using static Robust.Shared.GameObjects.SharedSpriteComponent;

namespace Content.Shared.Clothing;

/// <summary>
///     Raised directed at a piece of clothing to get the set of layers to show on the wearer's sprite
/// </summary>
public sealed class GetEquipmentVisualsEvent : EntityEventArgs
{
    /// <summary>
    ///     Entity that is wearing the item.
    /// </summary>
    public readonly EntityUid Equipee;

    public readonly string Slot;

    /// <summary>
    ///     The layers that will be added to the entity that is wearing this item.
    /// </summary>
    /// <remarks>
    ///     Note that the actual ordering of the layers depends on the order in which they are added to this list;
    /// </remarks>
    public List<(string, PrototypeLayerData)> Layers = new();

    public GetEquipmentVisualsEvent(EntityUid equipee, string slot)
    {
        Equipee = equipee;
        Slot = slot;
    }
}

/// <summary>
///     Raised directed at a piece of clothing after its visuals have been updated.
/// </summary>
/// <remarks>
///     Useful for systems/components that modify the visual layers that an item adds to a player. (e.g. RGB memes)
/// </remarks>
public sealed class EquipmentVisualsUpdatedEvent : EntityEventArgs
{
    /// <summary>
    ///     Entity that is wearing the item.
    /// </summary>
    public readonly EntityUid Equipee;

    public readonly string Slot;

    /// <summary>
    ///     The layers that this item is now revealing.
    /// </summary>
    public HashSet<string> RevealedLayers;

    public EquipmentVisualsUpdatedEvent(EntityUid equipee, string slot, HashSet<string> revealedLayers)
    {
        Equipee = equipee;
        Slot = slot;
        RevealedLayers = revealedLayers;
    }
}
