* t-rays show above catwalk * a * RevealSubfloorComponent * revealSubfloorOnScan, add it to catwalk * TrayScanReveal sys and comp * Rr * handle anchoring * use tile indices for vector2i * fix IsUnderRevealingEntity reset on pvs pop in reanchor * fix exception on TrayScanRevealComponent remove * fix IsUnderRevealingEntity not updating on pvs enter * update to ent * make subfloor retain respect for their relative draw depth * fix carpets not revealing subfloor on plating * chapel carpet * ?? * draw depth gap for subfloor entities. * revert alpha change * remove abs from draw depth difference * move TrayScanReveal to client * delete old refactor * let's show them above puddles too * Remove superfluous component classes --------- Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
92 lines
2.9 KiB
C#
92 lines
2.9 KiB
C#
using Content.Shared.DrawDepth;
|
|
using Content.Shared.SubFloor;
|
|
using Robust.Client.GameObjects;
|
|
|
|
namespace Content.Client.SubFloor;
|
|
|
|
public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
|
|
{
|
|
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
|
|
|
private bool _showAll;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool ShowAll
|
|
{
|
|
get => _showAll;
|
|
set
|
|
{
|
|
if (_showAll == value) return;
|
|
_showAll = value;
|
|
|
|
UpdateAll();
|
|
}
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<SubFloorHideComponent, AppearanceChangeEvent>(OnAppearanceChanged);
|
|
}
|
|
|
|
private void OnAppearanceChanged(EntityUid uid, SubFloorHideComponent component, ref AppearanceChangeEvent args)
|
|
{
|
|
if (args.Sprite == null)
|
|
return;
|
|
|
|
_appearance.TryGetData<bool>(uid, SubFloorVisuals.Covered, out var covered, args.Component);
|
|
_appearance.TryGetData<bool>(uid, SubFloorVisuals.ScannerRevealed, out var scannerRevealed, args.Component);
|
|
|
|
scannerRevealed &= !ShowAll; // no transparency for show-subfloor mode.
|
|
|
|
var revealed = !covered || ShowAll || scannerRevealed;
|
|
|
|
// set visibility & color of each layer
|
|
foreach (var layer in args.Sprite.AllLayers)
|
|
{
|
|
// pipe connection visuals are updated AFTER this, and may re-hide some layers
|
|
layer.Visible = revealed;
|
|
}
|
|
|
|
// Is there some layer that is always visible?
|
|
var hasVisibleLayer = false;
|
|
foreach (var layerKey in component.VisibleLayers)
|
|
{
|
|
if (!args.Sprite.LayerMapTryGet(layerKey, out var layerIndex))
|
|
continue;
|
|
|
|
var layer = args.Sprite[layerIndex];
|
|
layer.Visible = true;
|
|
layer.Color = layer.Color.WithAlpha(1f);
|
|
hasVisibleLayer = true;
|
|
}
|
|
|
|
args.Sprite.Visible = hasVisibleLayer || revealed;
|
|
|
|
// allows a t-ray to show wires/pipes above carpets/puddles
|
|
if (scannerRevealed)
|
|
{
|
|
if (component.OriginalDrawDepth is not null)
|
|
return;
|
|
component.OriginalDrawDepth = args.Sprite.DrawDepth;
|
|
var drawDepthDifference = Shared.DrawDepth.DrawDepth.ThickPipe - Shared.DrawDepth.DrawDepth.Puddles;
|
|
args.Sprite.DrawDepth -= drawDepthDifference - 1;
|
|
}
|
|
else if (component.OriginalDrawDepth.HasValue)
|
|
{
|
|
args.Sprite.DrawDepth = component.OriginalDrawDepth.Value;
|
|
component.OriginalDrawDepth = null;
|
|
}
|
|
}
|
|
|
|
private void UpdateAll()
|
|
{
|
|
var query = AllEntityQuery<SubFloorHideComponent, AppearanceComponent>();
|
|
while (query.MoveNext(out var uid, out _, out var appearance))
|
|
{
|
|
_appearance.QueueUpdate(uid, appearance);
|
|
}
|
|
}
|
|
}
|