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using System.Diagnostics.CodeAnalysis ;
using System.Linq ;
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using Content.Client.Inventory ;
using Content.Shared.Clothing ;
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using Content.Shared.Clothing.Components ;
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using Content.Shared.Clothing.EntitySystems ;
Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
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using Content.Shared.Humanoid ;
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using Content.Shared.Inventory ;
using Content.Shared.Inventory.Events ;
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using Content.Shared.Item ;
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using Robust.Client.GameObjects ;
using Robust.Client.Graphics ;
using Robust.Client.ResourceManagement ;
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using Robust.Shared.Serialization.TypeSerializers.Implementations ;
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using Robust.Shared.Utility ;
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using static Robust . Client . GameObjects . SpriteComponent ;
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namespace Content.Client.Clothing ;
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public sealed class ClientClothingSystem : ClothingSystem
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{
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public const string Jumpsuit = "jumpsuit" ;
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/// <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" } ,
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{ Jumpsuit , "INNERCLOTHING" } ,
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{ "neck" , "NECK" } ,
{ "back" , "BACKPACK" } ,
{ "belt" , "BELT" } ,
{ "gloves" , "HAND" } ,
{ "shoes" , "FEET" } ,
{ "id" , "IDCARD" } ,
{ "pocket1" , "POCKET1" } ,
{ "pocket2" , "POCKET2" } ,
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{ "suitstorage" , "SUITSTORAGE" } ,
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} ;
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[Dependency] private readonly IResourceCache _cache = default ! ;
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[Dependency] private readonly InventorySystem _inventorySystem = default ! ;
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public override void Initialize ( )
{
base . Initialize ( ) ;
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SubscribeLocalEvent < ClothingComponent , GetEquipmentVisualsEvent > ( OnGetVisuals ) ;
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SubscribeLocalEvent < InventoryComponent , VisualsChangedEvent > ( OnVisualsChanged ) ;
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SubscribeLocalEvent < SpriteComponent , DidUnequipEvent > ( OnDidUnequip ) ;
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SubscribeLocalEvent < InventoryComponent , AppearanceChangeEvent > ( OnAppearanceUpdate ) ;
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}
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private void OnAppearanceUpdate ( EntityUid uid , InventoryComponent component , ref AppearanceChangeEvent args )
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{
// May need to update jumpsuit stencils if the sex changed. Also required to properly set the stencil on init
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if ( args . Sprite = = null )
return ;
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if ( _inventorySystem . TryGetSlotEntity ( uid , Jumpsuit , out var suit , component )
& & TryComp ( suit , out ClothingComponent ? clothing ) )
{
SetGenderedMask ( uid , args . Sprite , clothing ) ;
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return ;
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}
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// No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
if ( args . Sprite . LayerMapTryGet ( HumanoidVisualLayers . StencilMask , out var layer ) )
{
DebugTools . Assert ( ! args . Sprite [ layer ] . Visible ) ;
args . Sprite . LayerSetVisible ( layer , false ) ;
}
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}
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private void OnGetVisuals ( EntityUid uid , ClothingComponent item , GetEquipmentVisualsEvent args )
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{
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if ( ! TryComp ( args . Equipee , out InventoryComponent ? inventory ) )
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return ;
List < PrototypeLayerData > ? layers = null ;
// 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 , 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 )
{
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// using the $"{args.Slot}" layer key as the "bookmark" for layer ordering until layer draw depths get added
key = $"{args.Slot}-{i}" ;
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i + + ;
}
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>
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private bool TryGetDefaultVisuals ( EntityUid uid , ClothingComponent clothing , string slot , string? speciesId ,
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[NotNullWhen(true)] out List < PrototypeLayerData > ? layers )
{
layers = null ;
RSI ? rsi = null ;
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if ( clothing . RsiPath ! = null )
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rsi = _cache . GetResource < RSIResource > ( SpriteSpecifierSerializer . TextureRoot / clothing . RsiPath ) . RSI ;
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else if ( TryComp ( uid , out SpriteComponent ? sprite ) )
rsi = sprite . BaseRSI ;
if ( rsi = = null | | rsi . Path = = null )
return false ;
var correctedSlot = slot ;
TemporarySlotMap . TryGetValue ( correctedSlot , out correctedSlot ) ;
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var state = $"equipped-{correctedSlot}" ;
if ( clothing . EquippedPrefix ! = null )
state = $"{clothing.EquippedPrefix}-equipped-{correctedSlot}" ;
if ( clothing . EquippedState ! = null )
state = $"{clothing.EquippedState}" ;
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// species specific
if ( speciesId ! = null & & rsi . TryGetState ( $"{state}-{speciesId}" , out _ ) )
{
state = $"{state}-{speciesId}" ;
}
else if ( ! rsi . TryGetState ( state , out _ ) )
{
return false ;
}
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var layer = new PrototypeLayerData ( ) ;
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layer . RsiPath = rsi . Path . ToString ( ) ;
layer . State = state ;
layers = new ( ) { layer } ;
return true ;
}
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private void OnVisualsChanged ( EntityUid uid , InventoryComponent component , VisualsChangedEvent args )
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{
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var item = GetEntity ( args . Item ) ;
if ( ! TryComp ( item , out ClothingComponent ? clothing ) | | clothing . InSlot = = null )
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return ;
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RenderEquipment ( uid , item , clothing . InSlot , component , null , clothing ) ;
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}
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private void OnDidUnequip ( EntityUid uid , SpriteComponent component , DidUnequipEvent args )
{
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// Hide jumpsuit mask layer.
if ( args . Slot = = Jumpsuit
& & TryComp ( uid , out SpriteComponent ? sprite )
& & sprite . LayerMapTryGet ( HumanoidVisualLayers . StencilMask , out var maskLayer ) )
{
sprite . LayerSetVisible ( maskLayer , false ) ;
}
if ( ! TryComp ( uid , out InventorySlotsComponent ? inventorySlots ) )
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return ;
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if ( ! inventorySlots . VisualLayerKeys . TryGetValue ( args . Slot , out var revealedLayers ) )
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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 )
{
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component . RemoveLayer ( layer ) ;
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}
revealedLayers . Clear ( ) ;
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}
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public void InitClothing ( EntityUid uid , InventoryComponent component )
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{
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if ( ! TryComp ( uid , out SpriteComponent ? sprite ) )
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return ;
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var enumerator = _inventorySystem . GetSlotEnumerator ( ( uid , component ) ) ;
while ( enumerator . NextItem ( out var item , out var slot ) )
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{
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RenderEquipment ( uid , item , slot . Name , component , sprite ) ;
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}
}
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protected override void OnGotEquipped ( EntityUid uid , ClothingComponent component , GotEquippedEvent args )
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{
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base . OnGotEquipped ( uid , component , args ) ;
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RenderEquipment ( args . Equipee , uid , args . Slot , clothingComponent : component ) ;
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}
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private void RenderEquipment ( EntityUid equipee , EntityUid equipment , string slot ,
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InventoryComponent ? inventory = null , SpriteComponent ? sprite = null , ClothingComponent ? clothingComponent = null ,
InventorySlotsComponent ? inventorySlots = null )
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{
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if ( ! Resolve ( equipee , ref inventory , ref sprite , ref inventorySlots ) | |
! Resolve ( equipment , ref clothingComponent , false ) )
{
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return ;
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}
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if ( slot = = Jumpsuit )
SetGenderedMask ( equipee , sprite , clothingComponent ) ;
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if ( ! _inventorySystem . TryGetSlot ( equipee , slot , out var slotDef , inventory ) )
return ;
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// 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.
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if ( inventorySlots . VisualLayerKeys . TryGetValue ( slot , out var revealedLayers ) )
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{
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foreach ( var key in revealedLayers )
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{
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sprite . RemoveLayer ( key ) ;
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}
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revealedLayers . Clear ( ) ;
}
else
{
revealedLayers = new ( ) ;
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inventorySlots . VisualLayerKeys [ slot ] = revealedLayers ;
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}
var ev = new GetEquipmentVisualsEvent ( equipee , slot ) ;
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RaiseLocalEvent ( equipment , ev ) ;
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if ( ev . Layers . Count = = 0 )
{
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RaiseLocalEvent ( equipment , new EquipmentVisualsUpdatedEvent ( equipee , slot , revealedLayers ) , true ) ;
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return ;
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}
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// 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.
bool slotLayerExists = sprite . LayerMapTryGet ( slot , out var index ) ;
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// add the new layers
foreach ( var ( key , layerData ) in ev . Layers )
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{
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if ( ! revealedLayers . Add ( key ) )
{
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Log . Warning ( $"Duplicate key for clothing visuals: {key}. Are multiple components attempting to modify the same layer? Equipment: {ToPrettyString(equipment)}" ) ;
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continue ;
}
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if ( slotLayerExists )
{
index + + ;
// note that every insertion requires reshuffling & remapping all the existing layers.
sprite . AddBlankLayer ( index ) ;
sprite . LayerMapSet ( key , index ) ;
}
else
index = sprite . LayerMapReserveBlank ( key ) ;
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if ( sprite [ index ] is not Layer layer )
return ;
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// 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
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& & layer . RSI = = null
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& & TryComp ( equipment , out SpriteComponent ? clothingSprite ) )
{
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layer . SetRsi ( clothingSprite . BaseRSI ) ;
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}
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// Another "temporary" fix for clothing stencil masks.
// Sprite layer redactor when
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// Sprite "redactor" just a week away.
if ( slot = = Jumpsuit )
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layerData . Shader ? ? = "StencilDraw" ;
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sprite . LayerSetData ( index , layerData ) ;
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layer . Offset + = slotDef . Offset ;
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}
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RaiseLocalEvent ( equipment , new EquipmentVisualsUpdatedEvent ( equipee , slot , revealedLayers ) , true ) ;
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}
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/// <summary>
/// Sets a sprite's gendered mask based on gender (obviously).
/// </summary>
/// <param name="sprite">Sprite to modify</param>
/// <param name="humanoid">Humanoid, to get gender from</param>
/// <param name="clothing">Clothing component, to get mask sprite type</param>
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private void SetGenderedMask ( EntityUid uid , SpriteComponent sprite , ClothingComponent clothing )
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{
if ( ! sprite . LayerMapTryGet ( HumanoidVisualLayers . StencilMask , out var layer ) )
return ;
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ClothingMask mask ;
string prefix ;
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switch ( CompOrNull < HumanoidAppearanceComponent > ( uid ) ? . Sex )
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{
case Sex . Male :
mask = clothing . MaleMask ;
prefix = "male_" ;
break ;
case Sex . Female :
mask = clothing . FemaleMask ;
prefix = "female_" ;
break ;
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default :
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mask = clothing . UnisexMask ;
prefix = "unisex_" ;
break ;
}
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sprite . LayerSetState ( layer , mask switch
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{
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ClothingMask . NoMask = > $"{prefix}none" ,
ClothingMask . UniformTop = > $"{prefix}top" ,
_ = > $"{prefix}full" ,
} ) ;
sprite . LayerSetVisible ( layer , true ) ;
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}
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}