]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Revert "Randomized Markings" (#38345)
authorbeck-thompson <107373427+beck-thompson@users.noreply.github.com>
Mon, 16 Jun 2025 07:50:17 +0000 (00:50 -0700)
committerGitHub <noreply@github.com>
Mon, 16 Jun 2025 07:50:17 +0000 (00:50 -0700)
Content.Shared/Humanoid/HumanoidCharacterAppearance.cs

index 35ac45869598dadecfc2e5c20478bac814ef18c1..05bebea075579eb77d3ad590e9aa8aa73d43ace1 100644 (file)
@@ -126,220 +126,52 @@ 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 newFacialHairStyle = HairStyles.DefaultFacialHairStyle;
-        var newHairStyle = HairStyles.DefaultHairStyle;
-        List<Marking> newMarkings = [];
+        var newHairStyle = hairStyles.Count > 0
+            ? random.Pick(hairStyles)
+            : HairStyles.DefaultHairStyle;
 
-        // grab a completely random color.
-        var baseColor = new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1);
+        var newFacialHairStyle = facialHairStyles.Count == 0 || sex == Sex.Female
+            ? HairStyles.DefaultFacialHairStyle
+            : random.Pick(facialHairStyles);
 
-        // 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;
-        }
+        var newHairColor = random.Pick(HairStyles.RealisticHairColors);
+        newHairColor = newHairColor
+            .WithRed(RandomizeColor(newHairColor.R))
+            .WithGreen(RandomizeColor(newHairColor.G))
+            .WithBlue(RandomizeColor(newHairColor.B));
 
-        // grab the species skin coloration type.
-        var skinType = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species).SkinColoration;
+        // TODO: Add random markings
 
-        // 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];
+        var newEyeColor = random.Pick(RealisticEyeColors);
 
-        // now we do some color logic.
+        var skinType = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species).SkinColoration;
+
+        var newSkinColor = new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1);
         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;
         }
 
-        // 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);
+        return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new ());
 
-        // 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)