <param name="humanoid">Humanoid component of the entity</param>
- public virtual void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null)
- {
- if (profile == null)
- return;
- if (!Resolve(uid, ref humanoid))
- {
- return;
- }
- SetSpecies(uid, profile.Species, false, humanoid);
- SetSex(uid, profile.Sex, false, humanoid);
- humanoid.EyeColor = profile.Appearance.EyeColor;
- SetSkinColor(uid, profile.Appearance.SkinColor, false);
- humanoid.MarkingSet.Clear();
- // 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)
- {
- AddMarking(uid, marking.MarkingId, marking.MarkingColors, false);
- }
- else
- {
- markingFColored.Add(marking, prototype);
- }
- }
- }
- // Hair/facial hair - this may eventually be deprecated.
- // 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, _proto)
- ? profile.Appearance.SkinColor.WithAlpha(hairAlpha) : profile.Appearance.HairColor;
- var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _proto)
- ? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha) : profile.Appearance.FacialHairColor;
- if (_markingManager.Markings.TryGetValue(profile.Appearance.HairStyleId, out var hairPrototype) &&
- _markingManager.CanBeApplied(profile.Species, profile.Sex, hairPrototype, _proto))
- {
- AddMarking(uid, profile.Appearance.HairStyleId, hairColor, false);
- }
- if (_markingManager.Markings.TryGetValue(profile.Appearance.FacialHairStyleId, out var facialHairPrototype) &&
- _markingManager.CanBeApplied(profile.Species, profile.Sex, facialHairPrototype, _proto))
- {
- AddMarking(uid, profile.Appearance.FacialHairStyleId, facialHairColor, false);
- }
- humanoid.MarkingSet.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _proto);
- // Finally adding marking with forced colors
- foreach (var (marking, prototype) in markingFColored)
- {
- var markingColors = MarkingColoring.GetMarkingLayerColors(
- prototype,
- profile.Appearance.SkinColor,
- profile.Appearance.EyeColor,
- humanoid.MarkingSet
- );
- AddMarking(uid, marking.MarkingId, markingColors, false);
- }
- EnsureDefaultMarkings(uid, humanoid);
- humanoid.Gender = profile.Gender;
- if (TryComp<GrammarComponent>(uid, out var grammar))
- {
- grammar.Gender = profile.Gender;
- }
- humanoid.Age = profile.Age;
- Dirty(uid, humanoid);
- }
- /// <summary>
- /// Adds a marking to this humanoid.
- /// </summary>
- /// <param name="uid">Humanoid mob's UID</param>
- /// <param name="marking">Marking ID to use</param>
- /// <param name="color">Color to apply to all marking layers of this marking</param>
- /// <param name="sync">Whether to immediately sync this marking or not</param>
- /// <param name="forced">If this marking was forced (ignores marking points)</param>
- /// <param name="humanoid">Humanoid component of the entity</param>
- public void AddMarking(EntityUid uid, string marking, Color? color = null, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
- {
- if (!Resolve(uid, ref humanoid)
- || !_markingManager.Markings.TryGetValue(marking, out var prototype))
- {
- return;
- }
- var markingObject = prototype.AsMarking();
- markingObject.Forced = forced;
- if (color != null)
- {
- for (var i = 0; i < prototype.Sprites.Count; i++)
- {
- markingObject.SetColor(i, color.Value);
- }
- }
- humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
- if (sync)
- Dirty(uid, humanoid);
- }
- private void EnsureDefaultMarkings(EntityUid uid, HumanoidAppearanceComponent? humanoid)
- {
- if (!Resolve(uid, ref humanoid))
- {
- return;
- }
- humanoid.MarkingSet.EnsureDefault(humanoid.SkinColor, humanoid.EyeColor, _markingManager);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="uid">Humanoid mob's UID</param>
- /// <param name="marking">Marking ID to use</param>
- /// <param name="colors">Colors to apply against this marking's set of sprites.</param>
- /// <param name="sync">Whether to immediately sync this marking or not</param>
- /// <param name="forced">If this marking was forced (ignores marking points)</param>
- /// <param name="humanoid">Humanoid component of the entity</param>
- public void AddMarking(EntityUid uid, string marking, IReadOnlyList<Color> colors, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
- {
- if (!Resolve(uid, ref humanoid)
- || !_markingManager.Markings.TryGetValue(marking, out var prototype))
- {
- return;
- }
- var markingObject = new Marking(marking, colors);
- markingObject.Forced = forced;
- humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
- if (sync)
- Dirty(uid, humanoid);
- }
- /// <summary>
- /// Takes ID of the species prototype, returns UI-friendly name of the species.
- /// </summary>
- public string GetSpeciesRepresentation(string speciesId)
- {
- if (_proto.TryIndex<SpeciesPrototype>(speciesId, out var species))
- {
- return Loc.GetString(species.Name);
- }
- Log.Error("Tried to get representation of unknown species: {speciesId}");
- return Loc.GetString("humanoid-appearance-component-unknown-species");
- }
- public string GetAgeRepresentation(string species, int age)
- {
- if (!_proto.TryIndex<SpeciesPrototype>(species, out var speciesPrototype))
- {
- Log.Error("Tried to get age representation of species that couldn't be indexed: " + species);
- return Loc.GetString("identity-age-young");
- }
- if (age < speciesPrototype.YoungAge)
- {
- return Loc.GetString("identity-age-young");
- }
- if (age < speciesPrototype.OldAge)
- {
- return Loc.GetString("identity-age-middle-aged");
- }
- return Loc.GetString("identity-age-old");
- }
- }
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