CatStation/Content.Client/Humanoid/HideableHumanoidLayersSystem.cs
Whatstone 1c2517ebab
Bugfix: Tail wag respects tail visibility in occluding suits (#44911)
* Fix tail wag visibility

* SPACE

* use logical or, not bitwise or

* wow, new struct, so cool

* little cleanup, modernization, few fixes, organ ev

* ShouldHide, unconditional clear

* Back to HashSet, unindent comments
2026-08-01 12:51:56 +00:00

95 lines
3 KiB
C#

using Content.Shared.Body;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Robust.Client.GameObjects;
namespace Content.Client.Humanoid;
/// <inheritdoc />
public sealed partial class HideableHumanoidLayersSystem : SharedHideableHumanoidLayersSystem
{
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private EntityQuery<VisualOrganComponent> _visualOrganQuery = default!;
/// <inheritdoc />
public override void SetLayerOcclusion(
Entity<HideableHumanoidLayersComponent?> 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<HideableHumanoidLayersComponent> ent, ref ComponentStartup args)
{
UpdateSprite(ent);
}
[SubscribeLocalEvent]
private void OnOrganInserted(Entity<HideableHumanoidLayersComponent> ent, ref OrganInsertedIntoEvent args)
{
if (_visualOrganQuery.HasComp(args.Organ))
UpdateSprite(ent);
}
[SubscribeLocalEvent]
private void OnOrganRemoved(Entity<HideableHumanoidLayersComponent> ent, ref OrganRemovedFromEvent args)
{
if (_visualOrganQuery.HasComp(args.Organ))
UpdateSprite(ent);
}
[SubscribeLocalEvent]
private void OnHandleState(Entity<HideableHumanoidLayersComponent> ent, ref AfterAutoHandleStateEvent args)
{
UpdateSprite(ent);
}
private void UpdateSprite(Entity<HideableHumanoidLayersComponent> 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<HumanoidVisualLayers>(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;
}
}