* Fix broken layer hiding on clothes with multiple equipment slots * Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more precise layer hide behavior and more CPU efficient layer toggling. * Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask) Add documentation Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage * Fix the delayed snout bug * Misc cleanup * Make `bool permanent` implicit from SlotFlags any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg. * Split into separate system Too much pasta * Remove (hopefully unnecessary) refresh * Fisk mask networking AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Keep old behaviour, use clearer names? I'm just guessing at what this was meant to do * english * Separate slot name & flag * dirty = true * fix comment * Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr * Only set mask toggled if DisableOnFold is true * FoldableClothingSystem fixes * fix bandana state * Better comment --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
148 lines
4.5 KiB
C#
148 lines
4.5 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.DoAfter;
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using Content.Shared.Inventory;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// This handles entities which can be equipped.
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/// </summary>
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[NetworkedComponent]
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[RegisterComponent]
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[Access(typeof(ClothingSystem), typeof(InventorySystem))]
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public sealed partial class ClothingComponent : Component
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{
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[DataField("clothingVisuals")]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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/// <summary>
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/// The name of the layer in the user that this piece of clothing will map to
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/// </summary>
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[DataField]
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public string? MappedLayer;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("quickEquip")]
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public bool QuickEquip = true;
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/// <summary>
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/// The slots in which the clothing is considered "worn" or "equipped". E.g., putting shoes in your pockets does not
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/// equip them as far as clothing related events are concerned.
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/// </summary>
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/// <remarks>
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/// Note that this may be a combination of different slot flags, not a singular bit.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField(required: true)]
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[Access(typeof(ClothingSystem), typeof(InventorySystem), Other = AccessPermissions.ReadExecute)]
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public SlotFlags Slots = SlotFlags.NONE;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("equipSound")]
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public SoundSpecifier? EquipSound;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("unequipSound")]
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public SoundSpecifier? UnequipSound;
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[Access(typeof(ClothingSystem))]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("equippedPrefix")]
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public string? EquippedPrefix;
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/// <summary>
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/// Allows the equipped state to be directly overwritten.
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/// useful when prototyping INNERCLOTHING items into OUTERCLOTHING items without duplicating/modifying RSIs etc.
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/// </summary>
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[Access(typeof(ClothingSystem))]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("equippedState")]
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public string? EquippedState;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sprite")]
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public string? RsiPath;
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/// <summary>
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/// Name of the inventory slot the clothing is currently in.
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/// Note that this being non-null does not mean the clothing is considered "worn" or "equipped" unless the slot
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/// satisfies the <see cref="Slots"/> flags.
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/// </summary>
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[DataField]
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public string? InSlot;
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// TODO CLOTHING
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// Maybe keep this null unless its in a valid slot?
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// To lazy to figure out ATM if that would break anything.
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// And when doing this, combine InSlot and InSlotFlag, as it'd be a breaking change for downstreams anyway
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/// <summary>
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/// Slot flags of the slot the clothing is currently in. See also <see cref="InSlot"/>.
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/// </summary>
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[DataField]
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public SlotFlags? InSlotFlag;
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// TODO CLOTHING
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// Maybe keep this null unless its in a valid slot?
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// And when doing this, combine InSlot and InSlotFlag, as it'd be a breaking change for downstreams anyway
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan EquipDelay = TimeSpan.Zero;
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan UnequipDelay = TimeSpan.Zero;
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/// <summary>
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/// Offset for the strip time for an entity with this component.
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/// Only applied when it is being equipped or removed by another player.
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/// </summary>
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[DataField]
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public TimeSpan StripDelay = TimeSpan.Zero;
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}
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[Serializable, NetSerializable]
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public sealed class ClothingComponentState : ComponentState
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{
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public string? EquippedPrefix;
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public ClothingComponentState(string? equippedPrefix)
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{
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EquippedPrefix = equippedPrefix;
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}
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}
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public enum ClothingMask : byte
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{
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NoMask = 0,
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UniformFull,
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UniformTop
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}
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[Serializable, NetSerializable]
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public sealed partial class ClothingEquipDoAfterEvent : DoAfterEvent
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{
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public string Slot;
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public ClothingEquipDoAfterEvent(string slot)
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{
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Slot = slot;
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}
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public override DoAfterEvent Clone() => this;
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}
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[Serializable, NetSerializable]
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public sealed partial class ClothingUnequipDoAfterEvent : DoAfterEvent
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{
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public string Slot;
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public ClothingUnequipDoAfterEvent(string slot)
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{
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Slot = slot;
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}
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public override DoAfterEvent Clone() => this;
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}
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