Add multi-layer in-hand and clothing support (#6740)
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110
Content.Client/Items/Systems/ItemSystem.cs
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110
Content.Client/Items/Systems/ItemSystem.cs
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Item;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Client.Items.Systems;
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public sealed class ItemSystem : SharedItemSystem
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{
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly IResourceCache _resCache = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedItemComponent, GetInhandVisualsEvent>(OnGetVisuals);
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}
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#region InhandVisuals
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/// <summary>
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/// When an items visual state changes, notify and entities that are holding this item that their sprite may need updating.
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/// </summary>
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public override void VisualsChanged(EntityUid uid, SharedItemComponent? item = null)
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{
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if (!Resolve(uid, ref item))
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return;
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// if the item is in a container, it might be equipped to hands or inventory slots --> update visuals.
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if (_containerSystem.TryGetContainingContainer(uid, out var container))
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RaiseLocalEvent(container.Owner, new VisualsChangedEvent(uid, container.ID));
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}
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/// <summary>
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/// An entity holding this item is requesting visual information for in-hand sprites.
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/// </summary>
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private void OnGetVisuals(EntityUid uid, SharedItemComponent item, GetInhandVisualsEvent args)
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{
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var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}";
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// try get explicit visuals
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if (item.InhandVisuals == null || !item.InhandVisuals.TryGetValue(args.Location, out var layers))
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{
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// get defaults
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if (!TryGetDefaultVisuals(uid, item, defaultKey, out layers))
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return;
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}
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var i = 0;
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
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i++;
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}
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args.Layers.Add((key, layer));
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}
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}
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/// <summary>
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/// If no explicit in-hand visuals were specified, this attempts to populate with default values.
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/// </summary>
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/// <remarks>
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/// Useful for lazily adding in-hand sprites without modifying yaml. And backwards compatibility.
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/// </remarks>
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private bool TryGetDefaultVisuals(EntityUid uid, SharedItemComponent item, string defaultKey, [NotNullWhen(true)] out List<PrototypeLayerData>? result)
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{
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result = null;
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RSI? rsi = null;
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if (item.RsiPath != null)
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rsi = _resCache.GetResource<RSIResource>(TextureRoot / item.RsiPath).RSI;
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else if (TryComp(uid, out SpriteComponent? sprite))
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rsi = sprite.BaseRSI;
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if (rsi == null || rsi.Path == null)
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return false;
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var state = (item.EquippedPrefix == null)
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? defaultKey
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: $"{item.EquippedPrefix}-{defaultKey}";
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if (!rsi.TryGetState(state, out var _))
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return false;
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var layer = PrototypeLayerData.New();
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layer.RsiPath = rsi.Path.ToString();
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layer.State = state;
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layer.MapKeys = new() { state };
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result = new() { layer };
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return true;
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}
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#endregion
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}
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