Offbrand medical (#3366)
* Offbrand medical * what if we regrade * zombies are mostly there thats it thats a wrap xd * here's changeling * some bonus gut punches * start working on the guidebook * fix rsi and yaml lints * my agrichem so fits * we stay rejuvenated * my china so laked * debrute * fix suicide * fix the suicide tests * my surgery so requires laying down * the guidebook continues * READ KEB PAGES * keb vascular recoupler * read keb medicine * fix yaml lint * fix the EntityRemoveConstructionGraphStep * fix overlay init * scalpels are not a food tool * return of the programmer art * my line so nieuw * boxes deserve veins too * mrrrp yaml * what if we redid brain damage alerts * bloot pressure * kill mannitol drowsiness * get licensed * my read so me * get feedbacked nerd * fine-tune the heart stoppage conditions * cryostasis adjustments, guidebook adjustments, fix negative strain issues * my surgery so table * fix heart surgery and guidebook * medicine & defibrillator pass * iv bags and stands * prefills * janet gets very sidetracked * mostly finished iv stuff * what if we fixed the guidebook * halve decapoid cryostasis * my medicines so IV * finetune cryostasis * less logspam * metabolism-aware iv stands and cryopods * give people painkillers * yaml lint real * fix blood build * finish rebase * tidy up localization * clean up my yaml beasties... * soft curve after exceeding maximum damage * husks/bonedeaths Grabbag of Offmed fixes & improvements (#3461) * CPR moment * Mob AI fix * Fix brain oxygenation not updating on regeneration * sorry gamers you cannot resist the pull * Troll combat abilities more in softcrit praying rn (#3467) dont have CPR be 50% (#3468) Make offbrand murder easier to contend with (#3473) * e * disrupt people in softcrit when attacking them * ok gamers we're gaming * forgor Hopefully final pass before Offbrand merge (#3475) First pass of Offbrand adjustments (#3477) Swap blood pressure values in health analyzer (#3476) Systolic over diastolic Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com> Offbrand pass 2: Mostly bugfixes (#3480) Fix zeds causing PVS reloads (#3482) Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481) * set up surgery ui * test fail real Pain/braingasps (#3487) Offmed bundle 5 - the evil one (#3489) * Evil cavity surgery * les borgues * nicotine moment * epinephrine RNG * legalese * test fail real * ok jamers cope with c4 Pass 6
This commit is contained in:
committed by
Janet Blackquill
parent
398c8df343
commit
8894eca118
@@ -10,6 +10,8 @@ using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Shared.Player;
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using System.Linq; // Offbrand
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using Content.Shared._Offbrand.Wounds; // Offbrand
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namespace Content.Client.UserInterface.Systems.DamageOverlays;
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@@ -20,6 +22,9 @@ public sealed class DamageOverlayUiController : UIController
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[UISystemDependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[UISystemDependency] private readonly HeartSystem _heart = default!; // Offbrand
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[UISystemDependency] private readonly PainSystem _pain = default!; // Offbrand
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private Overlays.DamageOverlay _overlay = default!;
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public override void Initialize()
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@@ -29,6 +34,7 @@ public sealed class DamageOverlayUiController : UIController
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SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<MobThresholdChecked>(OnThresholdCheck);
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SubscribeLocalEvent<PotentiallyUpdateDamageOverlay>(OnPotentiallyUpdateDamageOverlay); // Offbrand
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}
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private void OnPlayerAttach(LocalPlayerAttachedEvent args)
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@@ -69,11 +75,62 @@ public sealed class DamageOverlayUiController : UIController
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_overlay.CritLevel = 0f;
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_overlay.PainLevel = 0f;
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_overlay.OxygenLevel = 0f;
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_overlay.AlwaysRenderAll = false; // Offbrand
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}
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//TODO: Jezi: adjust oxygen and hp overlays to use appropriate systems once bodysim is implemented
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private void UpdateOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
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{
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// Begin Offbrand Changes
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TryUpdateSimpleOverlays(entity, mobState, damageable, thresholds);
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TryUpdateWoundableOverlays(entity);
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}
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private void OnPotentiallyUpdateDamageOverlay(ref PotentiallyUpdateDamageOverlay args)
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{
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if (args.Target != _playerManager.LocalEntity)
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return;
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UpdateOverlays(args.Target, null);
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}
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private void TryUpdateWoundableOverlays(EntityUid entity)
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{
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if (!EntityManager.TryGetComponent<PainComponent>(entity, out var pain) ||
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!EntityManager.TryGetComponent<ShockThresholdsComponent>(entity, out var shockThresholds) ||
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!EntityManager.TryGetComponent<BrainDamageComponent>(entity, out var brainDamage) ||
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!EntityManager.TryGetComponent<BrainDamageThresholdsComponent>(entity, out var brainThresholds) ||
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!EntityManager.TryGetComponent<HeartrateComponent>(entity, out var heartrate))
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return;
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_overlay.AlwaysRenderAll = true;
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var maxBrain = brainThresholds.DamageStateThresholds.Keys.Max();
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var maxShock = shockThresholds.Thresholds.Keys.Max();
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switch (brainThresholds.CurrentState)
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{
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case MobState.Alive or MobState.Critical:
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{
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_overlay.CritLevel = FixedPoint2.Clamp(brainDamage.Damage / maxBrain, 0, 1).Float();
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_overlay.PainLevel = FixedPoint2.Clamp(_pain.GetShock((entity, pain)) / maxShock, 0, 1).Float();
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_overlay.OxygenLevel = FixedPoint2.Clamp(1 - _heart.BloodOxygenation((entity, heartrate)), 0, 1).Float();
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Dead:
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{
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_overlay.CritLevel = 0;
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_overlay.PainLevel = 0;
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_overlay.OxygenLevel = 0;
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break;
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}
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}
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}
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private void TryUpdateSimpleOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
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{
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// End Offbrand Changes
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if (mobState == null && !EntityManager.TryGetComponent(entity, out mobState) ||
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thresholds == null && !EntityManager.TryGetComponent(entity, out thresholds) ||
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damageable == null && !EntityManager.TryGetComponent(entity, out damageable))
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