Decouple Lights from Toggleable Visuals (and headphone music notes bugfix) (#35341)
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals` - Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem` - (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore) - Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity - (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals) - Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity. - Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity - Lots of prototype updates to uptake the above * fix bad merge * unbork robust * blindly letting rider reformat stuff * I guess I never cleaned up these imports at all
This commit is contained in:
@@ -1,32 +0,0 @@
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using Content.Shared.Hands.Components;
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namespace Content.Client.Toggleable;
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/// <summary>
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/// Component that handles the toggling the visuals of some light emitting entity.
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/// </summary>
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/// <remarks>
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/// This will toggle the visibility of layers on an entity's sprite, the in-hand visuals, and the clothing/equipment
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/// visuals. This will modify the color of any attached point lights.
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/// </remarks>
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[RegisterComponent]
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public sealed partial class ToggleableLightVisualsComponent : Component
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{
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/// <summary>
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/// Sprite layer that will have its visibility toggled when this item is toggled.
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/// </summary>
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[DataField("spriteLayer")]
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public string? SpriteLayer = "light";
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/// <summary>
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/// Layers to add to the sprite of the player that is holding this entity (while the component is toggled on).
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/// </summary>
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[DataField("inhandVisuals")]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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/// <summary>
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/// Layers to add to the sprite of the player that is wearing this entity (while the component is toggled on).
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/// </summary>
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[DataField("clothingVisuals")]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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}
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@@ -1,126 +0,0 @@
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using Content.Client.Clothing;
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using Content.Client.Items.Systems;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Content.Shared.Toggleable;
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using Robust.Client.GameObjects;
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using Robust.Shared.Utility;
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using System.Linq;
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namespace Content.Client.Toggleable;
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public sealed class ToggleableLightVisualsSystem : VisualizerSystem<ToggleableLightVisualsComponent>
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{
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[Dependency] private readonly SharedItemSystem _itemSys = default!;
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[Dependency] private readonly SharedPointLightSystem _lights = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ToggleableLightVisualsComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) });
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SubscribeLocalEvent<ToggleableLightVisualsComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClientClothingSystem) });
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}
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protected override void OnAppearanceChange(EntityUid uid, ToggleableLightVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (!AppearanceSystem.TryGetData<bool>(uid, ToggleableLightVisuals.Enabled, out var enabled, args.Component))
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return;
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var modulate = AppearanceSystem.TryGetData<Color>(uid, ToggleableLightVisuals.Color, out var color, args.Component);
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// Update the item's sprite
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if (args.Sprite != null && component.SpriteLayer != null && SpriteSystem.LayerMapTryGet((uid, args.Sprite), component.SpriteLayer, out var layer, false))
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{
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SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, enabled);
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if (modulate)
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SpriteSystem.LayerSetColor((uid, args.Sprite), layer, color);
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}
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// Update any point-lights
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if (TryComp(uid, out PointLightComponent? light))
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{
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DebugTools.Assert(!light.NetSyncEnabled, "light visualizers require point lights without net-sync");
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_lights.SetEnabled(uid, enabled, light);
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if (enabled && modulate)
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{
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_lights.SetColor(uid, color, light);
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}
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}
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// update clothing & in-hand visuals.
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_itemSys.VisualsChanged(uid);
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}
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/// <summary>
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/// Add the unshaded light overlays to any clothing sprites.
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/// </summary>
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private void OnGetEquipmentVisuals(EntityUid uid, ToggleableLightVisualsComponent component, GetEquipmentVisualsEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance)
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|| !AppearanceSystem.TryGetData<bool>(uid, ToggleableLightVisuals.Enabled, out var enabled, appearance)
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|| !enabled)
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return;
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if (!TryComp(args.Equipee, out InventoryComponent? inventory))
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return;
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List<PrototypeLayerData>? layers = null;
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// attempt to get species specific data
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if (inventory.SpeciesId != null)
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component.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
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// No species specific data. Try to default to generic data.
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if (layers == null && !component.ClothingVisuals.TryGetValue(args.Slot, out layers))
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return;
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var modulate = AppearanceSystem.TryGetData<Color>(uid, ToggleableLightVisuals.Color, out var color, appearance);
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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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key = i == 0 ? $"{args.Slot}-toggle" : $"{args.Slot}-toggle-{i}";
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i++;
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}
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if (modulate)
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layer.Color = color;
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args.Layers.Add((key, layer));
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}
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}
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private void OnGetHeldVisuals(EntityUid uid, ToggleableLightVisualsComponent component, GetInhandVisualsEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance)
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|| !AppearanceSystem.TryGetData<bool>(uid, ToggleableLightVisuals.Enabled, out var enabled, appearance)
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|| !enabled)
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return;
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if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
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return;
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var modulate = AppearanceSystem.TryGetData<Color>(uid, ToggleableLightVisuals.Color, out var color, appearance);
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var i = 0;
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var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-toggle";
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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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key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
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i++;
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}
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if (modulate)
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layer.Color = color;
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args.Layers.Add((key, layer));
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}
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}
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}
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30
Content.Client/Toggleable/ToggleableVisualsComponent.cs
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30
Content.Client/Toggleable/ToggleableVisualsComponent.cs
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@@ -0,0 +1,30 @@
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using Content.Shared.Hands.Components;
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namespace Content.Client.Toggleable;
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/// <summary>
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/// Component that handles toggling the visuals of an entity, including layers on an entity's sprite,
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/// the in-hand visuals, and the clothing/equipment visuals.
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/// </summary>
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/// <see cref="ToggleableVisualsSystem"/>
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[RegisterComponent]
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public sealed partial class ToggleableVisualsComponent : Component
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{
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/// <summary>
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/// Sprite layer that will have its visibility toggled when this item is toggled.
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/// </summary>
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[DataField(required: true)]
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public string? SpriteLayer;
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/// <summary>
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/// Layers to add to the sprite of the player that is holding this entity (while the component is toggled on).
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/// </summary>
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[DataField]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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/// <summary>
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/// Layers to add to the sprite of the player that is wearing this entity (while the component is toggled on).
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/// </summary>
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[DataField]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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}
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140
Content.Client/Toggleable/ToggleableVisualsSystem.cs
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140
Content.Client/Toggleable/ToggleableVisualsSystem.cs
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@@ -0,0 +1,140 @@
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using System.Linq;
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using Content.Client.Clothing;
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using Content.Client.Items.Systems;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Content.Shared.Light.Components;
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using Content.Shared.Toggleable;
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using Robust.Client.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Client.Toggleable;
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/// <summary>
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/// Implements the behavior of <see cref="ToggleableVisualsComponent"/> by reacting to
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/// <see cref="AppearanceChangeEvent"/>, for the sprite directly; <see cref="OnGetHeldVisuals"/> for the
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/// in-hand visuals; and <see cref="OnGetEquipmentVisuals"/> for the clothing visuals.
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/// </summary>
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/// <see cref="ToggleableVisualsComponent"/>
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public sealed class ToggleableVisualsSystem : VisualizerSystem<ToggleableVisualsComponent>
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{
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[Dependency] private readonly SharedItemSystem _item = default!;
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[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ToggleableVisualsComponent, GetInhandVisualsEvent>(OnGetHeldVisuals,
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after: [typeof(ItemSystem)]);
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SubscribeLocalEvent<ToggleableVisualsComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals,
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after: [typeof(ClientClothingSystem)]);
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}
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protected override void OnAppearanceChange(EntityUid uid,
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ToggleableVisualsComponent component,
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ref AppearanceChangeEvent args)
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{
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if (!AppearanceSystem.TryGetData<bool>(uid, ToggleableVisuals.Enabled, out var enabled, args.Component))
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return;
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var modulateColor =
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AppearanceSystem.TryGetData<Color>(uid, ToggleableVisuals.Color, out var color, args.Component);
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// Update the item's sprite
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if (args.Sprite != null && component.SpriteLayer != null &&
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SpriteSystem.LayerMapTryGet((uid, args.Sprite), component.SpriteLayer, out var layer, false))
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{
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SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, enabled);
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if (modulateColor)
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SpriteSystem.LayerSetColor((uid, args.Sprite), component.SpriteLayer, color);
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}
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// If there's a `ItemTogglePointLightComponent` that says to apply the color to attached lights, do so.
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if (TryComp<ItemTogglePointLightComponent>(uid, out var toggleLights) &&
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TryComp(uid, out PointLightComponent? light))
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{
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DebugTools.Assert(!light.NetSyncEnabled,
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$"{typeof(ItemTogglePointLightComponent)} requires point lights without net-sync");
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_pointLight.SetEnabled(uid, enabled, light);
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if (modulateColor && toggleLights.ToggleableVisualsColorModulatesLights)
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{
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_pointLight.SetColor(uid, color, light);
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}
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}
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// update clothing & in-hand visuals.
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_item.VisualsChanged(uid);
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}
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private void OnGetEquipmentVisuals(EntityUid uid,
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ToggleableVisualsComponent component,
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GetEquipmentVisualsEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance)
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|| !AppearanceSystem.TryGetData<bool>(uid, ToggleableVisuals.Enabled, out var enabled, appearance)
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|| !enabled)
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return;
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if (!TryComp(args.Equipee, out InventoryComponent? inventory))
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return;
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List<PrototypeLayerData>? layers = null;
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// attempt to get species specific data
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if (inventory.SpeciesId != null)
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component.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
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// No species specific data. Try to default to generic data.
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if (layers == null && !component.ClothingVisuals.TryGetValue(args.Slot, out layers))
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return;
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var modulateColor = AppearanceSystem.TryGetData<Color>(uid, ToggleableVisuals.Color, out var color, appearance);
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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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key = i == 0 ? $"{args.Slot}-toggle" : $"{args.Slot}-toggle-{i}";
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i++;
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}
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if (modulateColor)
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layer.Color = color;
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args.Layers.Add((key, layer));
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}
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}
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private void OnGetHeldVisuals(EntityUid uid, ToggleableVisualsComponent component, GetInhandVisualsEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance)
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|| !AppearanceSystem.TryGetData<bool>(uid, ToggleableVisuals.Enabled, out var enabled, appearance)
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|| !enabled)
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return;
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if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
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return;
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var modulateColor = AppearanceSystem.TryGetData<Color>(uid, ToggleableVisuals.Color, out var color, appearance);
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var i = 0;
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var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-toggle";
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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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key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
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i++;
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}
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if (modulateColor)
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layer.Color = color;
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args.Layers.Add((key, layer));
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}
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}
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}
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