using Content.Shared.Body;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Robust.Client.GameObjects;
namespace Content.Client.Humanoid;
///
public sealed partial class HideableHumanoidLayersSystem : SharedHideableHumanoidLayersSystem
{
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private EntityQuery _visualOrganQuery = default!;
///
public override void SetLayerOcclusion(
Entity ent,
HumanoidVisualLayers layer,
bool visible,
SlotFlags source)
{
base.SetLayerOcclusion(ent, layer, visible, source);
if (Resolve(ent, ref ent.Comp))
UpdateSprite((ent, ent.Comp));
}
[SubscribeLocalEvent]
private void OnComponentStartup(Entity ent, ref ComponentStartup args)
{
UpdateSprite(ent);
}
[SubscribeLocalEvent]
private void OnOrganInserted(Entity ent, ref OrganInsertedIntoEvent args)
{
if (_visualOrganQuery.HasComp(args.Organ))
UpdateSprite(ent);
}
[SubscribeLocalEvent]
private void OnOrganRemoved(Entity ent, ref OrganRemovedFromEvent args)
{
if (_visualOrganQuery.HasComp(args.Organ))
UpdateSprite(ent);
}
[SubscribeLocalEvent]
private void OnHandleState(Entity ent, ref AfterAutoHandleStateEvent args)
{
UpdateSprite(ent);
}
private void UpdateSprite(Entity ent)
{
// Reset old hidden layers if they aren't in our new set.
foreach (var item in ent.Comp.LastHiddenLayers)
{
if (ent.Comp.HiddenLayers.ContainsKey(item))
continue;
var evt = new HumanoidLayerVisibilityChangedEvent(item, true);
RaiseLocalEvent(ent, ref evt);
if (!_sprite.LayerMapTryGet(ent.Owner, item, out var index, true))
continue;
_sprite.LayerSetVisible(ent.Owner, index, true);
}
// Accumulate new hidden set in here.
var actualHiddenLayers = new HashSet(ent.Comp.HiddenLayers.Count);
// Handle hiding our new layers - handlers must set ShouldHide true to hide the layer.
foreach (var item in ent.Comp.HiddenLayers.Keys)
{
if (ent.Comp.LastHiddenLayers.Contains(item))
{
actualHiddenLayers.Add(item);
continue;
}
var evt = new HumanoidLayerVisibilityChangedEvent(item, false);
RaiseLocalEvent(ent, ref evt);
if (!evt.ShouldHide || !_sprite.LayerMapTryGet(ent.Owner, item, out var index, true))
continue;
_sprite.LayerSetVisible(ent.Owner, index, false);
actualHiddenLayers.Add(item);
}
ent.Comp.LastHiddenLayers = actualHiddenLayers;
}
}