# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
148 lines
4.8 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|