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* Fix hideable humanoid layers * test maintenance coin * clean return * voxes can no longer have human beards * voxes fixes * voxing out --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
98 lines
3.7 KiB
C#
98 lines
3.7 KiB
C#
using Content.Shared.Clothing.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Clothing.EntitySystems;
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public sealed class HideLayerClothingSystem : EntitySystem
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{
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[Dependency] private readonly SharedHideableHumanoidLayersSystem _hideableHumanoidLayers = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<HideLayerClothingComponent, ClothingGotUnequippedEvent>(OnHideGotUnequipped);
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SubscribeLocalEvent<HideLayerClothingComponent, ClothingGotEquippedEvent>(OnHideGotEquipped);
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SubscribeLocalEvent<HideLayerClothingComponent, ItemMaskToggledEvent>(OnHideToggled);
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}
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private void OnHideToggled(Entity<HideLayerClothingComponent> ent, ref ItemMaskToggledEvent args)
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{
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if (args.Wearer != null)
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SetLayerVisibility(ent!, args.Wearer.Value, hideLayers: true);
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}
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private void OnHideGotEquipped(Entity<HideLayerClothingComponent> ent, ref ClothingGotEquippedEvent args)
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{
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SetLayerVisibility(ent!, args.Wearer, hideLayers: true);
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}
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private void OnHideGotUnequipped(Entity<HideLayerClothingComponent> ent, ref ClothingGotUnequippedEvent args)
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{
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SetLayerVisibility(ent!, args.Wearer, hideLayers: false);
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}
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private void SetLayerVisibility(
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Entity<HideLayerClothingComponent?, ClothingComponent?> clothing,
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Entity<HideableHumanoidLayersComponent?> user,
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bool hideLayers)
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{
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if (_timing.ApplyingState)
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return;
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if (!Resolve(clothing.Owner, ref clothing.Comp1, ref clothing.Comp2))
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return;
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// logMissing: false, as this clothing might be getting equipped by a non-human.
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if (!Resolve(user.Owner, ref user.Comp, false))
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return;
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hideLayers &= IsEnabled(clothing!);
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var inSlot = clothing.Comp2.InSlotFlag ?? SlotFlags.NONE;
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// This method should only be getting called while the clothing is equipped (though possibly currently in
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// the process of getting unequipped).
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DebugTools.AssertNotNull(clothing.Comp2.InSlot);
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DebugTools.AssertNotNull(clothing.Comp2.InSlotFlag);
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DebugTools.AssertNotEqual(inSlot, SlotFlags.NONE);
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// iterate the HideLayerClothingComponent's layers map and check that
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// the clothing is (or was)equipped in a matching slot.
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foreach (var (layer, validSlots) in clothing.Comp1.Layers)
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{
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// Only update this layer if we are currently equipped to the relevant slot.
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if (validSlots.HasFlag(inSlot))
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_hideableHumanoidLayers.SetLayerOcclusion(user, layer, hideLayers, inSlot);
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}
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// Fallback for obsolete field: assume we want to hide **all** layers, as long as we are equipped to any
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// relevant clothing slot
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#pragma warning disable CS0618 // Type or member is obsolete
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if (clothing.Comp1.Slots is { } slots && clothing.Comp2.Slots.HasFlag(inSlot))
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#pragma warning restore CS0618 // Type or member is obsolete
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{
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foreach (var layer in slots)
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{
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_hideableHumanoidLayers.SetLayerOcclusion(user, layer, hideLayers, inSlot);
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}
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}
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}
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private bool IsEnabled(Entity<HideLayerClothingComponent, ClothingComponent> clothing)
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{
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// TODO Generalize this
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// I.e., make this and mask component use some generic toggleable.
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if (!clothing.Comp1.HideOnToggle)
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return true;
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if (!TryComp(clothing, out MaskComponent? mask))
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return true;
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return !mask.IsToggled;
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}
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}
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