fish-station/Content.Client/SubFloor/SubFloorHideSystem.cs
Vigers Ray d6c0a011b7 Merge remote-tracking branch 'space-wizards/master'
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#	Content.Client/Clothing/ClientClothingSystem.cs
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#	runclient-Tools.bat
#	runclient.bat
2025-05-27 03:41:41 +03:00

148 lines
4.8 KiB
C#

using Content.Client.UserInterface.Systems.Sandbox;
using Content.Shared.Atmos.Components;
using Content.Shared.DrawDepth;
using Content.Shared.GameTicking;
using Content.Shared.SubFloor;
using Robust.Client.GameObjects;
using Robust.Client.UserInterface;
using Robust.Shared.Player;
namespace Content.Client.SubFloor;
public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
[Dependency] private readonly IUserInterfaceManager _ui = default!;
private bool _showAll;
private bool _showVentPipe; // Sunrise-edit
[ViewVariables(VVAccess.ReadWrite)]
public bool ShowAll
{
get => _showAll;
set
{
if (_showAll == value) return;
_showAll = value;
_ui.GetUIController<SandboxUIController>().SetToggleSubfloors(value);
var ev = new ShowSubfloorRequestEvent()
{
Value = value,
};
RaiseNetworkEvent(ev);
}
}
// Sunrise-start
[ViewVariables(VVAccess.ReadWrite)]
public bool ShowVentPipe
{
get => _showVentPipe;
set
{
if (_showVentPipe == value) return;
_showVentPipe = value;
UpdateAll();
}
}
// Sunrise-end
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SubFloorHideComponent, AppearanceChangeEvent>(OnAppearanceChanged);
SubscribeNetworkEvent<ShowSubfloorRequestEvent>(OnRequestReceived);
SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
}
private void OnPlayerDetached(LocalPlayerDetachedEvent ev)
{
// Vismask resets so need to reset this.
ShowAll = false;
_showVentPipe = false;
}
private void OnRequestReceived(ShowSubfloorRequestEvent ev)
{
// When client receives request Queue an update on all vis.
UpdateAll();
}
private void OnAppearanceChanged(EntityUid uid, SubFloorHideComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
_appearance.TryGetData<bool>(uid, SubFloorVisuals.Covered, out var covered, args.Component);
_appearance.TryGetData<bool>(uid, SubFloorVisuals.ScannerRevealed, out var scannerRevealed, args.Component);
scannerRevealed &= !ShowAll; // no transparency for show-subfloor mode.
// Sunrise-start
var showVentPipe = false;
if (HasComp<PipeAppearanceComponent>(uid))
{
showVentPipe = ShowVentPipe;
}
var revealed = !covered || ShowAll || scannerRevealed || showVentPipe;
// Sunrise-end
// set visibility & color of each layer
foreach (var layer in args.Sprite.AllLayers)
{
// pipe connection visuals are updated AFTER this, and may re-hide some layers
layer.Visible = revealed;
}
// Is there some layer that is always visible?
var hasVisibleLayer = false;
foreach (var layerKey in component.VisibleLayers)
{
if (!_sprite.LayerMapTryGet((uid, args.Sprite), layerKey, out var layerIndex, false))
continue;
var layer = args.Sprite[layerIndex];
layer.Visible = true;
layer.Color = layer.Color.WithAlpha(1f);
hasVisibleLayer = true;
}
_sprite.SetVisible((uid, args.Sprite), hasVisibleLayer || revealed);
if (ShowAll)
{
// Allows sandbox mode to make wires visible over other stuff.
component.OriginalDrawDepth ??= args.Sprite.DrawDepth;
_sprite.SetDrawDepth((uid, args.Sprite), (int)Shared.DrawDepth.DrawDepth.Overdoors);
}
else if (scannerRevealed)
{
// Allows a t-ray to show wires/pipes above carpets/puddles.
if (component.OriginalDrawDepth is not null)
return;
component.OriginalDrawDepth = args.Sprite.DrawDepth;
var drawDepthDifference = Shared.DrawDepth.DrawDepth.ThickPipe - Shared.DrawDepth.DrawDepth.Puddles;
_sprite.SetDrawDepth((uid, args.Sprite), args.Sprite.DrawDepth - (drawDepthDifference - 1));
}
else if (component.OriginalDrawDepth.HasValue)
{
_sprite.SetDrawDepth((uid, args.Sprite), component.OriginalDrawDepth.Value);
component.OriginalDrawDepth = null;
}
}
private void UpdateAll()
{
var query = AllEntityQuery<SubFloorHideComponent, AppearanceComponent>();
while (query.MoveNext(out var uid, out _, out var appearance))
{
_appearance.QueueUpdate(uid, appearance);
}
}
}