impress-2020/src/shared/getVisibleLayers.js

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import gql from "graphql-tag";
function getVisibleLayers(petAppearance, itemAppearances) {
if (!petAppearance) {
return [];
}
const validItemAppearances = itemAppearances.filter((a) => a);
const petLayers = petAppearance.layers.map((l) => ({ ...l, source: "pet" }));
const itemLayers = validItemAppearances
.map((a) => a.layers)
.flat()
.map((l) => ({ ...l, source: "item" }));
let allLayers = [...petLayers, ...itemLayers];
const itemRestrictedZoneIds = new Set(
validItemAppearances
.map((a) => a.restrictedZones)
.flat()
.map((z) => z.id)
);
const petOccupiedZoneIds = new Set(petLayers.map((l) => l.zone.id));
const petRestrictedZoneIds = new Set(
petAppearance.restrictedZones.map((z) => z.id)
);
const petOccupiedOrRestrictedZoneIds = new Set([
...petOccupiedZoneIds,
...petRestrictedZoneIds,
]);
const visibleLayers = allLayers.filter((layer) => {
// When an item restricts a zone, it hides pet layers of the same zone.
// We use this to e.g. make a hat hide a hair ruff.
//
// NOTE: Items' restricted layers also affect what items you can wear at
// the same time. We don't enforce anything about that here, and
// instead assume that the input by this point is valid!
if (layer.source === "pet" && itemRestrictedZoneIds.has(layer.zone.id)) {
return false;
}
// When a pet appearance restricts or occupies a zone, or when the pet is
// Unconverted, it makes body-specific items incompatible. We use this to
// disallow UCs from wearing certain body-specific Biology Effects,
// Statics, etc, while still allowing non-body-specific items in those
// zones! (I think this happens for some Invisible pet stuff, too?)
//
// TODO: We shouldn't be *hiding* these zones, like we do with items; we
// should be doing this way earlier, to prevent the item from even
// showing up even in search results!
//
// NOTE: This can result in both pet layers and items occupying the same
// zone, like Static, so long as the item isn't body-specific! That's
// correct, and the item layer should be on top! (Here, we implement
// it by placing item layers second in the list, and rely on JS sort
// stability, and *then* rely on the UI to respect that ordering when
// rendering them by depth. Not great! 😅)
//
// NOTE: UCs used to implement their restrictions by listing specific
// zones, but it seems that the logic has changed to just be about
// UC-ness and body-specific-ness, and not necessarily involve the
// set of restricted zones at all. (This matters because e.g. UCs
// shouldn't show _any_ part of the Rainy Day Umbrella, but most UCs
// don't restrict Right-Hand Item (Zone 49).) Still, I'm keeping the
// zone restriction case running too, because I don't think it
// _hurts_ anything, and I'm not confident enough in this conclusion.
//
// TODO: Do Invisibles follow this new rule like UCs, too? Or do they still
// use zone restrictions?
if (
layer.source === "item" &&
layer.bodyId !== "0" &&
(petAppearance.pose === "UNCONVERTED" ||
petOccupiedOrRestrictedZoneIds.has(layer.zone.id))
) {
return false;
}
// A pet appearance can also restrict its own zones. The Wraith Uni is an
// interesting example: it has a horn, but its zone restrictions hide it!
if (layer.source === "pet" && petRestrictedZoneIds.has(layer.zone.id)) {
return false;
}
return true;
});
visibleLayers.sort((a, b) => a.zone.depth - b.zone.depth);
return visibleLayers;
}
// TODO: The web client could save bandwidth by applying @client to the `depth`
// field, because it already has zone depths cached.
export const itemAppearanceFragmentForGetVisibleLayers = gql`
fragment ItemAppearanceForGetVisibleLayers on ItemAppearance {
id
layers {
id
zone {
id
depth
}
}
restrictedZones {
id
}
}
`;
// TODO: The web client could save bandwidth by applying @client to the `depth`
// field, because it already has zone depths cached.
export const petAppearanceFragmentForGetVisibleLayers = gql`
fragment PetAppearanceForGetVisibleLayers on PetAppearance {
id
pose
layers {
id
zone {
id
depth
}
}
restrictedZones {
id
}
}
`;
export default getVisibleLayers;