CatStation/Content.Shared/Clothing/EntitySystems/HideLayerClothingSystem.cs
Pieter-Jan Briers 5168b5f3d4
IoC source gen compatibility (#43863)
* IoC source gen compatibility

Can be merged before or after https://github.com/space-wizards/RobustToolbox/pull/6549 doesn't really matter.

* Missed a spot
2026-05-09 03:29:58 +00:00

97 lines
3.7 KiB
C#

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 partial class HideLayerClothingSystem : EntitySystem
{
[Dependency] private SharedHideableHumanoidLayersSystem _hideableHumanoidLayers = default!;
[Dependency] private 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<HideableHumanoidLayersComponent?> user,
bool hideLayers)
{
if (_timing.ApplyingState)
return;
if (!Resolve(clothing.Owner, ref clothing.Comp1, ref clothing.Comp2))
return;
// logMissing: false, as this clothing might be getting equipped by a non-human.
if (!Resolve(user.Owner, ref user.Comp, false))
return;
hideLayers &= IsEnabled(clothing!);
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);
// 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)
{
// Only update this layer if we are currently equipped to the relevant slot.
if (validSlots.HasFlag(inSlot))
_hideableHumanoidLayers.SetLayerOcclusion(user, layer, hideLayers, inSlot);
}
// 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)
{
_hideableHumanoidLayers.SetLayerOcclusion(user, layer, hideLayers, inSlot);
}
}
}
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;
}
}