# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
632 lines
25 KiB
C#
632 lines
25 KiB
C#
using System.IO;
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using System.Linq;
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using Content.Shared._Sunrise;
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using Content.Shared._Sunrise.TTS;
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using System.Numerics;
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using Content.Shared._Sunrise.MarkingEffects;
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using Content.Shared.CCVar;
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using Content.Shared.Decals;
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using Content.Shared.Examine;
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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.IdentityManagement;
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using Content.Shared.Inventory;
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using Content.Shared.Preferences;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects.Components.Localization;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.Markdown;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using Content.Sunrise.Interfaces.Shared; // Sunrise-Sponsors
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namespace Content.Shared.Humanoid;
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/// <summary>
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/// HumanoidSystem. Primarily deals with the appearance and visual data
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/// of a humanoid entity. HumanoidVisualizer is what deals with actually
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/// organizing the sprites and setting up the sprite component's layers.
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///
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/// This is a shared system, because while it is server authoritative,
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/// you still need a local copy so that players can set up their
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/// characters.
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/// </summary>
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public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _cfgManager = default!;
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly ISerializationManager _serManager = default!;
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[Dependency] private readonly MarkingManager _markingManager = default!;
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[Dependency] private readonly GrammarSystem _grammarSystem = default!;
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[Dependency] private readonly SharedIdentitySystem _identity = default!;
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private ISharedSponsorsManager? _sponsors;
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public static readonly ProtoId<SpeciesPrototype> DefaultSpecies = "Human";
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[ValidatePrototypeId<BodyTypePrototype>]
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public const string DefaultBodyType = "HumanNormal";
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// Sunrise-TTS-Start
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public const string DefaultVoice = "Voljin";
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public static readonly Dictionary<Sex, string> DefaultSexVoice = new()
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{
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{Sex.Male, "Voljin"},
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{Sex.Female, "Amina"},
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{Sex.Unsexed, "Charlotte"}
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};
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// Sunrise-TTS-End
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public override void Initialize()
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{
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base.Initialize();
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IoCManager.Instance!.TryResolveType(out _sponsors); // Sunrise-Sponsors
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SubscribeLocalEvent<HumanoidAppearanceComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<HumanoidAppearanceComponent, ExaminedEvent>(OnExamined);
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}
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public void SetBodyType(
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EntityUid uid,
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ProtoId<BodyTypePrototype> bodyType,
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bool sync = true,
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HumanoidAppearanceComponent? humanoid = null)
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{
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if (!Resolve(uid, ref humanoid))
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return;
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var speciesPrototype = _proto.Index<SpeciesPrototype>(humanoid.Species);
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if (speciesPrototype.BodyTypes.Contains(bodyType))
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humanoid.BodyType = bodyType;
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else
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humanoid.BodyType = speciesPrototype.BodyTypes.First();
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if (sync)
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Dirty(uid, humanoid);
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}
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public DataNode ToDataNode(HumanoidCharacterProfile profile)
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{
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var export = new HumanoidProfileExport()
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{
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ForkId = _cfgManager.GetCVar(CVars.BuildForkId),
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Profile = profile,
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};
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var dataNode = _serManager.WriteValue(export, alwaysWrite: true, notNullableOverride: true);
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return dataNode;
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}
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public HumanoidCharacterProfile FromStream(Stream stream, ICommonSession session)
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{
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using var reader = new StreamReader(stream, EncodingHelpers.UTF8);
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var yamlStream = new YamlStream();
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yamlStream.Load(reader);
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var root = yamlStream.Documents[0].RootNode;
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var export = _serManager.Read<HumanoidProfileExport>(root.ToDataNode(), notNullableOverride: true);
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/*
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* Add custom handling here for forks / version numbers if you care.
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*/
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var profile = export.Profile;
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var collection = IoCManager.Instance;
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var sponsorPrototypes = _sponsors?.GetClientPrototypes().ToArray() ?? []; // Sunrise-Sponsors
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profile.EnsureValid(session, collection!, sponsorPrototypes);
|
|
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, false) || !Resolve(target, ref targetHumanoid, false))
|
|
return;
|
|
|
|
targetHumanoid.Species = sourceHumanoid.Species;
|
|
targetHumanoid.SkinColor = sourceHumanoid.SkinColor;
|
|
targetHumanoid.EyeColor = sourceHumanoid.EyeColor;
|
|
targetHumanoid.Age = sourceHumanoid.Age;
|
|
targetHumanoid.CustomBaseLayers = new(sourceHumanoid.CustomBaseLayers);
|
|
targetHumanoid.MarkingSet = new(sourceHumanoid.MarkingSet);
|
|
SetTTSVoice(target, sourceHumanoid.Voice, targetHumanoid); // Sunrise-TTS
|
|
targetHumanoid.BodyType = sourceHumanoid.BodyType;
|
|
targetHumanoid.Width = sourceHumanoid.Width; //Sunrise
|
|
targetHumanoid.Height = sourceHumanoid.Height; //Sunrise
|
|
|
|
SetSex(target, sourceHumanoid.Sex, false, targetHumanoid);
|
|
SetGender((target, targetHumanoid), 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 gender in the entity's HumanoidAppearanceComponent and GrammarComponent.
|
|
/// </summary>
|
|
public void SetGender(Entity<HumanoidAppearanceComponent?> ent, Gender gender)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return;
|
|
|
|
ent.Comp.Gender = gender;
|
|
Dirty(ent);
|
|
|
|
if (TryComp<GrammarComponent>(ent, out var grammar))
|
|
_grammarSystem.SetGender((ent, grammar), gender);
|
|
|
|
_identity.QueueIdentityUpdate(ent);
|
|
}
|
|
|
|
/// <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, markingEffect: profile.Appearance.HairMarkingEffect);
|
|
}
|
|
|
|
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, markingEffect: profile.Appearance.FacialHairMarkingEffect);
|
|
}
|
|
|
|
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);
|
|
SetTTSVoice(uid, profile.Voice, humanoid); // Sunrise-TTS
|
|
SetBodyType(uid, profile.BodyType, false, humanoid);
|
|
|
|
humanoid.Gender = profile.Gender;
|
|
if (TryComp<GrammarComponent>(uid, out var grammar))
|
|
{
|
|
_grammarSystem.SetGender((uid, grammar), profile.Gender);
|
|
}
|
|
|
|
humanoid.Age = profile.Age;
|
|
|
|
humanoid.Width = profile.Appearance.Width; //Sunrise
|
|
humanoid.Height = profile.Appearance.Height; //Sunrise
|
|
|
|
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, MarkingEffect? markingEffect = 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);
|
|
if(markingEffect != null)
|
|
markingObject.SetMarkingEffect(i, markingEffect);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
// Sunrise-start
|
|
var markingObject = new Marking(marking, colors)
|
|
{
|
|
Forced = forced
|
|
};
|
|
// Sunrise-end
|
|
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
|
|
|
|
if (sync)
|
|
Dirty(uid, humanoid);
|
|
}
|
|
|
|
// Sunrise-TTS-Start
|
|
// ReSharper disable once InconsistentNaming
|
|
public void SetTTSVoice(EntityUid uid, string voiceId, HumanoidAppearanceComponent humanoid)
|
|
{
|
|
if (!TryComp<TTSComponent>(uid, out var comp))
|
|
return;
|
|
|
|
humanoid.Voice = voiceId;
|
|
comp.VoicePrototypeId = voiceId;
|
|
}
|
|
// Sunrise-TTS-End
|
|
|
|
/// <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");
|
|
}
|
|
}
|