Add face bandanas (#24597)

* add face bandanas

* oops

* make face bandanas butcherable, also one bite

* oops

* Add mouth IdentityBlocker to bandanas

* refactor to use foldablecomponent

* remove some leftover bits

* remove HamsterWearable until face sprite updated

* oops

* review changes

* remove a few unneeded bits
This commit is contained in:
themias
2024-02-03 19:52:44 -05:00
committed by GitHub
parent 494af9ac68
commit b503fe5864
31 changed files with 309 additions and 126 deletions

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@@ -64,7 +64,7 @@ public sealed partial class ToggleMaskEvent : InstantActionEvent { }
/// Event raised on the mask entity when it is toggled.
/// </summary>
[ByRefEvent]
public readonly record struct ItemMaskToggledEvent(EntityUid Wearer, bool IsToggled, bool IsEquip);
public readonly record struct ItemMaskToggledEvent(EntityUid Wearer, string? equippedPrefix, bool IsToggled, bool IsEquip);
/// <summary>
/// Event raised on the entity wearing the mask when it is toggled.

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@@ -0,0 +1,20 @@
using Content.Shared.Inventory;
using Robust.Shared.GameStates;
namespace Content.Shared.Clothing.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class FoldableClothingComponent : Component
{
/// <summary>
/// Which slots does this fit into when folded?
/// </summary>
[DataField]
public SlotFlags? FoldedSlots;
/// <summary>
/// Which slots does this fit into when unfolded?
/// </summary>
[DataField]
public SlotFlags? UnfoldedSlots;
}

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@@ -1,4 +1,4 @@
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Clothing.EntitySystems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
@@ -19,4 +19,7 @@ public sealed partial class MaskComponent : Component
[DataField, AutoNetworkedField]
public bool IsToggled;
[DataField, AutoNetworkedField]
public string EquippedPrefix = "toggled";
}

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@@ -113,7 +113,8 @@ public abstract class ClothingSystem : EntitySystem
private void OnMaskToggled(Entity<ClothingComponent> ent, ref ItemMaskToggledEvent args)
{
//TODO: sprites for 'pulled down' state. defaults to invisible due to no sprite with this prefix
SetEquippedPrefix(ent, args.IsToggled ? "toggled" : null, ent);
if(args.equippedPrefix != null)
SetEquippedPrefix(ent, args.IsToggled ? args.equippedPrefix : null, ent);
}
private void OnEquipDoAfter(Entity<ClothingComponent> ent, ref ClothingEquipDoAfterEvent args)

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@@ -0,0 +1,42 @@
using Content.Shared.Clothing.Components;
using Content.Shared.Foldable;
using Content.Shared.Inventory;
namespace Content.Shared.Clothing.EntitySystems;
public sealed class FoldableClothingSystem : EntitySystem
{
[Dependency] private readonly ClothingSystem _clothingSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FoldableClothingComponent, FoldAttemptEvent>(OnFoldAttempt);
SubscribeLocalEvent<FoldableClothingComponent, FoldedEvent>(OnFolded);
}
private void OnFoldAttempt(Entity<FoldableClothingComponent> ent, ref FoldAttemptEvent args)
{
if (args.Cancelled)
return;
// allow folding while equipped if allowed slots are the same:
// e.g. flip a hat backwards while on your head
if (_inventorySystem.TryGetContainingSlot(ent.Owner, out var slot) &&
!ent.Comp.FoldedSlots.Equals(ent.Comp.UnfoldedSlots))
args.Cancelled = true;
}
private void OnFolded(Entity<FoldableClothingComponent> ent, ref FoldedEvent args)
{
if (TryComp<ClothingComponent>(ent.Owner, out var clothingComp))
{
if (args.IsFolded && ent.Comp.FoldedSlots.HasValue)
_clothingSystem.SetSlots(ent.Owner, ent.Comp.FoldedSlots.Value, clothingComp);
else if (!args.IsFolded && ent.Comp.UnfoldedSlots.HasValue)
_clothingSystem.SetSlots(ent.Owner, ent.Comp.UnfoldedSlots.Value, clothingComp);
}
}
}

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@@ -1,7 +1,9 @@
using Content.Shared.Actions;
using Content.Shared.Clothing.Components;
using Content.Shared.Foldable;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Popups;
using Robust.Shared.Timing;
@@ -21,11 +23,12 @@ public sealed class MaskSystem : EntitySystem
SubscribeLocalEvent<MaskComponent, ToggleMaskEvent>(OnToggleMask);
SubscribeLocalEvent<MaskComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<MaskComponent, GotUnequippedEvent>(OnGotUnequipped);
SubscribeLocalEvent<MaskComponent, FoldedEvent>(OnFolded);
}
private void OnGetActions(EntityUid uid, MaskComponent component, GetItemActionsEvent args)
{
if (!args.InHands)
if (_inventorySystem.InSlotWithFlags(uid, SlotFlags.MASK))
args.AddAction(ref component.ToggleActionEntity, component.ToggleAction);
}
@@ -46,7 +49,7 @@ public sealed class MaskSystem : EntitySystem
else
_popupSystem.PopupEntity(Loc.GetString("action-mask-pull-up-popup-message", ("mask", uid)), args.Performer, args.Performer);
ToggleMaskComponents(uid, mask, args.Performer);
ToggleMaskComponents(uid, mask, args.Performer, mask.EquippedPrefix);
}
// set to untoggled when unequipped, so it isn't left in a 'pulled down' state
@@ -59,15 +62,22 @@ public sealed class MaskSystem : EntitySystem
Dirty(uid, mask);
_actionSystem.SetToggled(mask.ToggleActionEntity, mask.IsToggled);
ToggleMaskComponents(uid, mask, args.Equipee, true);
ToggleMaskComponents(uid, mask, args.Equipee, mask.EquippedPrefix, true);
}
private void ToggleMaskComponents(EntityUid uid, MaskComponent mask, EntityUid wearer, bool isEquip = false)
private void ToggleMaskComponents(EntityUid uid, MaskComponent mask, EntityUid wearer, string? equippedPrefix = null, bool isEquip = false)
{
var maskEv = new ItemMaskToggledEvent(wearer, mask.IsToggled, isEquip);
var maskEv = new ItemMaskToggledEvent(wearer, equippedPrefix, mask.IsToggled, isEquip);
RaiseLocalEvent(uid, ref maskEv);
var wearerEv = new WearerMaskToggledEvent(mask.IsToggled);
RaiseLocalEvent(wearer, ref wearerEv);
}
private void OnFolded(Entity<MaskComponent> ent, ref FoldedEvent args)
{
ent.Comp.IsToggled = args.IsFolded;
ToggleMaskComponents(ent.Owner, ent.Comp, ent.Owner);
}
}