* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues
279 lines
10 KiB
C#
279 lines
10 KiB
C#
using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Client.Inventory;
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using Content.Shared.Clothing;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Tag;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using static Robust.Client.GameObjects.SpriteComponent;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Client.Clothing;
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public sealed class ClothingVisualsSystem : EntitySystem
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{
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/// <summary>
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/// This is a shitty hotfix written by me (Paul) to save me from renaming all files.
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/// For some context, im currently refactoring inventory. Part of that is slots not being indexed by a massive enum anymore, but by strings.
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/// 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.
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/// </summary>
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private static readonly Dictionary<string, string> TemporarySlotMap = new()
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{
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{"head", "HELMET"},
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{"eyes", "EYES"},
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{"ears", "EARS"},
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{"mask", "MASK"},
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{"outerClothing", "OUTERCLOTHING"},
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{"jumpsuit", "INNERCLOTHING"},
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{"neck", "NECK"},
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{"back", "BACKPACK"},
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{"belt", "BELT"},
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{"gloves", "HAND"},
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{"shoes", "FEET"},
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{"id", "IDCARD"},
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{"pocket1", "POCKET1"},
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{"pocket2", "POCKET2"},
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};
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[Dependency] private IResourceCache _cache = default!;
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[Dependency] private InventorySystem _inventorySystem = default!;
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[Dependency] private TagSystem _tagSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ClothingComponent, GotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<ClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
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SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
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SubscribeLocalEvent<ClientInventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
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SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
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}
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private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
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{
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if (!TryComp(args.Equipee, out ClientInventoryComponent? inventory))
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return;
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List<PrototypeLayerData>? layers = null;
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// first attempt to get species specific data.
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if (inventory.SpeciesId != null)
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item.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
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// if that returned nothing, attempt to find generic data
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if (layers == null && !item.ClothingVisuals.TryGetValue(args.Slot, out layers))
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{
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// No generic data either. Attempt to generate defaults from the item's RSI & item-prefixes
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if (!TryGetDefaultVisuals(uid, item, args.Slot, inventory.SpeciesId, out layers))
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return;
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}
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// add each layer to the visuals
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var i = 0;
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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// using the $"{args.Slot}" layer key as the "bookmark" for layer ordering until layer draw depths get added
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key = $"{args.Slot}-{i}";
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i++;
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}
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args.Layers.Add((key, layer));
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}
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}
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/// <summary>
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/// If no explicit clothing visuals were specified, this attempts to populate with default values.
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/// </summary>
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/// <remarks>
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/// Useful for lazily adding clothing sprites without modifying yaml. And for backwards compatibility.
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/// </remarks>
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private bool TryGetDefaultVisuals(EntityUid uid, ClothingComponent clothing, string slot, string? speciesId,
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[NotNullWhen(true)] out List<PrototypeLayerData>? layers)
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{
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layers = null;
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RSI? rsi = null;
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if (clothing.RsiPath != null)
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rsi = _cache.GetResource<RSIResource>(TextureRoot / clothing.RsiPath).RSI;
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else if (TryComp(uid, out SpriteComponent? sprite))
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rsi = sprite.BaseRSI;
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if (rsi == null || rsi.Path == null)
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return false;
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var correctedSlot = slot;
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TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
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var state = (clothing.EquippedPrefix == null)
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? $"equipped-{correctedSlot}"
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: $"{clothing.EquippedPrefix}-equipped-{correctedSlot}";
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// species specific
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if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
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{
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state = $"{state}-{speciesId}";
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}
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else if (!rsi.TryGetState(state, out _))
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{
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return false;
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}
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var layer = new PrototypeLayerData();
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layer.RsiPath = rsi.Path.ToString();
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layer.State = state;
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layers = new() { layer };
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return true;
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}
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private void OnVisualsChanged(EntityUid uid, ClientInventoryComponent component, VisualsChangedEvent args)
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{
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if (!TryComp(args.Item, out ClothingComponent? clothing) || clothing.InSlot == null)
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return;
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RenderEquipment(uid, args.Item, clothing.InSlot, component, null, clothing);
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}
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private void OnGotUnequipped(EntityUid uid, ClothingComponent component, GotUnequippedEvent args)
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{
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component.InSlot = null;
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}
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private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
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{
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if (!TryComp(uid, out ClientInventoryComponent? inventory) || !TryComp(uid, out SpriteComponent? sprite))
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return;
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if (!inventory.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
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return;
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// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
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// may eventually bloat the player with lots of invisible layers.
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foreach (var layer in revealedLayers)
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{
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sprite.RemoveLayer(layer);
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}
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revealedLayers.Clear();
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}
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public void InitClothing(EntityUid uid, ClientInventoryComponent? component = null, SpriteComponent? sprite = null)
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{
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if (!_inventorySystem.TryGetSlots(uid, out var slots, component) || !Resolve(uid, ref sprite, ref component)) return;
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foreach (var slot in slots)
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{
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if (!_inventorySystem.TryGetSlotContainer(uid, slot.Name, out var containerSlot, out _, component) ||
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!containerSlot.ContainedEntity.HasValue) continue;
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RenderEquipment(uid, containerSlot.ContainedEntity.Value, slot.Name, component, sprite);
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}
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}
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private void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
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{
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component.InSlot = args.Slot;
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RenderEquipment(args.Equipee, uid, args.Slot, clothingComponent: component);
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}
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private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
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ClientInventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null)
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{
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if(!Resolve(equipee, ref inventory, ref sprite) || !Resolve(equipment, ref clothingComponent, false))
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return;
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if (slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out _))
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{
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sprite.LayerSetState(HumanoidVisualLayers.StencilMask, clothingComponent.FemaleMask switch
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{
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FemaleClothingMask.NoMask => "female_none",
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FemaleClothingMask.UniformTop => "female_top",
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_ => "female_full",
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});
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}
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if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
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return;
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// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
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// may eventually bloat the player with lots of invisible layers.
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if (inventory.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
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{
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foreach (var key in revealedLayers)
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{
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sprite.RemoveLayer(key);
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}
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revealedLayers.Clear();
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}
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else
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{
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revealedLayers = new();
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inventory.VisualLayerKeys[slot] = revealedLayers;
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}
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var ev = new GetEquipmentVisualsEvent(equipee, slot);
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RaiseLocalEvent(equipment, ev, false);
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if (ev.Layers.Count == 0)
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{
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RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
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return;
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}
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// temporary, until layer draw depths get added. Basically: a layer with the key "slot" is being used as a
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// bookmark to determine where in the list of layers we should insert the clothing layers.
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bool slotLayerExists = sprite.LayerMapTryGet(slot, out var index);
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// add the new layers
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foreach (var (key, layerData) in ev.Layers)
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{
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if (!revealedLayers.Add(key))
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{
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Logger.Warning($"Duplicate key for clothing visuals: {key}. Are multiple components attempting to modify the same layer? Equipment: {ToPrettyString(equipment)}");
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continue;
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}
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if (slotLayerExists)
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{
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index++;
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// note that every insertion requires reshuffling & remapping all the existing layers.
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sprite.AddBlankLayer(index);
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sprite.LayerMapSet(key, index);
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}
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else
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index = sprite.LayerMapReserveBlank(key);
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if (sprite[index] is not Layer layer)
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return;
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// 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.
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if (layerData.RsiPath == null
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&& layerData.TexturePath == null
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&& layer.RSI == null
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&& TryComp(equipment, out SpriteComponent? clothingSprite))
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{
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layer.SetRsi(clothingSprite.BaseRSI);
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}
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sprite.LayerSetData(index, layerData);
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layer.Offset += slotDef.Offset;
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}
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RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
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}
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}
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