2023-08-10 15:56:36 -07:00
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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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2023-10-24 16:45:49 -07:00
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.map((z) => z.id),
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2023-08-10 15:56:36 -07:00
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);
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const petRestrictedZoneIds = new Set(
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2023-10-24 16:45:49 -07:00
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petAppearance.restrictedZones.map((z) => z.id),
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2023-08-10 15:56:36 -07:00
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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 a zone, or when the pet is Unconverted,
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// it makes body-specific items incompatible. We use this to disallow UCs
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// from wearing certain body-specific Biology Effects, Statics, etc, while
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// still allowing non-body-specific items in those zones! (I think this
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// 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: We used to also include the pet appearance's *occupied* zones in
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// this condition, not just the restricted zones, as a sensible
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// defensive default, even though we weren't aware of any relevant
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// items. But now we know that actually the "Bruce Brucey B Mouth"
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// occupies the real Mouth zone, and still should be visible and
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// above pet layers! So, we now only check *restricted* zones.
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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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petRestrictedZoneIds.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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bodyId
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zone {
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id
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depth
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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
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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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