mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-10 10:51:14 +03:00
403 lines
15 KiB
C#
403 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Client.DisplacementMap;
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using Content.Client.Inventory;
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using Content.Shared.Clothing;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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using Robust.Shared.Utility;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.Clothing;
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public sealed partial class ClientClothingSystem : ClothingSystem
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{
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public const string Jumpsuit = "jumpsuit";
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/// <summary>
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/// This is a shitty hotfix written by me (Paul) to save me from renaming all files.
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/// For some context, im currently refactoring inventory. Part of that is slots not being indexed by a massive enum anymore, but by strings.
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/// 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.
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/// </summary>
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private static readonly Dictionary<string, string> TemporarySlotMap = new()
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{
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{"head", "HELMET"},
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{"eyes", "EYES"},
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{"ears", "EARS"},
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{"mask", "MASK"},
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{"outerClothing", "OUTERCLOTHING"},
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{Jumpsuit, "INNERCLOTHING"},
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{"neck", "NECK"},
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{"back", "BACKPACK"},
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{"belt", "BELT"},
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{"gloves", "HAND"},
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{"shoes", "FEET"},
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{"id", "IDCARD"},
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{"pocket1", "POCKET1"},
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{"pocket2", "POCKET2"},
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{"suitstorage", "SUITSTORAGE"},
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};
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[Dependency] private IResourceCache _cache = default!;
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[Dependency] private ISerializationManager _seriMan = default!;
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[Dependency] private DisplacementMapSystem _displacement = default!;
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[Dependency] private InventorySystem _inventorySystem = default!;
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[Dependency] private SpriteSystem _sprite = default!;
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[Dependency] private EntityQuery<InventorySlotsComponent> _inventorySlotsQuery;
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[Dependency] private EntityQuery<SpriteComponent> _spriteQuery;
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#region Entity Handlers
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[SubscribeLocalEvent]
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private void OnAppearanceUpdate(Entity<InventoryComponent> ent, ref AppearanceChangeEvent args)
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{
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// May need to update displacement maps if the sex changed. Also required to properly set the stencil on init
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if (args.Sprite == null)
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return;
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UpdateAllSlots(ent.AsNullable());
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// No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
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if (_sprite.LayerMapTryGet((ent, args.Sprite), HumanoidVisualLayers.StencilMask, out var layer, false))
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{
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DebugTools.Assert(!args.Sprite[layer].Visible);
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_sprite.LayerSetVisible((ent, args.Sprite), layer, false);
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}
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}
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[SubscribeLocalEvent]
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private void OnInventoryTemplateUpdated(Entity<InventoryComponent> ent, ref InventoryTemplateUpdated args)
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{
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UpdateAllSlots(ent.AsNullable());
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}
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private void UpdateAllSlots(
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Entity<InventoryComponent?> ent)
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{
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var enumerator = _inventorySystem.GetSlotEnumerator((ent, ent.Comp));
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while (enumerator.NextItem(out var item, out var slot))
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{
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RenderEquipment(ent, item, slot.Name, ent.Comp);
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}
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}
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[SubscribeLocalEvent]
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private void OnGetVisuals(Entity<ClothingComponent> ent, ref GetEquipmentVisualsEvent args)
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{
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if (!InventoryQuery.TryComp(args.Equipee, out var inventory))
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return;
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List<PrototypeLayerData>? layers = null;
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// first attempt to get species specific data.
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if (inventory.SpeciesId != null)
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ent.Comp.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
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// if that returned nothing, attempt to find generic data
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if (layers == null && !ent.Comp.ClothingVisuals.TryGetValue(args.Slot, out layers))
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{
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// No generic data either. Attempt to generate defaults from the item's RSI & item-prefixes
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if (!TryGetDefaultVisuals(ent, args.Slot, inventory.SpeciesId, out layers))
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return;
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}
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// add each layer to the visuals
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var i = 0;
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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// using the $"{args.Slot}" layer key as the "bookmark" for layer ordering until layer draw depths get added
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key = $"{args.Slot}-{i}";
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i++;
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}
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ent.Comp.MappedLayer = key;
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// Create a copy of the layer, which might get modified.
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PrototypeLayerData newLayer = new();
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_seriMan.CopyTo(layer, ref newLayer, notNullableOverride: true);
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args.Layers.Add((key, newLayer));
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}
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}
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[SubscribeLocalEvent]
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private void OnVisualsChanged(Entity<InventoryComponent> ent, ref VisualsChangedEvent args)
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{
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var item = GetEntity(args.Item);
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if (!ClothingQuery.TryComp(item, out var clothing) || clothing.InSlot == null)
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return;
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RenderEquipment(ent, item, clothing.InSlot, ent.Comp, null, clothing);
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}
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[SubscribeLocalEvent]
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private void OnDidUnequip(Entity<SpriteComponent> entity, ref DidUnequipEvent args)
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{
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if (!_inventorySlotsQuery.TryComp(entity, out var inventorySlots))
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return;
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if (!inventorySlots.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
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return;
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// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
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// may eventually bloat the player with lots of invisible layers.
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foreach (var layer in revealedLayers)
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{
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_sprite.RemoveLayer(entity.AsNullable(), layer);
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}
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revealedLayers.Clear();
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}
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#endregion Entity Handlers
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#region Public API
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public void InitClothing(EntityUid uid, InventoryComponent component)
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{
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if (!_spriteQuery.TryComp(uid, out var sprite))
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return;
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var enumerator = _inventorySystem.GetSlotEnumerator((uid, component));
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while (enumerator.NextItem(out var item, out var slot))
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{
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RenderEquipment(uid, item, slot.Name, component, sprite);
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}
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}
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#endregion Public API
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#region Internal
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/// <summary>
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/// If no explicit clothing visuals were specified, this attempts to populate with default values.
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/// </summary>
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/// <remarks>
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/// Useful for lazily adding clothing sprites without modifying yaml. And for backwards compatibility.
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/// </remarks>
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private bool TryGetDefaultVisuals(Entity<ClothingComponent> ent, string slot, string? speciesId,
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[NotNullWhen(true)] out List<PrototypeLayerData>? layers)
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{
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layers = null;
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RSI? rsi = null;
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if (ent.Comp.RsiPath != null)
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rsi = _cache.GetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / ent.Comp.RsiPath).RSI;
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else if (_spriteQuery.TryComp(ent, out var sprite))
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rsi = sprite.BaseRSI;
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if (rsi == null)
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return false;
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var correctedSlot = slot;
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TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
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var state = $"equipped-{correctedSlot}";
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if (!string.IsNullOrEmpty(ent.Comp.EquippedPrefix))
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state = $"{ent.Comp.EquippedPrefix}-equipped-{correctedSlot}";
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if (ent.Comp.EquippedState != null)
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state = $"{ent.Comp.EquippedState}";
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// species specific
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if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
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state = $"{state}-{speciesId}";
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else if (!rsi.TryGetState(state, out _))
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return false;
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layers = new() {
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new() {
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RsiPath = rsi.Path.ToString(),
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State = state,
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Scale = ent.Comp.Scale
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}
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};
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return true;
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}
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/// <summary>
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/// Checks the given Clothing for species-specific layers.
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/// Adjusts <paramref name="layers"/> to append "-SPECIES" per layer if that state exists,
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/// where SPECIES is given in <paramref name="speciesId"/>.
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/// </summary>
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/// <remarks>
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/// Useful for avoiding YAML redundancy with species-specific ClothingVisuals.
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/// </remarks>
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private void SetSpeciesSpecificLayers(Entity<ClothingComponent, SpriteComponent?> ent, string speciesId, List<(string, PrototypeLayerData)> layers)
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{
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var clothing = ent.Comp1;
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var sprite = ent.Comp2;
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// Find fallback RSI
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RSI? baseRSI;
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if (clothing.RsiPath != null)
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baseRSI = _cache.GetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / clothing.RsiPath).RSI;
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else
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baseRSI = sprite?.BaseRSI;
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// For each layer, check that a species-specific version exists.
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foreach (var tuple in layers)
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{
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var layer = tuple.Item2;
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// Empty or species-specific layer, nothing to do.
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if (layer.State == null || layer.State.EndsWith(speciesId))
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continue;
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// Use a path for the layer if specified, otherwise use the default.
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RSI? rsi;
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if (layer.RsiPath != null && _cache.TryGetResource<RSIResource>(layer.RsiPath, out var rsiResource))
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rsi = rsiResource.RSI;
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else
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rsi = baseRSI;
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// Lookup your state.
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if (rsi != null)
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{
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var speciesState = $"{layer.State}-{speciesId}";
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if (rsi.TryGetState(speciesState, out _))
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layer.State = speciesState;
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}
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}
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}
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protected override void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
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{
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base.OnGotEquipped(uid, component, args);
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RenderEquipment(args.EquipTarget, uid, args.Slot, clothingComponent: component);
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}
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private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
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InventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null,
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InventorySlotsComponent? inventorySlots = null)
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{
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if (!Resolve(equipee, ref inventory, ref sprite, ref inventorySlots) ||
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!Resolve(equipment, ref clothingComponent, false))
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{
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return;
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}
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if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
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return;
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// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
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// may eventually bloat the player with lots of invisible layers.
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if (inventorySlots.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
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{
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foreach (var key in revealedLayers)
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{
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_sprite.RemoveLayer((equipee, sprite), key);
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}
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revealedLayers.Clear();
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}
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else
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{
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revealedLayers = new();
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inventorySlots.VisualLayerKeys[slot] = revealedLayers;
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}
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// Cache the clothing sprite, used later.
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_spriteQuery.TryComp(equipment, out var clothingSprite);
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var ev = new GetEquipmentVisualsEvent(equipee, slot);
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RaiseLocalEvent(equipment, ev);
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if (ev.Layers.Count == 0)
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{
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RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
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return;
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}
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if (!string.IsNullOrEmpty(inventory.SpeciesId))
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SetSpeciesSpecificLayers((equipment, clothingComponent, clothingSprite), inventory.SpeciesId, ev.Layers);
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// temporary, until layer draw depths get added. Basically: a layer with the key "slot" is being used as a
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// bookmark to determine where in the list of layers we should insert the clothing layers.
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var slotLayerExists = _sprite.LayerMapTryGet((equipee, sprite), slot, out var index, false);
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// Select displacement maps
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var displacementData = inventory.Displacements.GetValueOrDefault(slot); //Default unsexed map
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var equipeeSex = CompOrNull<HumanoidProfileComponent>(equipee)?.Sex;
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if (equipeeSex != null)
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{
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switch (equipeeSex)
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{
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case Sex.Male:
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if (inventory.MaleDisplacements.Count > 0)
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displacementData = inventory.MaleDisplacements.GetValueOrDefault(slot);
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break;
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case Sex.Female:
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if (inventory.FemaleDisplacements.Count > 0)
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displacementData = inventory.FemaleDisplacements.GetValueOrDefault(slot);
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break;
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}
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}
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// add the new layers
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foreach (var (key, layerData) in ev.Layers)
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{
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if (!revealedLayers.Add(key))
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{
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Log.Warning($"Duplicate key for clothing visuals: {key}. Are multiple components attempting to modify the same layer? Equipment: {ToPrettyString(equipment)}");
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continue;
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}
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if (slotLayerExists)
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{
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index++;
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// note that every insertion requires reshuffling & remapping all the existing layers.
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_sprite.AddBlankLayer((equipee, sprite), index);
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_sprite.LayerMapSet((equipee, sprite), key, index);
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if (layerData.Color != null)
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_sprite.LayerSetColor((equipee, sprite), key, layerData.Color.Value);
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if (layerData.Scale != null)
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_sprite.LayerSetScale((equipee, sprite), key, layerData.Scale.Value);
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}
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else
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index = _sprite.LayerMapReserve((equipee, sprite), key);
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if (sprite[index] is not Layer layer)
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continue;
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// 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.
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if (layerData.RsiPath == null
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&& layerData.TexturePath == null
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&& layer.RSI == null
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&& clothingSprite != null)
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{
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_sprite.LayerSetRsi(layer, clothingSprite.BaseRSI);
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}
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_sprite.LayerSetData((equipee, sprite), index, layerData);
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_sprite.LayerSetOffset(layer, layer.Offset + slotDef.Offset);
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if (displacementData is not null)
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{
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//Checking that the state is not tied to the current race. In this case we don't need to use the displacement maps.
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if (layerData.State is not null && inventory.SpeciesId is not null && layerData.State.EndsWith(inventory.SpeciesId))
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continue;
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if (_displacement.TryAddDisplacement(displacementData, (equipee, sprite), index, key, out var displacementKey))
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{
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revealedLayers.Add(displacementKey);
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index++;
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}
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}
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}
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RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
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}
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#endregion Internal
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}
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