[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()
{
private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref AfterAutoHandleStateEvent args)
{
- UpdateSprite(component, Comp<SpriteComponent>(uid));
+ UpdateSprite((uid, component, Comp<SpriteComponent>(uid)));
}
private void OnCvarChanged(bool value)
{
var humanoidQuery = EntityManager.AllEntityQueryEnumerator<HumanoidAppearanceComponent, SpriteComponent>();
- while (humanoidQuery.MoveNext(out var _, out var humanoidComp, out var spriteComp))
+ while (humanoidQuery.MoveNext(out var uid, out var humanoidComp, out var spriteComp))
{
- UpdateSprite(humanoidComp, spriteComp);
+ UpdateSprite((uid, humanoidComp, spriteComp));
}
}
- private void UpdateSprite(HumanoidAppearanceComponent component, SpriteComponent sprite)
+ private void UpdateSprite(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
- UpdateLayers(component, sprite);
- ApplyMarkingSet(component, sprite);
+ UpdateLayers(entity);
+ ApplyMarkingSet(entity);
- sprite[sprite.LayerMapReserveBlank(HumanoidVisualLayers.Eyes)].Color = component.EyeColor;
+ 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(HumanoidAppearanceComponent component, SpriteComponent sprite)
+ 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();
{
oldLayers.Remove(key);
if (!component.CustomBaseLayers.ContainsKey(key))
- SetLayerData(component, sprite, key, id, sexMorph: true);
+ SetLayerData(entity, key, id, sexMorph: true);
}
// add custom layers
foreach (var (key, info) in component.CustomBaseLayers)
{
oldLayers.Remove(key);
- SetLayerData(component, sprite, key, info.Id, sexMorph: false, color: info.Color);
+ SetLayerData(entity, key, info.Id, sexMorph: false, color: info.Color);
}
// hide old layers
// TODO maybe just remove them altogether?
foreach (var key in oldLayers)
{
- if (sprite.LayerMapTryGet(key, out var index))
+ if (_sprite.LayerMapTryGet((entity.Owner, sprite), key, out var index, false))
sprite[index].Visible = false;
}
}
private void SetLayerData(
- HumanoidAppearanceComponent component,
- SpriteComponent sprite,
+ Entity<HumanoidAppearanceComponent, SpriteComponent> entity,
HumanoidVisualLayers key,
string? protoId,
bool sexMorph = false,
Color? color = null)
{
- var layerIndex = sprite.LayerMapReserveBlank(key);
+ 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);
layer.Color = component.SkinColor.WithAlpha(proto.LayerAlpha);
if (proto.BaseSprite != null)
- sprite.LayerSetSprite(layerIndex, proto.BaseSprite);
+ _sprite.LayerSetSprite((entity.Owner, sprite), layerIndex, proto.BaseSprite);
}
/// <summary>
humanoid.SkinColor = profile.Appearance.SkinColor;
humanoid.EyeColor = profile.Appearance.EyeColor;
- UpdateSprite(humanoid, Comp<SpriteComponent>(uid));
+ UpdateSprite((uid, humanoid, Comp<SpriteComponent>(uid)));
}
- private void ApplyMarkingSet(HumanoidAppearanceComponent humanoid, SpriteComponent sprite)
+ 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(humanoid, sprite);
+ ClearAllMarkings(entity);
var censorNudity = _configurationManager.GetCVar(CCVars.AccessibilityClientCensorNudity) ||
_configurationManager.GetCVar(CCVars.AccessibilityServerCensorNudity);
{
if (_markingManager.TryGetMarking(marking, out var markingPrototype))
{
- ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
+ ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, entity);
if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentTop)
applyUndergarmentTop = false;
else if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentBottom)
humanoid.ClientOldMarkings = new MarkingSet(humanoid.MarkingSet);
- AddUndergarments(humanoid, sprite, applyUndergarmentTop, applyUndergarmentBottom);
+ AddUndergarments(entity, applyUndergarmentTop, applyUndergarmentBottom);
}
- private void ClearAllMarkings(HumanoidAppearanceComponent humanoid, SpriteComponent sprite)
+ 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, sprite);
+ RemoveMarking(marking, (entity, sprite));
}
}
{
foreach (var marking in markingList)
{
- RemoveMarking(marking, sprite);
+ RemoveMarking(marking, (entity, sprite));
}
}
}
- private void RemoveMarking(Marking marking, SpriteComponent spriteComp)
+ private void RemoveMarking(Marking marking, Entity<SpriteComponent> spriteEnt)
{
if (!_markingManager.TryGetMarking(marking, out var prototype))
{
}
var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
- if (!spriteComp.LayerMapTryGet(layerId, out var index))
+ if (!_sprite.LayerMapTryGet(spriteEnt.AsNullable(), layerId, out var index, false))
{
continue;
}
- spriteComp.LayerMapRemove(layerId);
- spriteComp.RemoveLayer(index);
+ _sprite.LayerMapRemove(spriteEnt.AsNullable(), layerId);
+ _sprite.RemoveLayer(spriteEnt.AsNullable(), index);
}
}
- private void AddUndergarments(HumanoidAppearanceComponent humanoid, SpriteComponent sprite, bool undergarmentTop, bool undergarmentBottom)
+ 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, humanoid, sprite);
+ humanoid.ClientOldMarkings.Markings.Add(MarkingCategories.UndergarmentTop, new List<Marking> { marking });
+ ApplyMarking(prototype, null, true, entity);
}
}
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, humanoid, sprite);
+ 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,
- HumanoidAppearanceComponent humanoid,
- SpriteComponent sprite)
+ Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
{
- if (!sprite.LayerMapTryGet(markingPrototype.BodyPart, out int targetLayer))
+ var humanoid = entity.Comp1;
+ var sprite = entity.Comp2;
+
+ if (!_sprite.LayerMapTryGet((entity.Owner, sprite), markingPrototype.BodyPart, out var targetLayer, false))
{
return;
}
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
- if (!sprite.LayerMapTryGet(layerId, out _))
+ if (!_sprite.LayerMapTryGet((entity.Owner, sprite), layerId, out _, false))
{
- var layer = sprite.AddLayer(markingSprite, targetLayer + j + 1);
- sprite.LayerMapSet(layerId, layer);
- sprite.LayerSetSprite(layerId, rsi);
+ 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(layerId, visible);
+ _sprite.LayerSetVisible((entity.Owner, sprite), layerId, visible);
if (!visible || setting == null) // this is kinda implied
{
// So if that happens just default to white?
if (colors != null && j < colors.Count)
{
- sprite.LayerSetColor(layerId, colors[j]);
+ _sprite.LayerSetColor((entity.Owner, sprite), layerId, colors[j]);
}
else
{
- sprite.LayerSetColor(layerId, Color.White);
+ _sprite.LayerSetColor((entity.Owner, sprite), layerId, Color.White);
}
if (humanoid.MarkingsDisplacement.TryGetValue(markingPrototype.BodyPart, out var displacementData) && markingPrototype.CanBeDisplaced)
if (!spriteInfo.MatchSkin)
continue;
- var index = sprite.LayerMapReserveBlank(layer);
+ var index = _sprite.LayerMapReserve((uid, sprite), layer);
sprite[index].Color = skinColor.WithAlpha(spriteInfo.LayerAlpha);
}
}
base.SetLayerVisibility(ent, layer, visible, slot, ref dirty);
var sprite = Comp<SpriteComponent>(ent);
- if (!sprite.LayerMapTryGet(layer, out var index))
+ if (!_sprite.LayerMapTryGet((ent.Owner, sprite), layer, out var index, false))
{
if (!visible)
return;
- index = sprite.LayerMapReserveBlank(layer);
+ index = _sprite.LayerMapReserve((ent.Owner, sprite), layer);
}
var spriteLayer = sprite[index];
foreach (var marking in markingList)
{
if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
- ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, ent, sprite);
+ ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, (ent, ent.Comp, sprite));
}
}
}