]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Randomized Markings (#34765)
authorbeck <163376292+widgetbeck@users.noreply.github.com>
Sun, 15 Jun 2025 21:11:52 +0000 (17:11 -0400)
committerGitHub <noreply@github.com>
Sun, 15 Jun 2025 21:11:52 +0000 (14:11 -0700)
randomized markings

Content.Shared/Humanoid/HumanoidCharacterAppearance.cs

index 05bebea075579eb77d3ad590e9aa8aa73d43ace1..35ac45869598dadecfc2e5c20478bac814ef18c1 100644 (file)
@@ -126,52 +126,220 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
     {
         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)