Fix lizard snouts disappearing when wearing masks (#25716)

* fixes it

* Snout fix

* Partway commit

* Partway commit

* Update masks and helmets to use the new system
This commit is contained in:
SlamBamActionman
2024-04-19 07:39:47 +02:00
committed by GitHub
parent 94f296f9d6
commit 7aa4beede6
14 changed files with 206 additions and 98 deletions

View File

@@ -6,26 +6,19 @@ using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Tag;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using System.Linq;
namespace Content.Shared.Clothing.EntitySystems;
public abstract class ClothingSystem : EntitySystem
{
[Dependency] private readonly SharedItemSystem _itemSys = default!;
[Dependency] private readonly SharedContainerSystem _containerSys = default!;
[Dependency] private readonly SharedHumanoidAppearanceSystem _humanoidSystem = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly InventorySystem _invSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[ValidatePrototypeId<TagPrototype>]
private const string HairTag = "HidesHair";
[ValidatePrototypeId<TagPrototype>]
private const string NoseTag = "HidesNose";
public override void Initialize()
{
base.Initialize();
@@ -89,18 +82,22 @@ public abstract class ClothingSystem : EntitySystem
}
}
private void ToggleVisualLayer(EntityUid equipee, HumanoidVisualLayers layer, string tag)
private void ToggleVisualLayers(EntityUid equipee, HashSet<HumanoidVisualLayers> layers, HashSet<HumanoidVisualLayers> appearanceLayers)
{
InventorySystem.InventorySlotEnumerator enumerator = _invSystem.GetSlotEnumerator(equipee, SlotFlags.HEAD ^ SlotFlags.MASK);
bool shouldLayerShow = true;
while (enumerator.NextItem(out EntityUid item))
foreach (HumanoidVisualLayers layer in layers)
{
if (_tagSystem.HasTag(item, tag))
if (!appearanceLayers.Contains(layer))
break;
InventorySystem.InventorySlotEnumerator enumerator = _invSystem.GetSlotEnumerator(equipee);
bool shouldLayerShow = true;
while (enumerator.NextItem(out EntityUid item))
{
if (tag == NoseTag) //Special check needs to be made for NoseTag, due to masks being toggleable
if (TryComp(item, out HideLayerClothingComponent? comp))
{
if (TryComp(item, out MaskComponent? mask) && TryComp(item, out ClothingComponent? clothing))
//Checks for mask toggling. TODO: Make a generic system for this
if (comp.HideOnToggle && TryComp(item, out MaskComponent? mask) && TryComp(item, out ClothingComponent? clothing))
{
if (clothing.EquippedPrefix != mask.EquippedPrefix)
{
@@ -114,50 +111,49 @@ public abstract class ClothingSystem : EntitySystem
break;
}
}
else
{
shouldLayerShow = false;
break;
}
}
_humanoidSystem.SetLayerVisibility(equipee, layer, shouldLayerShow);
}
_humanoidSystem.SetLayerVisibility(equipee, layer, shouldLayerShow);
}
protected virtual void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
{
component.InSlot = args.Slot;
if ((new string[] { "head" }).Contains(args.Slot) && _tagSystem.HasTag(args.Equipment, HairTag))
ToggleVisualLayer(args.Equipee, HumanoidVisualLayers.Hair, HairTag);
if ((new string[] { "mask", "head" }).Contains(args.Slot) && _tagSystem.HasTag(args.Equipment, NoseTag))
ToggleVisualLayer(args.Equipee, HumanoidVisualLayers.Snout, NoseTag);
CheckEquipmentForLayerHide(args.Equipment, args.Equipee);
}
protected virtual void OnGotUnequipped(EntityUid uid, ClothingComponent component, GotUnequippedEvent args)
{
component.InSlot = null;
if ((new string[] { "head" }).Contains(args.Slot) && _tagSystem.HasTag(args.Equipment, HairTag))
ToggleVisualLayer(args.Equipee, HumanoidVisualLayers.Hair, HairTag);
if ((new string[] { "mask", "head" }).Contains(args.Slot) && _tagSystem.HasTag(args.Equipment, NoseTag))
ToggleVisualLayer(args.Equipee, HumanoidVisualLayers.Snout, NoseTag);
CheckEquipmentForLayerHide(args.Equipment, args.Equipee);
}
private void OnGetState(EntityUid uid, ClothingComponent component, ref ComponentGetState args)
{
args.State = new ClothingComponentState(component.EquippedPrefix);
if (component.InSlot != null && _containerSys.TryGetContainingContainer(uid, out var container))
{
CheckEquipmentForLayerHide(uid, container.Owner);
}
}
private void OnHandleState(EntityUid uid, ClothingComponent component, ref ComponentHandleState args)
{
if (args.Current is ClothingComponentState state)
{
SetEquippedPrefix(uid, state.EquippedPrefix, component);
if (component.InSlot != null && _containerSys.TryGetContainingContainer(uid, out var container))
{
CheckEquipmentForLayerHide(uid, container.Owner);
}
}
}
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 ? args.equippedPrefix : null, ent);
ToggleVisualLayer(args.Wearer, HumanoidVisualLayers.Snout, NoseTag);
CheckEquipmentForLayerHide(ent.Owner, args.Wearer);
}
private void OnEquipDoAfter(Entity<ClothingComponent> ent, ref ClothingEquipDoAfterEvent args)
@@ -176,6 +172,12 @@ public abstract class ClothingSystem : EntitySystem
_handsSystem.TryPickup(args.User, ent);
}
private void CheckEquipmentForLayerHide(EntityUid equipment, EntityUid equipee)
{
if (TryComp(equipment, out HideLayerClothingComponent? clothesComp) && TryComp(equipee, out HumanoidAppearanceComponent? appearanceComp))
ToggleVisualLayers(equipee, clothesComp.Slots, appearanceComp.HideLayersOnEquip);
}
#region Public API
public void SetEquippedPrefix(EntityUid uid, string? prefix, ClothingComponent? clothing = null)