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- using Content.Shared.Clothing.Components;
- using Content.Shared.Humanoid;
- using Content.Shared.Inventory;
- using Robust.Shared.Timing;
- using Robust.Shared.Utility;
- namespace Content.Shared.Clothing.EntitySystems;
- public sealed class HideLayerClothingSystem : EntitySystem
- {
- [Dependency] private readonly SharedHumanoidAppearanceSystem _humanoid = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- public override void Initialize()
- {
- SubscribeLocalEvent<HideLayerClothingComponent, ClothingGotUnequippedEvent>(OnHideGotUnequipped);
- SubscribeLocalEvent<HideLayerClothingComponent, ClothingGotEquippedEvent>(OnHideGotEquipped);
- SubscribeLocalEvent<HideLayerClothingComponent, ItemMaskToggledEvent>(OnHideToggled);
- }
- private void OnHideToggled(Entity<HideLayerClothingComponent> ent, ref ItemMaskToggledEvent args)
- {
- if (args.Wearer != null)
- SetLayerVisibility(ent!, args.Wearer.Value, hideLayers: true);
- }
- private void OnHideGotEquipped(Entity<HideLayerClothingComponent> ent, ref ClothingGotEquippedEvent args)
- {
- SetLayerVisibility(ent!, args.Wearer, hideLayers: true);
- }
- private void OnHideGotUnequipped(Entity<HideLayerClothingComponent> ent, ref ClothingGotUnequippedEvent args)
- {
- SetLayerVisibility(ent!, args.Wearer, hideLayers: false);
- }
- private void SetLayerVisibility(
- Entity<HideLayerClothingComponent?, ClothingComponent?> clothing,
- Entity<HumanoidAppearanceComponent?> user,
- bool hideLayers)
- {
- if (_timing.ApplyingState)
- return;
- if (!Resolve(clothing.Owner, ref clothing.Comp1, ref clothing.Comp2))
- return;
- if (!Resolve(user.Owner, ref user.Comp))
- return;
- hideLayers &= IsEnabled(clothing!);
- var hideable = user.Comp.HideLayersOnEquip;
- var inSlot = clothing.Comp2.InSlotFlag ?? SlotFlags.NONE;
- // This method should only be getting called while the clothing is equipped (though possibly currently in
- // the process of getting unequipped).
- DebugTools.AssertNotNull(clothing.Comp2.InSlot);
- DebugTools.AssertNotNull(clothing.Comp2.InSlotFlag);
- DebugTools.AssertNotEqual(inSlot, SlotFlags.NONE);
- var dirty = false;
- // iterate the HideLayerClothingComponent's layers map and check that
- // the clothing is (or was)equipped in a matching slot.
- foreach (var (layer, validSlots) in clothing.Comp1.Layers)
- {
- if (!hideable.Contains(layer))
- continue;
- // Only update this layer if we are currently equipped to the relevant slot.
- if (validSlots.HasFlag(inSlot))
- _humanoid.SetLayerVisibility(user!, layer, !hideLayers);
- }
- // Fallback for obsolete field: assume we want to hide **all** layers, as long as we are equipped to any
- // relevant clothing slot
- #pragma warning disable CS0618 // Type or member is obsolete
- if (clothing.Comp1.Slots is { } slots && clothing.Comp2.Slots.HasFlag(inSlot))
- #pragma warning restore CS0618 // Type or member is obsolete
- {
- foreach (var layer in slots)
- {
- if (hideable.Contains(layer))
- _humanoid.SetLayerVisibility(user!, layer, !hideLayers, false);
- }
- }
- if (dirty)
- Dirty(user!);
- }
- private bool IsEnabled(Entity<HideLayerClothingComponent, ClothingComponent> clothing)
- {
- // TODO Generalize this
- // I.e., make this and mask component use some generic toggleable.
- if (!clothing.Comp1.HideOnToggle)
- return true;
- if (!TryComp(clothing, out MaskComponent? mask))
- return true;
- return !mask.IsToggled;
- }
- }
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