using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Client.DisplacementMap;
using Content.Client.Inventory;
using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.DisplacementMap;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Utility;
using static Robust.Client.GameObjects.SpriteComponent;
namespace Content.Client.Clothing;
public sealed class ClientClothingSystem : ClothingSystem
{
public const string Jumpsuit = "jumpsuit";
///
/// 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.
///
private static readonly Dictionary TemporarySlotMap = new()
{
{"head", "HELMET"},
{"eyes", "EYES"},
{"ears", "EARS"},
{"mask", "MASK"},
{"outerClothing", "OUTERCLOTHING"},
{Jumpsuit, "INNERCLOTHING"},
{"neck", "NECK"},
{"back", "BACKPACK"},
{"belt", "BELT"},
{"gloves", "HAND"},
{"shoes", "FEET"},
{"id", "IDCARD"},
{"pocket1", "POCKET1"},
{"pocket2", "POCKET2"},
{"suitstorage", "SUITSTORAGE"},
};
[Dependency] private readonly IResourceCache _cache = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnGetVisuals);
SubscribeLocalEvent(OnVisualsChanged);
SubscribeLocalEvent(OnDidUnequip);
SubscribeLocalEvent(OnAppearanceUpdate);
}
private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
{
// May need to update displacement maps if the sex changed. Also required to properly set the stencil on init
if (args.Sprite == null)
return;
var enumerator = _inventorySystem.GetSlotEnumerator((uid, component));
while (enumerator.NextItem(out var item, out var slot))
{
RenderEquipment(uid, item, slot.Name, component);
}
// 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);
}
}
private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
{
if (!TryComp(args.Equipee, out InventoryComponent? inventory))
return;
List? 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)
{
// using the $"{args.Slot}" layer key as the "bookmark" for layer ordering until layer draw depths get added
key = $"{args.Slot}-{i}";
i++;
}
item.MappedLayer = key;
args.Layers.Add((key, layer));
}
}
///
/// If no explicit clothing visuals were specified, this attempts to populate with default values.
///
///
/// Useful for lazily adding clothing sprites without modifying yaml. And for backwards compatibility.
///
private bool TryGetDefaultVisuals(EntityUid uid, ClothingComponent clothing, string slot, string? speciesId,
[NotNullWhen(true)] out List? layers)
{
layers = null;
RSI? rsi = null;
if (clothing.RsiPath != null)
rsi = _cache.GetResource(SpriteSpecifierSerializer.TextureRoot / clothing.RsiPath).RSI;
else if (TryComp(uid, out SpriteComponent? sprite))
rsi = sprite.BaseRSI;
if (rsi == null)
return false;
var correctedSlot = slot;
TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
var state = $"equipped-{correctedSlot}";
if (clothing.EquippedPrefix != null)
state = $"{clothing.EquippedPrefix}-equipped-{correctedSlot}";
if (clothing.EquippedState != null)
state = $"{clothing.EquippedState}";
// species specific
if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
state = $"{state}-{speciesId}";
else if (!rsi.TryGetState(state, out _))
return false;
var layer = new PrototypeLayerData();
layer.RsiPath = rsi.Path.ToString();
layer.State = state;
layers = new() { layer };
return true;
}
private void OnVisualsChanged(EntityUid uid, InventoryComponent component, VisualsChangedEvent args)
{
var item = GetEntity(args.Item);
if (!TryComp(item, out ClothingComponent? clothing) || clothing.InSlot == null)
return;
RenderEquipment(uid, item, clothing.InSlot, component, null, clothing);
}
private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
{
if (!TryComp(uid, out InventorySlotsComponent? inventorySlots))
return;
if (!inventorySlots.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
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)
{
component.RemoveLayer(layer);
}
revealedLayers.Clear();
}
public void InitClothing(EntityUid uid, InventoryComponent component)
{
if (!TryComp(uid, out SpriteComponent? sprite))
return;
var enumerator = _inventorySystem.GetSlotEnumerator((uid, component));
while (enumerator.NextItem(out var item, out var slot))
{
RenderEquipment(uid, item, slot.Name, component, sprite);
}
}
protected override void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
{
base.OnGotEquipped(uid, component, args);
RenderEquipment(args.Equipee, uid, args.Slot, clothingComponent: component);
}
private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
InventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null,
InventorySlotsComponent? inventorySlots = null)
{
if (!Resolve(equipee, ref inventory, ref sprite, ref inventorySlots) ||
!Resolve(equipment, ref clothingComponent, false))
{
return;
}
if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
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.
if (inventorySlots.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
{
foreach (var key in revealedLayers)
{
sprite.RemoveLayer(key);
}
revealedLayers.Clear();
}
else
{
revealedLayers = new();
inventorySlots.VisualLayerKeys[slot] = revealedLayers;
}
var ev = new GetEquipmentVisualsEvent(equipee, slot);
RaiseLocalEvent(equipment, ev);
if (ev.Layers.Count == 0)
{
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
return;
}
// 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);
// Select displacement maps
var displacementData = inventory.Displacements.GetValueOrDefault(slot); //Default unsexed map
var equipeeSex = CompOrNull(equipee)?.Sex;
if (equipeeSex != null)
{
switch (equipeeSex)
{
case Sex.Male:
if (inventory.MaleDisplacements.Count > 0)
displacementData = inventory.MaleDisplacements.GetValueOrDefault(slot);
break;
case Sex.Female:
if (inventory.FemaleDisplacements.Count > 0)
displacementData = inventory.FemaleDisplacements.GetValueOrDefault(slot);
break;
}
}
// add the new layers
foreach (var (key, layerData) in ev.Layers)
{
if (!revealedLayers.Add(key))
{
Log.Warning($"Duplicate key for clothing visuals: {key}. Are multiple components attempting to modify the same layer? Equipment: {ToPrettyString(equipment)}");
continue;
}
if (slotLayerExists)
{
index++;
// note that every insertion requires reshuffling & remapping all the existing layers.
sprite.AddBlankLayer(index);
sprite.LayerMapSet(key, index);
if (layerData.Color != null)
sprite.LayerSetColor(key, layerData.Color.Value);
if (layerData.Scale != null)
sprite.LayerSetScale(key, layerData.Scale.Value);
}
else
index = sprite.LayerMapReserveBlank(key);
if (sprite[index] is not Layer layer)
continue;
// 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
&& layer.RSI == null
&& TryComp(equipment, out SpriteComponent? clothingSprite))
{
layer.SetRsi(clothingSprite.BaseRSI);
}
sprite.LayerSetData(index, layerData);
layer.Offset += slotDef.Offset;
if (displacementData is not null)
{
//Checking that the state is not tied to the current race. In this case we don't need to use the displacement maps.
if (layerData.State is not null && inventory.SpeciesId is not null && layerData.State.EndsWith(inventory.SpeciesId))
continue;
_displacement.TryAddDisplacement(displacementData, sprite, index, key, revealedLayers);
}
}
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
}
}