using Content.Shared.DrawDepth;
using Content.Shared.SubFloor;
using Robust.Client.GameObjects;
namespace Content.Client.SubFloor;
public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
private bool _showAll;
[ViewVariables(VVAccess.ReadWrite)]
public bool ShowAll
get => _showAll;
set
if (_showAll == value) return;
_showAll = value;
UpdateAll();
}
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<SubFloorHideComponent, AppearanceChangeEvent>(OnAppearanceChanged);
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.
var revealed = !covered || ShowAll || scannerRevealed;
// 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 (!args.Sprite.LayerMapTryGet(layerKey, out var layerIndex))
continue;
var layer = args.Sprite[layerIndex];
layer.Visible = true;
layer.Color = layer.Color.WithAlpha(1f);
hasVisibleLayer = true;
args.Sprite.Visible = hasVisibleLayer || revealed;
// allows a t-ray to show wires/pipes above carpets/puddles
if (scannerRevealed)
component.OriginalDrawDepth ??= args.Sprite.DrawDepth;
args.Sprite.DrawDepth = (int) Shared.DrawDepth.DrawDepth.FloorObjects + 1;
else if (component.OriginalDrawDepth.HasValue)
args.Sprite.DrawDepth = 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);