Files
ss14-wega/Content.Client/Clothing/ClientClothingSystem.cs
2025-10-02 22:47:17 +03:00

493 lines
19 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.DisplacementMap;
using Content.Client.Inventory;
using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.DirtVisuals; // Corvax-Wega-Dirtable
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameStates; // Corvax-Wega-ToggleClothing
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Utility;
using static Robust.Client.GameObjects.SpriteComponent;
namespace Content.Client.Clothing;
public sealed class ClientClothingSystem : ClothingSystem
{
public const string Jumpsuit = "jumpsuit";
/// <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"},
/// Corvax-Wega-start
{"socks", "SOCKS"},
{"underweartop", "UNDERWEARTOP"},
{"underwearbottom", "UNDERWEARBOTTOM"},
{"anal", "ANAL"},
/// Corvax-Wega-end
{"id", "IDCARD"},
{"pocket1", "POCKET1"},
{"pocket2", "POCKET2"},
{"suitstorage", "SUITSTORAGE"},
};
[Dependency] private readonly IResourceCache _cache = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
SubscribeLocalEvent<InventoryComponent, InventoryTemplateUpdated>(OnInventoryTemplateUpdated);
SubscribeLocalEvent<ToggleableSpriteClothingComponent, ComponentHandleState>(OnHandleState); // Corvax-Wega-ToggleClothing
SubscribeLocalEvent<InventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
SubscribeLocalEvent<InventoryComponent, AppearanceChangeEvent>(OnAppearanceUpdate);
}
private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
{
// May need to update displacement maps if the sex changed. Also required to properly set the stencil on init
if (args.Sprite == null)
return;
UpdateAllSlots(uid, component);
// No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
if (_sprite.LayerMapTryGet((uid, args.Sprite), HumanoidVisualLayers.StencilMask, out var layer, false))
{
DebugTools.Assert(!args.Sprite[layer].Visible);
_sprite.LayerSetVisible((uid, args.Sprite), layer, false);
}
}
private void OnInventoryTemplateUpdated(Entity<InventoryComponent> ent, ref InventoryTemplateUpdated args)
{
UpdateAllSlots(ent.Owner, ent.Comp);
}
private void UpdateAllSlots(
EntityUid uid,
InventoryComponent? inventoryComponent = null)
{
var enumerator = _inventorySystem.GetSlotEnumerator((uid, inventoryComponent));
while (enumerator.NextItem(out var item, out var slot))
{
RenderEquipment(uid, item, slot.Name, inventoryComponent);
}
}
private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
{
if (!TryComp(args.Equipee, out InventoryComponent? inventory))
return;
List<PrototypeLayerData>? layers = null;
// Corvax-Wega-ToggleClothing-start
var suffix = TryComp<ToggleableSpriteClothingComponent>(uid, out var toggleable)
? toggleable.ActiveSuffix
: string.Empty;
// Corvax-Wega-ToggleClothing-end
// 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)
{
// Corvax-Wega-ToggleClothing-Edit-start
var originalState = layer.State;
if (string.IsNullOrEmpty(originalState))
continue;
var newState = originalState;
if (!string.IsNullOrEmpty(suffix))
{
var suffixedState = $"{originalState}{suffix}";
if (StateExists(uid, suffixedState, inventory.SpeciesId))
newState = suffixedState;
else if (!originalState.StartsWith("equipped-"))
continue;
}
var key = layer.MapKeys?.FirstOrDefault() ?? $"{args.Slot}-{i++}";
args.Layers.Add((key, new PrototypeLayerData
{
MapKeys = layer.MapKeys,
RsiPath = layer.RsiPath,
State = newState,
Color = layer.Color,
Scale = layer.Scale,
Shader = layer.Shader
}));
// Corvax-Wega-ToggleClothing-Edit-end
}
}
/// <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, ClothingComponent clothing, string slot, string? speciesId,
[NotNullWhen(true)] out List<PrototypeLayerData>? layers)
{
layers = null;
RSI? rsi = null;
if (clothing.RsiPath != null)
rsi = _cache.GetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / clothing.RsiPath).RSI;
else if (TryComp(uid, out SpriteComponent? sprite))
rsi = sprite.BaseRSI;
if (rsi == null)
return false;
var correctedSlot = slot;
TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
// Corvax-Wega-ToggleClothing-Edit-start
var suffix = string.Empty;
if (TryComp<ToggleableSpriteClothingComponent>(uid, out var toggleable))
{
suffix = toggleable.ActiveSuffix;
}
var state = $"equipped-{correctedSlot}{suffix}";
if (!string.IsNullOrEmpty(clothing.EquippedPrefix))
state = $"{clothing.EquippedPrefix}-equipped-{correctedSlot}{suffix}";
if (clothing.EquippedState != null)
state = $"{clothing.EquippedState}{suffix}";
// Corvax-Wega-ToggleClothing-Edit-end
// species specific
if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
state = $"{state}-{speciesId}";
else if (!rsi.TryGetState(state, out _))
return false;
var layer = new PrototypeLayerData();
layer.RsiPath = rsi.Path.ToString();
layer.State = state;
layer.Scale = clothing.Scale;
layers = new() { layer };
return true;
}
private void OnVisualsChanged(EntityUid uid, InventoryComponent component, VisualsChangedEvent args)
{
var item = GetEntity(args.Item);
if (!TryComp(item, out ClothingComponent? clothing) || clothing.InSlot == null)
return;
RenderEquipment(uid, item, clothing.InSlot, component, null, clothing);
}
private void OnDidUnequip(Entity<SpriteComponent> entity, ref DidUnequipEvent args)
{
if (!TryComp(entity, out InventorySlotsComponent? inventorySlots))
return;
if (!inventorySlots.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(entity.AsNullable(), layer);
}
revealedLayers.Clear();
}
public void InitClothing(EntityUid uid, InventoryComponent component)
{
if (!TryComp(uid, out SpriteComponent? sprite))
return;
var enumerator = _inventorySystem.GetSlotEnumerator((uid, component));
while (enumerator.NextItem(out var item, out var slot))
{
RenderEquipment(uid, item, slot.Name, component, sprite);
}
}
protected override void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
{
base.OnGotEquipped(uid, component, args);
RenderEquipment(args.Equipee, uid, args.Slot, clothingComponent: component);
}
private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
InventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null,
InventorySlotsComponent? inventorySlots = null)
{
if (!Resolve(equipee, ref inventory, ref sprite, ref inventorySlots) ||
!Resolve(equipment, ref clothingComponent, false))
{
return;
}
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 (inventorySlots.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
{
foreach (var key in revealedLayers)
{
_sprite.RemoveLayer((equipee, sprite), key);
}
revealedLayers.Clear();
}
else
{
revealedLayers = new();
inventorySlots.VisualLayerKeys[slot] = revealedLayers;
}
var ev = new GetEquipmentVisualsEvent(equipee, slot);
RaiseLocalEvent(equipment, ev);
if (ev.Layers.Count == 0)
{
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
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.
var slotLayerExists = _sprite.LayerMapTryGet((equipee, sprite), slot, out var index, false);
// Select displacement maps
var displacementData = inventory.Displacements.GetValueOrDefault(slot); //Default unsexed map
var equipeeSex = CompOrNull<HumanoidAppearanceComponent>(equipee)?.Sex;
if (equipeeSex != null)
{
switch (equipeeSex)
{
case Sex.Male:
if (inventory.MaleDisplacements.Count > 0)
displacementData = inventory.MaleDisplacements.GetValueOrDefault(slot);
break;
case Sex.Female:
if (inventory.FemaleDisplacements.Count > 0)
displacementData = inventory.FemaleDisplacements.GetValueOrDefault(slot);
break;
}
}
// add the new layers
foreach (var (key, layerData) in ev.Layers)
{
if (!revealedLayers.Add(key))
{
Log.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((equipee, sprite), index);
_sprite.LayerMapSet((equipee, sprite), key, index);
if (layerData.Color != null)
_sprite.LayerSetColor((equipee, sprite), key, layerData.Color.Value);
if (layerData.Scale != null)
_sprite.LayerSetScale((equipee, sprite), key, layerData.Scale.Value);
}
else
index = _sprite.LayerMapReserve((equipee, sprite), key);
if (sprite[index] is not Layer layer)
continue;
// 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))
{
_sprite.LayerSetRsi(layer, clothingSprite.BaseRSI);
}
_sprite.LayerSetData((equipee, sprite), index, layerData);
_sprite.LayerSetOffset(layer, layer.Offset + slotDef.Offset);
if (displacementData is not null)
{
//Checking that the state is not tied to the current race. In this case we don't need to use the displacement maps.
if (layerData.State is not null && inventory.SpeciesId is not null && layerData.State.EndsWith(inventory.SpeciesId))
continue;
if (_displacement.TryAddDisplacement(displacementData, (equipee, sprite), index, key, out var displacementKey))
{
revealedLayers.Add(displacementKey);
index++;
}
}
}
// Corvax-Wega-Dirtable-start
if (TryComp<DirtableComponent>(equipment, out var dirtable) &&
dirtable.IsDirty &&
!revealedLayers.Contains($"dirt_{equipment}"))
{
RSI? dirtRsi = null;
if (dirtable.DirtSpritePath != null)
{
dirtRsi = _cache.GetResource<RSIResource>(
SpriteSpecifierSerializer.TextureRoot / dirtable.DirtSpritePath).RSI;
}
if (dirtRsi != null)
{
var state = dirtable.EquippedDirtState;
if (!string.IsNullOrEmpty(clothingComponent.EquippedPrefix))
state = $"{clothingComponent.EquippedPrefix}-{state}";
if (inventory.SpeciesId != null && dirtRsi.TryGetState($"{state}-{inventory.SpeciesId}", out _))
state = $"{state}-{inventory.SpeciesId}";
if (TryComp<ToggleableSpriteClothingComponent>(equipment, out var toggleable))
state += toggleable.ActiveSuffix;
if (dirtRsi.TryGetState(state, out _))
{
var dirtLayer = new PrototypeLayerData
{
RsiPath = dirtable.DirtSpritePath,
State = state,
Color = dirtable.DirtColor
};
var dirtKey = $"dirt_{equipment}";
if (slotLayerExists)
{
index++;
_sprite.AddBlankLayer((equipee, sprite), index);
_sprite.LayerMapSet((equipee, sprite), dirtKey, index);
}
else
{
index = _sprite.LayerMapReserve((equipee, sprite), dirtKey);
}
// Accounting for a displacements
if (sprite[index] is Layer layer)
{
_sprite.LayerSetData((equipee, sprite), index, dirtLayer);
_sprite.LayerSetOffset(layer, layer.Offset + slotDef.Offset);
revealedLayers.Add(dirtKey);
if (displacementData is not null)
{
if (_displacement.TryAddDisplacement(
displacementData,
(equipee, sprite),
index,
dirtKey,
out var displacementKey))
{
revealedLayers.Add(displacementKey);
index++;
}
}
}
}
}
}
// Corvax-Wega-Dirtable-end
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
}
// Corvax-Wega-ToggleClothing-start
private bool StateExists(EntityUid uid, string state, string? speciesId)
{
if (TryComp<SpriteComponent>(uid, out var sprite) && sprite.BaseRSI != null)
{
if (!string.IsNullOrEmpty(speciesId))
{
var speciesState = $"{state}-{speciesId}";
if (sprite.BaseRSI.TryGetState(speciesState, out _))
return true;
}
return sprite.BaseRSI.TryGetState(state, out _);
}
return false;
}
private void OnHandleState(EntityUid uid, ToggleableSpriteClothingComponent component, ref ComponentHandleState args)
{
if (args.Current is not ToggleableSpriteClothingComponentState state)
return;
component.ActiveSuffix = state.ActiveSuffix;
UpdateClothingVisuals(uid);
}
private void UpdateClothingVisuals(EntityUid uid)
{
if (!TryComp<ClothingComponent>(uid, out var clothing)
|| clothing.InSlot == null)
return;
var parent = Transform(uid).ParentUid;
if (!HasComp<SpriteComponent>(parent) || !TryComp<InventoryComponent>(parent, out var inventory))
return;
RenderEquipment(parent, uid, clothing.InSlot, inventory, clothingComponent: clothing);
}
// Corvax-Wega-ToggleClothing-end
}