fish-station/Content.Client/Clothing/ClientClothingSystem.cs
Vigers Ray 939076ff99 Merge remote-tracking branch 'space-wizards/master'
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#	.github/CODEOWNERS
#	.github/workflows/publish.yml
#	Content.Client/Administration/UI/BanPanel/BanPanel.xaml
#	Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs
#	Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs
#	Content.Client/Entry/EntryPoint.cs
#	Content.Client/Hands/Systems/HandsSystem.cs
#	Content.Client/Humanoid/HumanoidAppearanceSystem.cs
#	Content.Client/Humanoid/SingleMarkingPicker.xaml.cs
#	Content.Client/IoC/ClientContentIoC.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs
#	Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml
#	Content.Client/Options/UI/EscapeMenu.xaml
#	Content.Client/Stealth/StealthSystem.cs
#	Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs
#	Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs
#	Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs
#	Content.Client/Weapons/Ranged/Systems/GunSystem.cs
#	Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs
#	Content.IntegrationTests/Tests/Damageable/DamageableTest.cs
#	Content.IntegrationTests/Tests/PostMapInitTest.cs
#	Content.Server/Administration/Commands/AdminWhoCommand.cs
#	Content.Server/Administration/Commands/PardonCommand.cs
#	Content.Server/Administration/Commands/RoleUnbanCommand.cs
#	Content.Server/Administration/Commands/SetOutfitCommand.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs
#	Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs
#	Content.Server/Body/Components/BloodstreamComponent.cs
#	Content.Server/Body/Systems/BloodstreamSystem.cs
#	Content.Server/Body/Systems/MetabolizerSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chat/Managers/ChatSanitizationManager.cs
#	Content.Server/Chat/Systems/ChatSystem.Emote.cs
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#	Content.Server/CrewManifest/CrewManifestSystem.cs
#	Content.Server/Emp/EmpSystem.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/Fax/FaxSystem.cs
#	Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs
#	Content.Server/GameTicking/Commands/ForceMapCommand.cs
#	Content.Server/GameTicking/Commands/ForcePresetCommand.cs
#	Content.Server/GameTicking/Presets/GamePresetPrototype.cs
#	Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs
#	Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/Ghost/Roles/GhostRoleSystem.cs
#	Content.Server/Implants/Components/ScramImplantComponent.cs
#	Content.Server/Implants/SubdermalImplantSystem.cs
#	Content.Server/Materials/ProduceMaterialExtractorSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs
#	Content.Server/NPC/Systems/NPCSystem.cs
#	Content.Server/Polymorph/Systems/PolymorphSystem.cs
#	Content.Server/Radio/EntitySystems/HeadsetSystem.cs
#	Content.Server/Repairable/RepairableSystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.cs
#	Content.Server/RoundEnd/RoundEndSystem.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs
#	Content.Server/Speech/EntitySystems/FrontalLispSystem.cs
#	Content.Server/Speech/EntitySystems/LizardAccentSystem.cs
#	Content.Server/Speech/EntitySystems/MothAccentSystem.cs
#	Content.Server/Speech/EntitySystems/OwOAccentSystem.cs
#	Content.Server/Station/Systems/StationSpawningSystem.cs
#	Content.Server/StationEvents/Events/MeteorSwarmSystem.cs
#	Content.Server/Stunnable/Components/StunOnCollideComponent.cs
#	Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs
#	Content.Server/Zombies/ZombieSystem.Transform.cs
#	Content.Server/Zombies/ZombieSystem.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Bed/SharedBedSystem.cs
#	Content.Shared/Blocking/BlockingSystem.cs
#	Content.Shared/Body/Systems/SharedBodySystem.Parts.cs
#	Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs
#	Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs
#	Content.Shared/Construction/Conditions/TileNotBlocked.cs
#	Content.Shared/Cuffs/SharedCuffableSystem.cs
#	Content.Shared/Doors/Systems/SharedDoorSystem.cs
#	Content.Shared/Emoting/EmoteAttemptEvent.cs
#	Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs
#	Content.Shared/Eye/VisibilityFlags.cs
#	Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs
#	Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
#	Content.Shared/Interaction/SmartEquipSystem.cs
#	Content.Shared/Inventory/InventorySystem.Relay.cs
#	Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs
#	Content.Shared/Medical/Healing/HealingSystem.cs
#	Content.Shared/Medical/HealingComponent.cs
#	Content.Shared/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Shared/Slippery/SlipperySystem.cs
#	Content.Shared/SprayPainter/SharedSprayPainterSystem.cs
#	Content.Shared/Standing/StandingStateComponent.cs
#	Content.Shared/Standing/StandingStateSystem.cs
#	Content.Shared/Station/SharedStationSpawningSystem.cs
#	Content.Shared/Stunnable/SharedStunSystem.cs
#	Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs
#	Content.Shared/VendingMachines/VendingMachineComponent.cs
#	Content.Shared/Warps/WarpPointSystem.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
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#	Resources/engineCommandPerms.yml
#	Resources/keybinds.yml
#	Resources/migration.yml
2025-08-10 01:49:23 +03:00

394 lines
15 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Client.DisplacementMap;
using Content.Client.Inventory;
using Content.Shared._Sunrise;
using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.DisplacementMap;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Tag;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Utility;
using static Robust.Client.GameObjects.SpriteComponent;
namespace Content.Client.Clothing;
public sealed class ClientClothingSystem : ClothingSystem
{
public const string Jumpsuit = "jumpsuit";
/// <summary>
/// This is a shitty hotfix written by me (Paul) to save me from renaming all files.
/// For some context, im currently refactoring inventory. Part of that is slots not being indexed by a massive enum anymore, but by strings.
/// 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.
/// </summary>
private static readonly Dictionary<string, string> TemporarySlotMap = new()
{
{"head", "HELMET"},
{"eyes", "EYES"},
{"ears", "EARS"},
{"mask", "MASK"},
{"outerClothing", "OUTERCLOTHING"},
{Jumpsuit, "INNERCLOTHING"},
{"neck", "NECK"},
{"back", "BACKPACK"},
{"belt", "BELT"},
{"gloves", "HAND"},
{"shoes", "FEET"},
{"pants", "PANTS"}, // Sunrise-edit
{"socks", "SOCKS"}, // Sunrise-edit
{"bra", "BRA"}, // Sunrise-edit
{"id", "IDCARD"},
{"pocket1", "POCKET1"},
{"pocket2", "POCKET2"},
{"suitstorage", "SUITSTORAGE"},
};
[Dependency] private readonly IResourceCache _cache = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
SubscribeLocalEvent<InventoryComponent, InventoryTemplateUpdated>(OnInventoryTemplateUpdated);
SubscribeLocalEvent<InventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
SubscribeLocalEvent<InventoryComponent, AppearanceChangeEvent>(OnAppearanceUpdate);
}
private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
{
// May need to update displacement maps if the sex changed. Also required to properly set the stencil on init
if (args.Sprite == null)
return;
UpdateAllSlots(uid, component);
// No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
if (_sprite.LayerMapTryGet((uid, args.Sprite), HumanoidVisualLayers.StencilMask, out var layer, false))
{
DebugTools.Assert(!args.Sprite[layer].Visible);
_sprite.LayerSetVisible((uid, args.Sprite), layer, false);
}
}
private void OnInventoryTemplateUpdated(Entity<InventoryComponent> ent, ref InventoryTemplateUpdated args)
{
UpdateAllSlots(ent.Owner, ent.Comp);
}
private void UpdateAllSlots(
EntityUid uid,
InventoryComponent? inventoryComponent = null)
{
var enumerator = _inventorySystem.GetSlotEnumerator((uid, inventoryComponent));
while (enumerator.NextItem(out var item, out var slot))
{
RenderEquipment(uid, item, slot.Name, inventoryComponent);
}
}
private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
{
if (!TryComp(args.Equipee, out InventoryComponent? inventory))
return;
List<PrototypeLayerData>? layers = null;
if (TryComp(args.Equipee, out HumanoidAppearanceComponent? humanoid))
{
var bodyTypeName = _prototype.Index<BodyTypePrototype>(humanoid.BodyType).Name;
item.ClothingVisuals.TryGetValue($"{args.Slot}-{bodyTypeName}", out layers);
}
// first attempt to get species specific data.
if (inventory.SpeciesId != null)
item.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
// if that returned nothing, attempt to find generic data
if (layers == null && !item.ClothingVisuals.TryGetValue(args.Slot, out layers))
{
// No generic data either. Attempt to generate defaults from the item's RSI & item-prefixes
if (!TryGetDefaultVisuals(uid, item, args.Slot, inventory.SpeciesId, args.Equipee, out layers))
return;
}
// add each layer to the visuals
var i = 0;
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
// using the $"{args.Slot}" layer key as the "bookmark" for layer ordering until layer draw depths get added
key = $"{args.Slot}-{i}";
i++;
}
item.MappedLayer = key;
args.Layers.Add((key, layer));
}
}
/// <summary>
/// If no explicit clothing visuals were specified, this attempts to populate with default values.
/// </summary>
/// <remarks>
/// Useful for lazily adding clothing sprites without modifying yaml. And for backwards compatibility.
/// </remarks>
private bool TryGetDefaultVisuals(EntityUid uid, ClothingComponent clothing, string slot, string? speciesId,
EntityUid target,
[NotNullWhen(true)] out List<PrototypeLayerData>? layers)
{
layers = null;
RSI? rsi = null;
if (clothing.RsiPath != null)
rsi = _cache.GetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / clothing.RsiPath).RSI;
else if (TryComp(uid, out SpriteComponent? sprite))
rsi = sprite.BaseRSI;
if (rsi == null)
return false;
var correctedSlot = slot;
TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
var state = $"equipped-{correctedSlot}";
if (!string.IsNullOrEmpty(clothing.EquippedPrefix))
state = $"{clothing.EquippedPrefix}-equipped-{correctedSlot}";
if (clothing.EquippedState != null)
state = $"{clothing.EquippedState}";
if (TryComp(target, out HumanoidAppearanceComponent? humanoid))
{
var bodyTypeName = _prototype.Index(humanoid.BodyType).Name;
if (rsi.TryGetState($"{state}-{bodyTypeName}", out _))
state = $"{state}-{bodyTypeName}";
}
// species specific
if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
state = $"{state}-{speciesId}";
else if (!rsi.TryGetState(state, out _))
return false;
var layer = new PrototypeLayerData();
layer.RsiPath = rsi.Path.ToString();
layer.State = state;
layers = new() { layer };
return true;
}
private void OnVisualsChanged(EntityUid uid, InventoryComponent component, VisualsChangedEvent args)
{
var item = GetEntity(args.Item);
if (!TryComp(item, out ClothingComponent? clothing) || clothing.InSlot == null)
return;
RenderEquipment(uid, item, clothing.InSlot, component, null, clothing);
}
private void OnDidUnequip(Entity<SpriteComponent> entity, ref DidUnequipEvent args)
{
if (!TryComp(entity, out InventorySlotsComponent? inventorySlots))
return;
if (!inventorySlots.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of invisible layers.
foreach (var layer in revealedLayers)
{
_sprite.RemoveLayer(entity.AsNullable(), layer);
}
revealedLayers.Clear();
}
public void InitClothing(EntityUid uid, InventoryComponent component)
{
if (!TryComp(uid, out SpriteComponent? sprite))
return;
var enumerator = _inventorySystem.GetSlotEnumerator((uid, component));
while (enumerator.NextItem(out var item, out var slot))
{
RenderEquipment(uid, item, slot.Name, component, sprite);
}
}
protected override void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
{
base.OnGotEquipped(uid, component, args);
RenderEquipment(args.Equipee, uid, args.Slot, clothingComponent: component);
}
private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
InventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null,
InventorySlotsComponent? inventorySlots = null)
{
if (!Resolve(equipee, ref inventory, ref sprite, ref inventorySlots) ||
!Resolve(equipment, ref clothingComponent, false))
{
return;
}
if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of invisible layers.
if (inventorySlots.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
{
foreach (var key in revealedLayers)
{
_sprite.RemoveLayer((equipee, sprite), key);
}
revealedLayers.Clear();
}
else
{
revealedLayers = new();
inventorySlots.VisualLayerKeys[slot] = revealedLayers;
}
var ev = new GetEquipmentVisualsEvent(equipee, slot);
RaiseLocalEvent(equipment, ev);
if (ev.Layers.Count == 0)
{
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
return;
}
// temporary, until layer draw depths get added. Basically: a layer with the key "slot" is being used as a
// bookmark to determine where in the list of layers we should insert the clothing layers.
var slotLayerExists = _sprite.LayerMapTryGet((equipee, sprite), slot, out var index, false);
// Select displacement maps
var displacementData = inventory.Displacements.GetValueOrDefault(slot); //Default unsexed map
string? bodyTypeName = null;
if (TryComp(equipee, out HumanoidAppearanceComponent? humanoid))
{
bodyTypeName = _prototype.Index(humanoid.BodyType).Name;
var hardsuitKey = $"hardsuit-{bodyTypeName}";
switch (humanoid.Sex)
{
case Sex.Male:
if (inventory.MaleDisplacements.Count > 0)
{
displacementData = inventory.MaleDisplacements.GetValueOrDefault($"{slot}-{bodyTypeName}")
?? inventory.MaleDisplacements.GetValueOrDefault(slot);
if (_tagSystem.HasTag(equipment, "Hardsuit"))
{
displacementData = inventory.MaleDisplacements.GetValueOrDefault(hardsuitKey)
?? inventory.Displacements.GetValueOrDefault(slot);
}
}
break;
case Sex.Female:
if (inventory.FemaleDisplacements.Count > 0)
{
displacementData = inventory.FemaleDisplacements.GetValueOrDefault($"{slot}-{bodyTypeName}")
?? inventory.FemaleDisplacements.GetValueOrDefault(slot);
if (_tagSystem.HasTag(equipment, "Hardsuit"))
{
displacementData = inventory.FemaleDisplacements.GetValueOrDefault(hardsuitKey)
?? inventory.FemaleDisplacements.GetValueOrDefault(slot);
}
}
break;
}
}
// add the new layers
foreach (var (key, layerData) in ev.Layers)
{
if (!revealedLayers.Add(key))
{
Log.Warning($"Duplicate key for clothing visuals: {key}. Are multiple components attempting to modify the same layer? Equipment: {ToPrettyString(equipment)}");
continue;
}
if (slotLayerExists)
{
index++;
// note that every insertion requires reshuffling & remapping all the existing layers.
_sprite.AddBlankLayer((equipee, sprite), index);
_sprite.LayerMapSet((equipee, sprite), key, index);
if (layerData.Color != null)
_sprite.LayerSetColor((equipee, sprite), key, layerData.Color.Value);
if (layerData.Scale != null)
_sprite.LayerSetScale((equipee, sprite), key, layerData.Scale.Value);
}
else
index = _sprite.LayerMapReserve((equipee, sprite), key);
if (sprite[index] is not Layer layer)
continue;
// 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.
if (layerData.RsiPath == null
&& layerData.TexturePath == null
&& layer.RSI == null
&& TryComp(equipment, out SpriteComponent? clothingSprite))
{
_sprite.LayerSetRsi(layer, clothingSprite.BaseRSI);
}
_sprite.LayerSetData((equipee, sprite), index, layerData);
_sprite.LayerSetOffset(layer, layer.Offset + slotDef.Offset);
if (displacementData is not null)
{
//Checking that the state is not tied to the current race. In this case we don't need to use the displacement maps.
if (layerData.State is not null && (inventory.SpeciesId is not null && layerData.State.EndsWith(inventory.SpeciesId)
|| bodyTypeName is not null && layerData.State.EndsWith(bodyTypeName)))
continue;
if (_displacement.TryAddDisplacement(displacementData, (equipee, sprite), index, key, out var displacementKey))
{
revealedLayers.Add(displacementKey);
index++;
}
}
}
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
}
}