using System.Linq;
using Content.Client.Clothing;
using Content.Client.Items.Systems;
using Content.Shared.Clothing;
using Content.Shared.Hands;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Light.Components;
using Content.Shared.Toggleable;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
namespace Content.Client.Toggleable;
///
/// Implements the behavior of by reacting to
/// , for the sprite directly; for the
/// in-hand visuals; and for the clothing visuals.
///
///
public sealed class ToggleableVisualsSystem : VisualizerSystem
{
[Dependency] private readonly SharedItemSystem _item = default!;
[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnGetHeldVisuals,
after: [typeof(ItemSystem)]);
SubscribeLocalEvent(OnGetEquipmentVisuals,
after: [typeof(ClientClothingSystem)]);
}
protected override void OnAppearanceChange(EntityUid uid,
ToggleableVisualsComponent component,
ref AppearanceChangeEvent args)
{
if (!AppearanceSystem.TryGetData(uid, ToggleableVisuals.Enabled, out var enabled, args.Component))
return;
var modulateColor =
AppearanceSystem.TryGetData(uid, ToggleableVisuals.Color, out var color, args.Component);
// Update the item's sprite
if (args.Sprite != null && component.SpriteLayer != null &&
SpriteSystem.LayerMapTryGet((uid, args.Sprite), component.SpriteLayer, out var layer, false))
{
SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, enabled);
if (modulateColor)
SpriteSystem.LayerSetColor((uid, args.Sprite), component.SpriteLayer, color);
}
// If there's a `ItemTogglePointLightComponent` that says to apply the color to attached lights, do so.
if (TryComp(uid, out var toggleLights) &&
TryComp(uid, out PointLightComponent? light))
{
DebugTools.Assert(!light.NetSyncEnabled,
$"{typeof(ItemTogglePointLightComponent)} requires point lights without net-sync");
_pointLight.SetEnabled(uid, enabled, light);
if (modulateColor && toggleLights.ToggleableVisualsColorModulatesLights)
{
_pointLight.SetColor(uid, color, light);
}
}
// update clothing & in-hand visuals.
_item.VisualsChanged(uid);
}
private void OnGetEquipmentVisuals(EntityUid uid,
ToggleableVisualsComponent component,
GetEquipmentVisualsEvent args)
{
if (!TryComp(uid, out AppearanceComponent? appearance)
|| !AppearanceSystem.TryGetData(uid, ToggleableVisuals.Enabled, out var enabled, appearance)
|| !enabled)
return;
if (!TryComp(args.Equipee, out InventoryComponent? inventory))
return;
List? layers = null;
// attempt to get species specific data
if (inventory.SpeciesId != null)
component.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
// No species specific data. Try to default to generic data.
if (layers == null && !component.ClothingVisuals.TryGetValue(args.Slot, out layers))
return;
var modulateColor = AppearanceSystem.TryGetData(uid, ToggleableVisuals.Color, out var color, appearance);
var i = 0;
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? $"{args.Slot}-toggle" : $"{args.Slot}-toggle-{i}";
i++;
}
if (modulateColor)
layer.Color = color;
args.Layers.Add((key, layer));
}
}
private void OnGetHeldVisuals(EntityUid uid, ToggleableVisualsComponent component, GetInhandVisualsEvent args)
{
if (!TryComp(uid, out AppearanceComponent? appearance)
|| !AppearanceSystem.TryGetData(uid, ToggleableVisuals.Enabled, out var enabled, appearance)
|| !enabled)
return;
if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
return;
var modulateColor = AppearanceSystem.TryGetData(uid, ToggleableVisuals.Color, out var color, appearance);
var i = 0;
var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-toggle";
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
i++;
}
if (modulateColor)
layer.Color = color;
args.Layers.Add((key, layer));
}
}
}