Files
tbd-station-14/Content.Client/Clothing/ClothingSystem.cs
2022-03-20 15:29:20 -07:00

300 lines
11 KiB
C#

using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.Inventory;
using Content.Shared.CharacterAppearance;
using Content.Shared.Clothing;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Tag;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using static Robust.Client.GameObjects.SpriteComponent;
using static Robust.Shared.GameObjects.SharedSpriteComponent;
namespace Content.Client.Clothing;
public sealed class ClothingSystem : EntitySystem
{
/// <summary>
/// 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.
/// </summary>
private static readonly Dictionary<string, string> 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"},
};
[Dependency] private IResourceCache _cache = default!;
[Dependency] private InventorySystem _inventorySystem = default!;
[Dependency] private TagSystem _tagSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ClothingComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<ClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
SubscribeLocalEvent<SharedItemComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
SubscribeLocalEvent<ClientInventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
}
private void OnGetVisuals(EntityUid uid, SharedItemComponent item, GetEquipmentVisualsEvent args)
{
if (!TryComp(args.Equipee, out ClientInventoryComponent? inventory))
return;
List<PrototypeLayerData>? 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++;
}
args.Layers.Add((key, layer));
}
}
/// <summary>
/// If no explicit clothing visuals were specified, this attempts to populate with default values.
/// </summary>
/// <remarks>
/// Useful for lazily adding clothing sprites without modifying yaml. And for backwards compatibility.
/// </remarks>
private bool TryGetDefaultVisuals(EntityUid uid, SharedItemComponent item, string slot, string? speciesId,
[NotNullWhen(true)] out List<PrototypeLayerData>? layers)
{
layers = null;
RSI? rsi = null;
if (item.RsiPath != null)
rsi = _cache.GetResource<RSIResource>(TextureRoot / item.RsiPath).RSI;
else if (TryComp(uid, out SpriteComponent? sprite))
rsi = sprite.BaseRSI;
if (rsi == null || rsi.Path == null)
return false;
var correctedSlot = slot;
TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
var state = (item.EquippedPrefix == null)
? $"equipped-{correctedSlot}"
: $"{item.EquippedPrefix}-equipped-{correctedSlot}";
// species specific
if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
{
state = $"{state}-{speciesId}";
}
else if (!rsi.TryGetState(state, out _))
{
return false;
}
var layer = PrototypeLayerData.New();
layer.RsiPath = rsi.Path.ToString();
layer.State = state;
layers = new() { layer };
return true;
}
private void OnVisualsChanged(EntityUid uid, ClientInventoryComponent component, VisualsChangedEvent args)
{
if (!TryComp(args.Item, out ClothingComponent? clothing) || clothing.InSlot == null)
return;
RenderEquipment(uid, args.Item, clothing.InSlot, component, null, clothing);
}
private void OnGotUnequipped(EntityUid uid, ClothingComponent component, GotUnequippedEvent args)
{
if (component.InSlot == "head"
&& _tagSystem.HasTag(uid, "HidesHair")
&& TryComp(args.Equipee, out SpriteComponent? sprite))
{
if (sprite.LayerMapTryGet(HumanoidVisualLayers.FacialHair, out var facial))
sprite[facial].Visible = true;
if (sprite.LayerMapTryGet(HumanoidVisualLayers.Hair, out var hair))
sprite[hair].Visible = true;
}
component.InSlot = null;
}
private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
{
if (!TryComp(uid, out ClientInventoryComponent? inventory) || !TryComp(uid, out SpriteComponent? sprite))
return;
if (!inventory.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)
{
sprite.RemoveLayer(layer);
}
revealedLayers.Clear();
}
public void InitClothing(EntityUid uid, ClientInventoryComponent? component = null, SpriteComponent? sprite = null)
{
if (!_inventorySystem.TryGetSlots(uid, out var slots, component) || !Resolve(uid, ref sprite, ref component)) return;
foreach (var slot in slots)
{
if (!_inventorySystem.TryGetSlotContainer(uid, slot.Name, out var containerSlot, out _, component) ||
!containerSlot.ContainedEntity.HasValue) continue;
RenderEquipment(uid, containerSlot.ContainedEntity.Value, slot.Name, component, sprite);
}
}
private void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
{
component.InSlot = args.Slot;
if (args.Slot == "head"
&& _tagSystem.HasTag(uid, "HidesHair")
&& TryComp(args.Equipee, out SpriteComponent? sprite))
{
if (sprite.LayerMapTryGet(HumanoidVisualLayers.FacialHair, out var facial))
sprite[facial].Visible = false;
if (sprite.LayerMapTryGet(HumanoidVisualLayers.Hair, out var hair))
sprite[hair].Visible = false;
}
RenderEquipment(args.Equipee, uid, args.Slot, clothingComponent: component);
}
private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
ClientInventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null)
{
if(!Resolve(equipee, ref inventory, ref sprite) || !Resolve(equipment, ref clothingComponent, false))
return;
if (slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out _))
{
sprite.LayerSetState(HumanoidVisualLayers.StencilMask, clothingComponent.FemaleMask switch
{
FemaleClothingMask.NoMask => "female_none",
FemaleClothingMask.UniformTop => "female_top",
_ => "female_full",
});
}
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 (inventory.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
{
foreach (var key in revealedLayers)
{
sprite.RemoveLayer(key);
}
revealedLayers.Clear();
}
else
{
revealedLayers = new();
inventory.VisualLayerKeys[slot] = revealedLayers;
}
var ev = new GetEquipmentVisualsEvent(equipee, slot);
RaiseLocalEvent(equipment, ev, false);
if (ev.Layers.Count == 0)
{
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers));
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);
// add the new layers
foreach (var (key, layerData) in ev.Layers)
{
if (!revealedLayers.Add(key))
{
Logger.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);
}
else
index = sprite.LayerMapReserveBlank(key);
if (sprite[index] is not Layer layer)
return;
// 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;
}
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers));
}
}