Extract getVisibleLayers to its own file
I'm doing this in preparation for an API endpoint to build outfit images by ID. It'll need the same logic to decide which layers are visible, and the same GQL fragments to load the relevant data!
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5 changed files with 137 additions and 133 deletions
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@ -3,7 +3,7 @@ import { Box, VStack } from "@chakra-ui/react";
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import { WarningTwoIcon } from "@chakra-ui/icons";
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import { FaBug } from "react-icons/fa";
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import { GlitchBadgeLayout, layerUsesHTML5 } from "../components/HTML5Badge";
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import { getVisibleLayers } from "../components/useOutfitAppearance";
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import getVisibleLayers from "../components/getVisibleLayers";
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function OutfitKnownGlitchesBadge({ appearance }) {
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const glitchMessages = [];
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@ -18,10 +18,8 @@ import {
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} from "@chakra-ui/react";
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import { loadable } from "../util";
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import {
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getVisibleLayers,
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petAppearanceFragment,
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} from "../components/useOutfitAppearance";
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import { petAppearanceFragment } from "../components/useOutfitAppearance";
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import getVisibleLayers from "../components/getVisibleLayers";
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import { OutfitLayers } from "../components/OutfitPreview";
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import SupportOnly from "./support/SupportOnly";
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import useSupport from "./support/useSupport";
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@ -2,11 +2,10 @@ import React from "react";
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import { Box } from "@chakra-ui/react";
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import gql from "graphql-tag";
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import {
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getVisibleLayers,
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import getVisibleLayers, {
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petAppearanceFragmentForGetVisibleLayers,
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itemAppearanceFragmentForGetVisibleLayers,
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} from "./useOutfitAppearance";
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} from "./getVisibleLayers";
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function OutfitThumbnail({ petAppearance, itemAppearances, ...props }) {
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return (
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128
src/app/components/getVisibleLayers.js
Normal file
128
src/app/components/getVisibleLayers.js
Normal file
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@ -0,0 +1,128 @@
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import gql from "graphql-tag";
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function getVisibleLayers(petAppearance, itemAppearances) {
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if (!petAppearance) {
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return [];
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}
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const validItemAppearances = itemAppearances.filter((a) => a);
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const petLayers = petAppearance.layers.map((l) => ({ ...l, source: "pet" }));
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const itemLayers = validItemAppearances
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.map((a) => a.layers)
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.flat()
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.map((l) => ({ ...l, source: "item" }));
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let allLayers = [...petLayers, ...itemLayers];
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const itemRestrictedZoneIds = new Set(
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validItemAppearances
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.map((a) => a.restrictedZones)
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.flat()
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.map((z) => z.id)
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);
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const petOccupiedZoneIds = new Set(petLayers.map((l) => l.zone.id));
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const petRestrictedZoneIds = new Set(
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petAppearance.restrictedZones.map((z) => z.id)
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);
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const petOccupiedOrRestrictedZoneIds = new Set([
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...petOccupiedZoneIds,
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...petRestrictedZoneIds,
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]);
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const visibleLayers = allLayers.filter((layer) => {
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// When an item restricts a zone, it hides pet layers of the same zone.
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// We use this to e.g. make a hat hide a hair ruff.
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//
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// NOTE: Items' restricted layers also affect what items you can wear at
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// the same time. We don't enforce anything about that here, and
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// instead assume that the input by this point is valid!
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if (layer.source === "pet" && itemRestrictedZoneIds.has(layer.zone.id)) {
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return false;
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}
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// When a pet appearance restricts or occupies a zone, or when the pet is
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// Unconverted, it makes body-specific items incompatible. We use this to
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// disallow UCs from wearing certain body-specific Biology Effects,
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// Statics, etc, while still allowing non-body-specific items in those
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// zones! (I think this happens for some Invisible pet stuff, too?)
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//
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// TODO: We shouldn't be *hiding* these zones, like we do with items; we
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// should be doing this way earlier, to prevent the item from even
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// showing up even in search results!
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//
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// NOTE: This can result in both pet layers and items occupying the same
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// zone, like Static, so long as the item isn't body-specific! That's
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// correct, and the item layer should be on top! (Here, we implement
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// it by placing item layers second in the list, and rely on JS sort
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// stability, and *then* rely on the UI to respect that ordering when
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// rendering them by depth. Not great! 😅)
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//
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// NOTE: UCs used to implement their restrictions by listing specific
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// zones, but it seems that the logic has changed to just be about
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// UC-ness and body-specific-ness, and not necessarily involve the
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// set of restricted zones at all. (This matters because e.g. UCs
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// shouldn't show _any_ part of the Rainy Day Umbrella, but most UCs
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// don't restrict Right-Hand Item (Zone 49).) Still, I'm keeping the
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// zone restriction case running too, because I don't think it
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// _hurts_ anything, and I'm not confident enough in this conclusion.
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//
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// TODO: Do Invisibles follow this new rule like UCs, too? Or do they still
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// use zone restrictions?
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if (
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layer.source === "item" &&
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layer.bodyId !== "0" &&
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(petAppearance.pose === "UNCONVERTED" ||
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petOccupiedOrRestrictedZoneIds.has(layer.zone.id))
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) {
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return false;
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}
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// A pet appearance can also restrict its own zones. The Wraith Uni is an
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// interesting example: it has a horn, but its zone restrictions hide it!
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if (layer.source === "pet" && petRestrictedZoneIds.has(layer.zone.id)) {
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return false;
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}
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return true;
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});
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visibleLayers.sort((a, b) => a.zone.depth - b.zone.depth);
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return visibleLayers;
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}
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export const itemAppearanceFragmentForGetVisibleLayers = gql`
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fragment ItemAppearanceForGetVisibleLayers on ItemAppearance {
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id
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layers {
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id
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zone {
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id
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depth @client
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}
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}
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restrictedZones {
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id
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}
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}
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`;
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export const petAppearanceFragmentForGetVisibleLayers = gql`
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fragment PetAppearanceForGetVisibleLayers on PetAppearance {
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id
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pose
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layers {
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id
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zone {
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id
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depth @client
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}
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}
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restrictedZones {
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id
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}
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}
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`;
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export default getVisibleLayers;
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@ -1,6 +1,10 @@
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import React from "react";
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import gql from "graphql-tag";
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import { useQuery } from "@apollo/client";
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import getVisibleLayers, {
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itemAppearanceFragmentForGetVisibleLayers,
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petAppearanceFragmentForGetVisibleLayers,
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} from "./getVisibleLayers";
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/**
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* useOutfitAppearance downloads the outfit's appearance data, and returns
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@ -114,114 +118,6 @@ export default function useOutfitAppearance(outfitState) {
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};
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}
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export function getVisibleLayers(petAppearance, itemAppearances) {
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if (!petAppearance) {
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return [];
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}
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const validItemAppearances = itemAppearances.filter((a) => a);
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const petLayers = petAppearance.layers.map((l) => ({ ...l, source: "pet" }));
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const itemLayers = validItemAppearances
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.map((a) => a.layers)
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.flat()
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.map((l) => ({ ...l, source: "item" }));
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let allLayers = [...petLayers, ...itemLayers];
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const itemRestrictedZoneIds = new Set(
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validItemAppearances
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.map((a) => a.restrictedZones)
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.flat()
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.map((z) => z.id)
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);
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const petOccupiedZoneIds = new Set(petLayers.map((l) => l.zone.id));
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const petRestrictedZoneIds = new Set(
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petAppearance.restrictedZones.map((z) => z.id)
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);
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const petOccupiedOrRestrictedZoneIds = new Set([
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...petOccupiedZoneIds,
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...petRestrictedZoneIds,
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]);
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const visibleLayers = allLayers.filter((layer) => {
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// When an item restricts a zone, it hides pet layers of the same zone.
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// We use this to e.g. make a hat hide a hair ruff.
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//
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// NOTE: Items' restricted layers also affect what items you can wear at
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// the same time. We don't enforce anything about that here, and
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// instead assume that the input by this point is valid!
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if (layer.source === "pet" && itemRestrictedZoneIds.has(layer.zone.id)) {
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return false;
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}
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// When a pet appearance restricts or occupies a zone, or when the pet is
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// Unconverted, it makes body-specific items incompatible. We use this to
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// disallow UCs from wearing certain body-specific Biology Effects,
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// Statics, etc, while still allowing non-body-specific items in those
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// zones! (I think this happens for some Invisible pet stuff, too?)
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//
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// TODO: We shouldn't be *hiding* these zones, like we do with items; we
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// should be doing this way earlier, to prevent the item from even
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// showing up even in search results!
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//
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// NOTE: This can result in both pet layers and items occupying the same
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// zone, like Static, so long as the item isn't body-specific! That's
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// correct, and the item layer should be on top! (Here, we implement
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// it by placing item layers second in the list, and rely on JS sort
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// stability, and *then* rely on the UI to respect that ordering when
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// rendering them by depth. Not great! 😅)
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//
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// NOTE: UCs used to implement their restrictions by listing specific
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// zones, but it seems that the logic has changed to just be about
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// UC-ness and body-specific-ness, and not necessarily involve the
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// set of restricted zones at all. (This matters because e.g. UCs
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// shouldn't show _any_ part of the Rainy Day Umbrella, but most UCs
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// don't restrict Right-Hand Item (Zone 49).) Still, I'm keeping the
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// zone restriction case running too, because I don't think it
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// _hurts_ anything, and I'm not confident enough in this conclusion.
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//
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// TODO: Do Invisibles follow this new rule like UCs, too? Or do they still
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// use zone restrictions?
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if (
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layer.source === "item" &&
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layer.bodyId !== "0" &&
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(petAppearance.pose === "UNCONVERTED" ||
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petOccupiedOrRestrictedZoneIds.has(layer.zone.id))
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) {
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return false;
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}
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// A pet appearance can also restrict its own zones. The Wraith Uni is an
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// interesting example: it has a horn, but its zone restrictions hide it!
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if (layer.source === "pet" && petRestrictedZoneIds.has(layer.zone.id)) {
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return false;
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}
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return true;
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});
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visibleLayers.sort((a, b) => a.zone.depth - b.zone.depth);
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return visibleLayers;
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}
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export const itemAppearanceFragmentForGetVisibleLayers = gql`
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fragment ItemAppearanceForGetVisibleLayers on ItemAppearance {
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id
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layers {
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id
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zone {
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id
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depth @client
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}
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}
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restrictedZones {
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id
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}
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}
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`;
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export const appearanceLayerFragment = gql`
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fragment AppearanceLayerForOutfitPreview on AppearanceLayer {
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id
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@ -266,23 +162,6 @@ export const itemAppearanceFragment = gql`
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${itemAppearanceFragmentForGetVisibleLayers}
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`;
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export const petAppearanceFragmentForGetVisibleLayers = gql`
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fragment PetAppearanceForGetVisibleLayers on PetAppearance {
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id
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pose
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layers {
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id
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zone {
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id
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depth @client
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}
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}
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restrictedZones {
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id
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}
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}
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`;
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export const petAppearanceFragment = gql`
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fragment PetAppearanceForOutfitPreview on PetAppearance {
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id
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