forked from Grimbly-Station/Grimbly-Station
-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Merge upstream 11/17/24 (Grimbly-Station#133)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> EE merge
- Loading branch information
Showing
1,151 changed files
with
79,829 additions
and
57,178 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,3 @@ | ||
namespace Content.Client.Body.Components; | ||
[RegisterComponent] | ||
public sealed partial class BrainComponent : Component { } |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,3 @@ | ||
namespace Content.Client.Body.Components; | ||
[RegisterComponent] | ||
public sealed partial class LungComponent : Component { } |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,3 @@ | ||
namespace Content.Client.Body.Components; | ||
[RegisterComponent] | ||
public sealed partial class StomachComponent : Component { } |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,7 +1,72 @@ | ||
using Content.Shared.Body.Systems; | ||
using Content.Shared.Body.Part; | ||
using Content.Shared.Humanoid; | ||
using Content.Shared.Humanoid.Markings; | ||
using Robust.Client.GameObjects; | ||
using Robust.Shared.Utility; | ||
using Content.Shared.Body.Components; | ||
|
||
namespace Content.Client.Body.Systems; | ||
|
||
public sealed class BodySystem : SharedBodySystem | ||
{ | ||
[Dependency] private readonly MarkingManager _markingManager = default!; | ||
|
||
private void ApplyMarkingToPart(MarkingPrototype markingPrototype, | ||
IReadOnlyList<Color>? colors, | ||
bool visible, | ||
SpriteComponent sprite) | ||
{ | ||
for (var j = 0; j < markingPrototype.Sprites.Count; j++) | ||
{ | ||
var markingSprite = markingPrototype.Sprites[j]; | ||
|
||
if (markingSprite is not SpriteSpecifier.Rsi rsi) | ||
continue; | ||
|
||
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}"; | ||
|
||
if (!sprite.LayerMapTryGet(layerId, out _)) | ||
{ | ||
var layer = sprite.AddLayer(markingSprite, j + 1); | ||
sprite.LayerMapSet(layerId, layer); | ||
sprite.LayerSetSprite(layerId, rsi); | ||
} | ||
|
||
sprite.LayerSetVisible(layerId, visible); | ||
|
||
if (!visible) | ||
continue; | ||
|
||
// Okay so if the marking prototype is modified but we load old marking data this may no longer be valid | ||
// and we need to check the index is correct. So if that happens just default to white? | ||
if (colors != null && j < colors.Count) | ||
sprite.LayerSetColor(layerId, colors[j]); | ||
else | ||
sprite.LayerSetColor(layerId, Color.White); | ||
} | ||
} | ||
|
||
protected override void ApplyPartMarkings(EntityUid target, BodyPartAppearanceComponent component) | ||
{ | ||
if (!TryComp(target, out SpriteComponent? sprite)) | ||
return; | ||
|
||
if (component.Color != null) | ||
sprite.Color = component.Color.Value; | ||
|
||
foreach (var (visualLayer, markingList) in component.Markings) | ||
foreach (var marking in markingList) | ||
{ | ||
if (!_markingManager.TryGetMarking(marking, out var markingPrototype)) | ||
continue; | ||
|
||
ApplyMarkingToPart(markingPrototype, marking.MarkingColors, marking.Visible, sprite); | ||
} | ||
} | ||
|
||
protected override void RemoveBodyMarkings(EntityUid target, BodyPartAppearanceComponent partAppearance, HumanoidAppearanceComponent bodyAppearance) | ||
{ | ||
return; | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.