Cyborg health alert and damage examining (#20084)

* Option for alt health alert and no overlay

* Fancy borg health indicator

* Borg damage examine localization

* EENENGHHHH ENNNGHHH

* Requested code changes

* Legal sound

* Revert "Legal sound"

This reverts commit 35715c88898aeb78dfe800319852c230395fdd7e.

I misunderstood what Sloth meant

* Annoying buzzer is back
This commit is contained in:
Doru991
2023-09-15 06:14:47 +03:00
committed by GitHub
parent c25b769132
commit eaecdb4336
15 changed files with 153 additions and 14 deletions

View File

@@ -1,10 +1,11 @@
using System.Diagnostics.CodeAnalysis;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Shared.Mobs.Systems;
@@ -34,6 +35,8 @@ public sealed class MobThresholdSystem : EntitySystem
args.State = new MobThresholdsComponentState(thresholds,
component.TriggersAlerts,
component.CurrentThresholdState,
component.StateAlertDict,
component.ShowOverlays,
component.AllowRevives);
}
@@ -341,28 +344,37 @@ public sealed class MobThresholdSystem : EntitySystem
if (!threshold.TriggersAlerts)
return;
var dict = threshold.StateAlertDict;
var healthAlert = AlertType.HumanHealth;
var critAlert = AlertType.HumanCrit;
var deadAlert = AlertType.HumanDead;
dict.TryGetValue(MobState.Alive, out healthAlert);
dict.TryGetValue(MobState.Critical, out critAlert);
dict.TryGetValue(MobState.Dead, out deadAlert);
switch (currentMobState)
{
case MobState.Alive:
{
var severity = _alerts.GetMinSeverity(AlertType.HumanHealth);
var severity = _alerts.GetMinSeverity(healthAlert);
if (TryGetIncapPercentage(target, damageable.TotalDamage, out var percentage))
{
severity = (short) MathF.Floor(percentage.Value.Float() *
_alerts.GetSeverityRange(AlertType.HumanHealth));
severity += _alerts.GetMinSeverity(AlertType.HumanHealth);
_alerts.GetSeverityRange(healthAlert));
severity += _alerts.GetMinSeverity(healthAlert);
}
_alerts.ShowAlert(target, AlertType.HumanHealth, severity);
_alerts.ShowAlert(target, healthAlert, severity);
break;
}
case MobState.Critical:
{
_alerts.ShowAlert(target, AlertType.HumanCrit);
_alerts.ShowAlert(target, critAlert);
break;
}
case MobState.Dead:
{
_alerts.ShowAlert(target, AlertType.HumanDead);
_alerts.ShowAlert(target, deadAlert);
break;
}
case MobState.Invalid: