{
var random = IoCManager.Resolve<IRobustRandom>();
var markingManager = IoCManager.Resolve<MarkingManager>();
- var hairStyles = markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.Hair, species).Keys.ToList();
- var facialHairStyles = markingManager.MarkingsByCategoryAndSpecies(MarkingCategories.FacialHair, species).Keys.ToList();
- var newHairStyle = hairStyles.Count > 0
- ? random.Pick(hairStyles)
- : HairStyles.DefaultHairStyle;
+ var newFacialHairStyle = HairStyles.DefaultFacialHairStyle;
+ var newHairStyle = HairStyles.DefaultHairStyle;
+ List<Marking> newMarkings = [];
- var newFacialHairStyle = facialHairStyles.Count == 0 || sex == Sex.Female
- ? HairStyles.DefaultFacialHairStyle
- : random.Pick(facialHairStyles);
+ // grab a completely random color.
+ var baseColor = new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1);
- var newHairColor = random.Pick(HairStyles.RealisticHairColors);
- newHairColor = newHairColor
- .WithRed(RandomizeColor(newHairColor.R))
- .WithGreen(RandomizeColor(newHairColor.G))
- .WithBlue(RandomizeColor(newHairColor.B));
-
- // TODO: Add random markings
-
- var newEyeColor = random.Pick(RealisticEyeColors);
+ // create a new color palette based on BaseColor. roll to determine what type of palette it is.
+ // personally I think this should be weighted, but I can't be bothered to implement that.
+ List<Color> colorPalette = [];
+ switch (random.Next(3))
+ {
+ case 0:
+ colorPalette = GetSplitComplementaries(baseColor);
+ break;
+ case 1:
+ colorPalette = GetTriadicComplementaries(baseColor);
+ break;
+ case 2:
+ colorPalette = GetOneComplementary(baseColor);
+ break;
+ }
+ // grab the species skin coloration type.
var skinType = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species).SkinColoration;
- var newSkinColor = new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1);
+ // declare some defaults. ensures that the hair and eyes on hues-colored species don't match the skin or one another.
+ var newSkinColor = colorPalette[0];
+ var newHairColor = colorPalette[1];
+ var newEyeColor = colorPalette[2];
+
+ // now we do some color logic.
switch (skinType)
{
+ // if the species is HumanToned:
case HumanoidSkinColor.HumanToned:
+ // quantize the randomized skin color to the nearest acceptable HumanToned color.
var tone = Math.Round(Humanoid.SkinColor.HumanSkinToneFromColor(newSkinColor));
newSkinColor = Humanoid.SkinColor.HumanSkinTone((int)tone);
+
+ // pick a random realistic hair color from the list and randomize it juuuuust a little bit.
+ newHairColor = random.Pick(HairStyles.RealisticHairColors);
+ newHairColor = newHairColor
+ .WithRed(RandomizeColor(newHairColor.R))
+ .WithGreen(RandomizeColor(newHairColor.G))
+ .WithBlue(RandomizeColor(newHairColor.B));
+
+ // and pick a random realistic eye color from the list.
+ newEyeColor = random.Pick(RealisticEyeColors);
+
+ // we're also going to crush the other colors down to the skin's luminosity so markings don't appear too bright on darker skin.
+ colorPalette[1] = SquashToSkinLuminosity(newSkinColor, colorPalette[1]);
+ colorPalette[2] = SquashToSkinLuminosity(newSkinColor, colorPalette[2]);
break;
+
+ // if the species is Hues toned: it's fine the way it is.
case HumanoidSkinColor.Hues:
break;
+
+ // if the species is TintedHues toned: tint them hues.
case HumanoidSkinColor.TintedHues:
newSkinColor = Humanoid.SkinColor.ValidTintedHuesSkinTone(newSkinColor);
+
+ // we're also going to crush the other colors down to valid TintedHues skin colors.
+ colorPalette[1] = Humanoid.SkinColor.ValidTintedHuesSkinTone(colorPalette[1]);
+ colorPalette[2] = Humanoid.SkinColor.ValidTintedHuesSkinTone(colorPalette[2]);
break;
+
+ // if the species is VoxFeathers toned: confine the skin color to vox limits. Bright colors are otherwise fine, so leave the marking colors alone.
case HumanoidSkinColor.VoxFeathers:
newSkinColor = Humanoid.SkinColor.ProportionalVoxColor(newSkinColor);
break;
}
- return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new ());
+ // now we loop through every extant marking category,
+ foreach (var category in Enum.GetValues<MarkingCategories>())
+ {
+ // grab a list of markings in that category for that species,
+ var markings = markingManager.MarkingsByCategoryAndSpecies(category, species).Keys.ToList();
+ var markingProtos = markingManager.MarkingsByCategoryAndSpecies(category, species).Values.ToList();
+
+ // if it's facial hair, there are entries in the category, and the character is not female, assign a random one. else bald
+ if (category == MarkingCategories.FacialHair)
+ {
+ newFacialHairStyle = markings.Count == 0 || sex == Sex.Female ? HairStyles.DefaultFacialHairStyle : random.Pick(markings);
+ }
+
+ // if it's hair, and there are hair styles, roll one. else bald
+ else if (category == MarkingCategories.Hair)
+ {
+ newHairStyle = markings.Count > 0 ? random.Pick(markings) : HairStyles.DefaultHairStyle;
+ }
+
+ // for every other category,
+ else if (markings.Count > 0)
+ {
+ // roll a die. currently a 1 in 3 chance per category, except Tails, which are 1 in 2 (because of the effect they have on the silhouettes of spiders and moths.)
+ int diceRoll;
+ if (category == MarkingCategories.Tail)
+ diceRoll = random.Next(2);
+ else
+ diceRoll = random.Next(3);
+
+ if (diceRoll == 0)
+ {
+ MarkingPrototype? lastMarking = null;
+
+ // roll to see how many markings from that category will be added. currently a maximum of 2.
+ var loops = random.Next(2) + 1;
+
+ // add a marking (loops) times
+ for (var i = 0; i < loops; i++)
+ {
+ // pick a random marking from the list
+ var protoToAdd = random.Pick(markingProtos);
+ var markingToAdd = protoToAdd.AsMarking();
+ Color markingColor;
+
+ // prevent duplicates:
+ if (lastMarking != null && lastMarking == protoToAdd)
+ continue;
+
+ // set gauze to white.
+ // side note, I really hate that gauze isn't its own category. please fix that so that i can make this not suck as much.
+ // or, like, give it its own color rules. or something.
+ if (markingToAdd.MarkingId.Contains("gauze", StringComparison.OrdinalIgnoreCase))
+ {
+ markingToAdd.SetColor(Color.White);
+ newMarkings.Add(markingToAdd);
+ lastMarking = protoToAdd;
+ continue;
+ }
+
+ // select a random color from our two secondary colors. if our marking is a Tail, add the skin color as well, otherwise lizards always look a little odd.
+ // this will also make moths and spiders look less interesting on average, but I don't want a hardcoded exception for lizards.
+ if (category == MarkingCategories.Tail)
+ markingColor = random.Pick(colorPalette);
+ else
+ markingColor = random.Pick(colorPalette.Skip(0).ToList());
+
+ // set the marking to that color
+ markingToAdd.SetColor(markingColor);
+
+ // otherwise, add it to the final list.
+ newMarkings.Add(markingToAdd);
+ lastMarking = protoToAdd;
+ }
+ }
+ }
+ }
+
+ // at the end of all that, we should have new values for each of these, so we set the character appearance to these new values.
+ return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, newMarkings);
+ // helper functions:
float RandomizeColor(float channel)
{
return MathHelper.Clamp01(channel + random.Next(-25, 25) / 100f);
}
+
+ List<Color> GetComplementaryColors(Color color, double angle)
+ {
+ var hsl = Color.ToHsl(color);
+
+ var hVal = hsl.X + angle;
+ hVal = hVal >= 0.360 ? hVal - 0.360 : hVal;
+ var positiveHSL = new Vector4((float)hVal, hsl.Y, hsl.Z, hsl.W);
+
+ var hVal1 = hsl.X - angle;
+ hVal1 = hVal1 <= 0 ? hVal1 + 0.360 : hVal1;
+ var negativeHSL = new Vector4((float)hVal1, hsl.Y, hsl.Z, hsl.W);
+
+ var c0 = Color.FromHsl(positiveHSL);
+ var c1 = Color.FromHsl(negativeHSL);
+
+ var palette = new List<Color> { color, c0, c1 };
+ return palette;
+ }
+
+ // return a list of triadic complementary colors
+ List<Color> GetTriadicComplementaries(Color color)
+ {
+ return GetComplementaryColors(color, 0.120);
+ }
+
+ // return a list of split complementary colors
+ List<Color> GetSplitComplementaries(Color color)
+ {
+ return GetComplementaryColors(color, 0.150);
+ }
+
+ // return a list containing the base color and two copies of a single complemenary color
+ List<Color> GetOneComplementary(Color color)
+ {
+ return GetComplementaryColors(color, 0.180);
+ }
+
+ Color SquashToSkinLuminosity(Color skinColor, Color toSquash)
+ {
+ var skinColorHSL = Color.ToHsl(skinColor);
+ var toSquashHSL = Color.ToHsl(toSquash);
+
+ // check if the skin color is as dark as or darker than the marking color:
+ if (toSquashHSL.Z <= skinColorHSL.Z)
+ {
+ // if it is, don't fuck with it
+ return toSquash;
+ }
+
+ // otherwise, create a new color with the H, S, and A of toSquash, but the L of skinColor
+ var newColor = new Vector4(toSquashHSL.X, toSquashHSL.Y, skinColorHSL.Z, toSquashHSL.W);
+ return Color.FromHsl(newColor);
+ }
}
public static Color ClampColor(Color color)