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ClientClothingSystem.cs 13 KB

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  1. using System.Diagnostics.CodeAnalysis;
  2. using System.Linq;
  3. using System.Numerics;
  4. using Content.Client.DisplacementMap;
  5. using Content.Client.Inventory;
  6. using Content.Shared.Clothing;
  7. using Content.Shared.Clothing.Components;
  8. using Content.Shared.Clothing.EntitySystems;
  9. using Content.Shared.DisplacementMap;
  10. using Content.Shared.Humanoid;
  11. using Content.Shared.Inventory;
  12. using Content.Shared.Inventory.Events;
  13. using Content.Shared.Item;
  14. using Robust.Client.GameObjects;
  15. using Robust.Client.Graphics;
  16. using Robust.Client.ResourceManagement;
  17. using Robust.Shared.Serialization.Manager;
  18. using Robust.Shared.Serialization.TypeSerializers.Implementations;
  19. using Robust.Shared.Utility;
  20. using static Robust.Client.GameObjects.SpriteComponent;
  21. namespace Content.Client.Clothing;
  22. public sealed class ClientClothingSystem : ClothingSystem
  23. {
  24. public const string Jumpsuit = "jumpsuit";
  25. /// <summary>
  26. /// This is a shitty hotfix written by me (Paul) to save me from renaming all files.
  27. /// For some context, im currently refactoring inventory. Part of that is slots not being indexed by a massive enum anymore, but by strings.
  28. /// Problem here: Every rsi-state is using the old enum-names in their state. I already used the new inventoryslots ALOT. tldr: its this or another week of renaming files.
  29. /// </summary>
  30. private static readonly Dictionary<string, string> TemporarySlotMap = new()
  31. {
  32. {"head", "HELMET"},
  33. {"eyes", "EYES"},
  34. {"ears", "EARS"},
  35. {"mask", "MASK"},
  36. {"outerClothing", "OUTERCLOTHING"},
  37. {Jumpsuit, "INNERCLOTHING"},
  38. {"neck", "NECK"},
  39. {"back", "BACKPACK"},
  40. {"belt", "BELT"},
  41. {"gloves", "HAND"},
  42. {"shoes", "FEET"},
  43. {"id", "IDCARD"},
  44. {"pocket1", "POCKET1"},
  45. {"pocket2", "POCKET2"},
  46. {"suitstorage", "SUITSTORAGE"},
  47. };
  48. [Dependency] private readonly IResourceCache _cache = default!;
  49. [Dependency] private readonly InventorySystem _inventorySystem = default!;
  50. [Dependency] private readonly DisplacementMapSystem _displacement = default!;
  51. public override void Initialize()
  52. {
  53. base.Initialize();
  54. SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
  55. SubscribeLocalEvent<ClothingComponent, InventoryTemplateUpdated>(OnInventoryTemplateUpdated);
  56. SubscribeLocalEvent<InventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
  57. SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
  58. SubscribeLocalEvent<InventoryComponent, AppearanceChangeEvent>(OnAppearanceUpdate);
  59. }
  60. private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
  61. {
  62. // May need to update displacement maps if the sex changed. Also required to properly set the stencil on init
  63. if (args.Sprite == null)
  64. return;
  65. UpdateAllSlots(uid, component);
  66. // No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
  67. if (args.Sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var layer))
  68. {
  69. DebugTools.Assert(!args.Sprite[layer].Visible);
  70. args.Sprite.LayerSetVisible(layer, false);
  71. }
  72. }
  73. private void OnInventoryTemplateUpdated(Entity<ClothingComponent> ent, ref InventoryTemplateUpdated args)
  74. {
  75. UpdateAllSlots(ent.Owner, clothing: ent.Comp);
  76. }
  77. private void UpdateAllSlots(
  78. EntityUid uid,
  79. InventoryComponent? inventoryComponent = null,
  80. ClothingComponent? clothing = null)
  81. {
  82. var enumerator = _inventorySystem.GetSlotEnumerator((uid, inventoryComponent));
  83. while (enumerator.NextItem(out var item, out var slot))
  84. {
  85. RenderEquipment(uid, item, slot.Name, inventoryComponent, clothingComponent: clothing);
  86. }
  87. }
  88. private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
  89. {
  90. if (!TryComp(args.Equipee, out InventoryComponent? inventory))
  91. return;
  92. List<PrototypeLayerData>? layers = null;
  93. // first attempt to get species specific data.
  94. if (inventory.SpeciesId != null)
  95. item.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
  96. // if that returned nothing, attempt to find generic data
  97. if (layers == null && !item.ClothingVisuals.TryGetValue(args.Slot, out layers))
  98. {
  99. // No generic data either. Attempt to generate defaults from the item's RSI & item-prefixes
  100. if (!TryGetDefaultVisuals(uid, item, args.Slot, inventory.SpeciesId, out layers))
  101. return;
  102. }
  103. // add each layer to the visuals
  104. var i = 0;
  105. foreach (var layer in layers)
  106. {
  107. var key = layer.MapKeys?.FirstOrDefault();
  108. if (key == null)
  109. {
  110. // using the $"{args.Slot}" layer key as the "bookmark" for layer ordering until layer draw depths get added
  111. key = $"{args.Slot}-{i}";
  112. i++;
  113. }
  114. item.MappedLayer = key;
  115. args.Layers.Add((key, layer));
  116. }
  117. }
  118. /// <summary>
  119. /// If no explicit clothing visuals were specified, this attempts to populate with default values.
  120. /// </summary>
  121. /// <remarks>
  122. /// Useful for lazily adding clothing sprites without modifying yaml. And for backwards compatibility.
  123. /// </remarks>
  124. private bool TryGetDefaultVisuals(EntityUid uid, ClothingComponent clothing, string slot, string? speciesId,
  125. [NotNullWhen(true)] out List<PrototypeLayerData>? layers)
  126. {
  127. layers = null;
  128. RSI? rsi = null;
  129. if (clothing.RsiPath != null)
  130. rsi = _cache.GetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / clothing.RsiPath).RSI;
  131. else if (TryComp(uid, out SpriteComponent? sprite))
  132. rsi = sprite.BaseRSI;
  133. if (rsi == null)
  134. return false;
  135. var correctedSlot = slot;
  136. TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
  137. var state = $"equipped-{correctedSlot}";
  138. if (!string.IsNullOrEmpty(clothing.EquippedPrefix))
  139. state = $"{clothing.EquippedPrefix}-equipped-{correctedSlot}";
  140. if (clothing.EquippedState != null)
  141. state = $"{clothing.EquippedState}";
  142. // species specific
  143. if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
  144. state = $"{state}-{speciesId}";
  145. else if (!rsi.TryGetState(state, out _))
  146. return false;
  147. var layer = new PrototypeLayerData();
  148. layer.RsiPath = rsi.Path.ToString();
  149. layer.State = state;
  150. layers = new() { layer };
  151. return true;
  152. }
  153. private void OnVisualsChanged(EntityUid uid, InventoryComponent component, VisualsChangedEvent args)
  154. {
  155. var item = GetEntity(args.Item);
  156. if (!TryComp(item, out ClothingComponent? clothing) || clothing.InSlot == null)
  157. return;
  158. RenderEquipment(uid, item, clothing.InSlot, component, null, clothing);
  159. }
  160. private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
  161. {
  162. if (!TryComp(uid, out InventorySlotsComponent? inventorySlots))
  163. return;
  164. if (!inventorySlots.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
  165. return;
  166. // Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
  167. // may eventually bloat the player with lots of invisible layers.
  168. foreach (var layer in revealedLayers)
  169. {
  170. component.RemoveLayer(layer);
  171. }
  172. revealedLayers.Clear();
  173. }
  174. public void InitClothing(EntityUid uid, InventoryComponent component)
  175. {
  176. if (!TryComp(uid, out SpriteComponent? sprite))
  177. return;
  178. var enumerator = _inventorySystem.GetSlotEnumerator((uid, component));
  179. while (enumerator.NextItem(out var item, out var slot))
  180. {
  181. RenderEquipment(uid, item, slot.Name, component, sprite);
  182. }
  183. }
  184. protected override void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
  185. {
  186. base.OnGotEquipped(uid, component, args);
  187. RenderEquipment(args.Equipee, uid, args.Slot, clothingComponent: component);
  188. }
  189. private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
  190. InventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null,
  191. InventorySlotsComponent? inventorySlots = null)
  192. {
  193. if (!Resolve(equipee, ref inventory, ref sprite, ref inventorySlots) ||
  194. !Resolve(equipment, ref clothingComponent, false))
  195. {
  196. return;
  197. }
  198. if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
  199. return;
  200. // Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
  201. // may eventually bloat the player with lots of invisible layers.
  202. if (inventorySlots.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
  203. {
  204. foreach (var key in revealedLayers)
  205. {
  206. sprite.RemoveLayer(key);
  207. }
  208. revealedLayers.Clear();
  209. }
  210. else
  211. {
  212. revealedLayers = new();
  213. inventorySlots.VisualLayerKeys[slot] = revealedLayers;
  214. }
  215. var ev = new GetEquipmentVisualsEvent(equipee, slot);
  216. RaiseLocalEvent(equipment, ev);
  217. if (ev.Layers.Count == 0)
  218. {
  219. RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
  220. return;
  221. }
  222. // temporary, until layer draw depths get added. Basically: a layer with the key "slot" is being used as a
  223. // bookmark to determine where in the list of layers we should insert the clothing layers.
  224. bool slotLayerExists = sprite.LayerMapTryGet(slot, out var index);
  225. // Select displacement maps
  226. var displacementData = inventory.Displacements.GetValueOrDefault(slot); //Default unsexed map
  227. var equipeeSex = CompOrNull<HumanoidAppearanceComponent>(equipee)?.Sex;
  228. if (equipeeSex != null)
  229. {
  230. switch (equipeeSex)
  231. {
  232. case Sex.Male:
  233. if (inventory.MaleDisplacements.Count > 0)
  234. displacementData = inventory.MaleDisplacements.GetValueOrDefault(slot);
  235. break;
  236. case Sex.Female:
  237. if (inventory.FemaleDisplacements.Count > 0)
  238. displacementData = inventory.FemaleDisplacements.GetValueOrDefault(slot);
  239. break;
  240. }
  241. }
  242. // add the new layers
  243. foreach (var (key, layerData) in ev.Layers)
  244. {
  245. if (!revealedLayers.Add(key))
  246. {
  247. Log.Warning($"Duplicate key for clothing visuals: {key}. Are multiple components attempting to modify the same layer? Equipment: {ToPrettyString(equipment)}");
  248. continue;
  249. }
  250. if (slotLayerExists)
  251. {
  252. index++;
  253. // note that every insertion requires reshuffling & remapping all the existing layers.
  254. sprite.AddBlankLayer(index);
  255. sprite.LayerMapSet(key, index);
  256. if (layerData.Color != null)
  257. sprite.LayerSetColor(key, layerData.Color.Value);
  258. if (layerData.Scale != null)
  259. sprite.LayerSetScale(key, layerData.Scale.Value);
  260. }
  261. else
  262. index = sprite.LayerMapReserveBlank(key);
  263. if (sprite[index] is not Layer layer)
  264. continue;
  265. // In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
  266. if (layerData.RsiPath == null
  267. && layerData.TexturePath == null
  268. && layer.RSI == null
  269. && TryComp(equipment, out SpriteComponent? clothingSprite))
  270. {
  271. layer.SetRsi(clothingSprite.BaseRSI);
  272. }
  273. sprite.LayerSetData(index, layerData);
  274. layer.Offset += slotDef.Offset;
  275. if (displacementData is not null)
  276. {
  277. //Checking that the state is not tied to the current race. In this case we don't need to use the displacement maps.
  278. if (layerData.State is not null && inventory.SpeciesId is not null && layerData.State.EndsWith(inventory.SpeciesId))
  279. continue;
  280. if (_displacement.TryAddDisplacement(displacementData, sprite, index, key, revealedLayers))
  281. index++;
  282. }
  283. }
  284. RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
  285. }
  286. }