59 lines
2.1 KiB
C#
59 lines
2.1 KiB
C#
using System.Numerics;
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using Content.Shared.Inventory;
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using Robust.Shared.Utility;
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namespace Content.Shared.Humanoid;
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public abstract partial class SharedHideableHumanoidLayersSystem : EntitySystem
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{
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/// <summary>
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/// Toggles a humanoid's sprite layer visibility.
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/// </summary>
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/// <param name="ent">Humanoid entity</param>
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/// <param name="layer">Layer to toggle visibility for</param>
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/// <param name="hidden">Whether to hide (true) or show (false) the layer. If more than once piece of clothing is hiding the layer, it may remain hidden.</param>
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/// <param name="slot">Equipment slot that has the clothing that is (or was) hiding the layer.</param>
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public virtual void SetLayerOcclusion(
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Entity<HideableHumanoidLayersComponent?> ent,
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HumanoidVisualLayers layer,
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bool hidden,
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SlotFlags slot)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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#if DEBUG
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DebugTools.AssertNotEqual(slot, SlotFlags.NONE);
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// Check that only a single bit in the bitflag is set
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var powerOfTwo = BitOperations.RoundUpToPowerOf2((uint)slot);
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DebugTools.AssertEqual((uint)slot, powerOfTwo);
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#endif
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var dirty = false;
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if (hidden)
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{
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var oldSlots = ent.Comp.HiddenLayers.GetValueOrDefault(layer);
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ent.Comp.HiddenLayers[layer] = slot | oldSlots;
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dirty |= (oldSlots & slot) != slot;
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}
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else if (ent.Comp.HiddenLayers.TryGetValue(layer, out var oldSlots))
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{
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// This layer might be getting hidden by more than one piece of equipped clothing.
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// remove slot flag from the set of slots hiding this layer, then check if there are any left.
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ent.Comp.HiddenLayers[layer] = ~slot & oldSlots;
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if (ent.Comp.HiddenLayers[layer] == SlotFlags.NONE)
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ent.Comp.HiddenLayers.Remove(layer);
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dirty |= (oldSlots & slot) != 0;
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}
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if (!dirty)
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return;
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Dirty(ent);
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var evt = new HumanoidLayerVisibilityChangedEvent(layer, ent.Comp.HiddenLayers.ContainsKey(layer));
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RaiseLocalEvent(ent, ref evt);
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}
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}
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