Fix broken layer hiding on clothes with multiple equipment slots (#34080)

* 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>
This commit is contained in:
paige404
2025-03-20 09:30:47 -04:00
committed by GitHub
parent 65f393bb14
commit 2e7f01b99e
20 changed files with 370 additions and 184 deletions

View File

@@ -1,5 +1,6 @@
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Inventory;
using Robust.Shared.Enums;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
@@ -59,11 +60,12 @@ public sealed partial class HumanoidAppearanceComponent : Component
public Color SkinColor { get; set; } = Color.FromHex("#C0967F");
/// <summary>
/// Visual layers currently hidden. This will affect the base sprite
/// on this humanoid layer, and any markings that sit above it.
/// A map of the visual layers currently hidden to the equipment
/// slots that are currently hiding them. This will affect the base
/// sprite on this humanoid layer, and any markings that sit above it.
/// </summary>
[DataField, AutoNetworkedField]
public HashSet<HumanoidVisualLayers> HiddenLayers = new();
public Dictionary<HumanoidVisualLayers, SlotFlags> HiddenLayers = new();
[DataField, AutoNetworkedField]
public Sex Sex = Sex.Male;