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Conflicts: Content.Client/Humanoid/HumanoidAppearanceSystem.cs Content.Client/LateJoin/LateJoinGui.cs Content.Client/Stylesheets/StyleNano.cs Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs Content.Server/Fax/FaxSystem.cs Content.Server/GameTicking/GameTicker.Spawning.cs Content.Server/Objectives/Systems/KillPersonConditionSystem.cs Content.Server/Station/Systems/StationSpawningSystem.cs Content.Shared.Database/LogType.cs Content.Shared/Ghost/GhostComponent.cs Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs Content.Shared/Preferences/HumanoidCharacterProfile.cs Content.Shared/Roles/SharedRoleSystem.cs README.md Resources/ConfigPresets/Corvax/common.toml Resources/Credits/GitHub.txt Resources/Locale/ru-RU/ss14-ru/prototypes/entities/mobs/cyborgs/base_borg_chassis.ftl Resources/Maps/Shuttles/trading_outpost.yml Resources/Prototypes/Corvax/Roles/Jobs/Command/iaa.yml Resources/Prototypes/Corvax/Roles/Jobs/Security/brigmedic.yml Resources/Prototypes/Corvax/Roles/Jobs/Security/pilot.yml Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml Resources/Prototypes/Entities/Mobs/Customization/Markings/reptilian.yml Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml Resources/Prototypes/Entities/Structures/Machines/chem_master.yml Resources/Prototypes/Entities/Structures/Power/substation.yml Resources/Prototypes/GameRules/cargo_gifts.yml Resources/Prototypes/GameRules/events.yml Resources/Prototypes/GameRules/meteorswarms.yml Resources/Prototypes/Maps/bagel.yml Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml Resources/Prototypes/Reagents/chemicals.yml Resources/Prototypes/Reagents/medicine.yml Resources/Prototypes/Reagents/pyrotechnic.yml Resources/Prototypes/Reagents/toxins.yml Resources/Prototypes/Recipes/Cooking/meal_recipes.yml Resources/Prototypes/Roles/Jobs/Cargo/quartermaster.yml Resources/Prototypes/Roles/Jobs/Command/captain.yml Resources/Prototypes/Roles/Jobs/Command/head_of_personnel.yml Resources/Prototypes/Roles/Jobs/Engineering/chief_engineer.yml Resources/Prototypes/Roles/Jobs/Medical/chief_medical_officer.yml Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml Resources/Prototypes/Roles/Jobs/Science/research_director.yml Resources/Prototypes/Roles/Jobs/Security/detective.yml Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml Resources/Prototypes/Roles/Jobs/Security/security_officer.yml Resources/Prototypes/Roles/Jobs/Security/warden.yml Resources/Prototypes/Voice/disease_emotes.yml Resources/Prototypes/Voice/speech_emotes.yml Resources/Prototypes/radio_channels.yml Resources/Textures/Effects/speech.rsi/meta.json Resources/Textures/Interface/Default/Slots/id.png Resources/Textures/Interface/Minimalist/Slots/pda.png Resources/Textures/Mobs/Customization/reptilian_parts.rsi/meta.json Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json RobustToolbox
148 lines
4.9 KiB
C#
148 lines
4.9 KiB
C#
using Content.Shared.Corvax.TTS;
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using Content.Shared.DisplacementMap;
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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.Inventory;
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using Robust.Shared.Enums;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Humanoid;
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[NetworkedComponent, RegisterComponent, AutoGenerateComponentState(true)]
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public sealed partial class HumanoidAppearanceComponent : Component
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{
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public MarkingSet ClientOldMarkings = new();
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[DataField, AutoNetworkedField]
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public MarkingSet MarkingSet = new();
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[DataField]
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public Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer> BaseLayers = new();
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[DataField, AutoNetworkedField]
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public HashSet<HumanoidVisualLayers> PermanentlyHidden = new();
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// Couldn't these be somewhere else?
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[DataField, AutoNetworkedField]
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public Gender Gender;
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[DataField, AutoNetworkedField]
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public int Age = 18;
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// WL-Height-Start
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[DataField("height")]
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[ViewVariables] public int Height = 165;
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// WL-Height-End
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/// <summary>
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/// Any custom base layers this humanoid might have. See:
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/// limb transplants (potentially), robotic arms, etc.
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/// Stored on the server, this is merged in the client into
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/// all layer settings.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> CustomBaseLayers = new();
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/// <summary>
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/// Current species. Dictates things like base body sprites,
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/// base humanoid to spawn, etc.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public ProtoId<SpeciesPrototype> Species { get; set; }
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// Corvax-TTS-Start
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/// <summary>
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/// Current voice. Used for correct cloning.
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/// </summary>
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[DataField("voice")]
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public ProtoId<TTSVoicePrototype> Voice { get; set; } = SharedHumanoidAppearanceSystem.DefaultVoice;
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// Corvax-TTS-End
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/// <summary>
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/// The initial profile and base layers to apply to this humanoid.
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/// </summary>
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[DataField]
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public ProtoId<HumanoidProfilePrototype>? Initial { get; private set; }
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/// <summary>
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/// Skin color of this humanoid.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Color SkinColor { get; set; } = Color.FromHex("#C0967F");
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/// <summary>
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/// A map of the visual layers currently hidden to the equipment
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/// slots that are currently hiding them. This will affect the base
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/// sprite on this humanoid layer, and any markings that sit above it.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<HumanoidVisualLayers, SlotFlags> HiddenLayers = new();
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[DataField, AutoNetworkedField]
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public Sex Sex = Sex.Male;
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[DataField, AutoNetworkedField]
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public Color EyeColor = Color.Brown;
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/// <summary>
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/// Hair color of this humanoid. Used to avoid looping through all markings
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Color? CachedHairColor;
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/// <summary>
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/// Facial Hair color of this humanoid. Used to avoid looping through all markings
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Color? CachedFacialHairColor;
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/// <summary>
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/// Which layers of this humanoid that should be hidden on equipping a corresponding item..
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/// </summary>
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[DataField]
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public HashSet<HumanoidVisualLayers> HideLayersOnEquip = [HumanoidVisualLayers.Hair];
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/// <summary>
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/// Which markings the humanoid defaults to when nudity is toggled off.
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/// </summary>
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[DataField]
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public ProtoId<MarkingPrototype>? UndergarmentTop = new ProtoId<MarkingPrototype>("UndergarmentTopTanktop");
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[DataField]
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public ProtoId<MarkingPrototype>? UndergarmentBottom = new ProtoId<MarkingPrototype>("UndergarmentBottomBoxers");
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/// <summary>
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/// The displacement maps that will be applied to specific layers of the humanoid.
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/// </summary>
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[DataField]
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public Dictionary<HumanoidVisualLayers, DisplacementData> MarkingsDisplacement = new();
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}
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[DataDefinition]
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[Serializable, NetSerializable]
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public readonly partial struct CustomBaseLayerInfo
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{
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public CustomBaseLayerInfo(string? id, Color? color = null)
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{
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DebugTools.Assert(id == null || IoCManager.Resolve<IPrototypeManager>().HasIndex<HumanoidSpeciesSpriteLayer>(id));
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Id = id;
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Color = color;
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}
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/// <summary>
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/// ID of this custom base layer. Must be a <see cref="HumanoidSpeciesSpriteLayer"/>.
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/// </summary>
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[DataField]
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public ProtoId<HumanoidSpeciesSpriteLayer>? Id { get; init; }
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/// <summary>
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/// Color of this custom base layer. Null implies skin colour if the corresponding <see cref="HumanoidSpeciesSpriteLayer"/> is set to match skin.
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/// </summary>
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[DataField]
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public Color? Color { get; init; }
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}
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