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