Add health bar overlays for eye equipment (#21980)
* PR 1 * fix an error with health bar overlay (#1292) * Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) * [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662) * fix build * no crit entities from not updating * cleanup * namespace * undu irrelevant changes * undo icon change * make health bar 1 px taller and icon 1 px shorter * fix medibot * fix comment * don't show health bar ratio when in crit * fix build * put the crit bar back * don't render healthbars for mobs that are in containers * draw more boxes without the background sprite * fine status icon for all bio mobs * add wacky mandatory things * attempt 2 * whoops wrong file * cool, this works too * move null check to top * only 1 init * security huds * remove shader * fix build after cleanup * slight cleanup * little more cleanup * Remove clothing grant component system * security HUD now shows a job icon on entities with a body * remove sec stuff and do similar changes to split off PR + remove unused comp * process comments * don't return * update to ComponentAddedOverlaySystemBase * no cache * colors and not rendering out of sight * touch ups * fix build & cleanup * undo * remove shader from icons * process comments * documentation * fix licence * validate prototype id * just use args * rename method and append in method * type * just fucken delete the command * space * undo * remove * don't use LocalPlayer * re-add showhealthbars command, but working * rename icon lists and conform health icon code to the others * space * undo * update command * oops --------- Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
77
Content.Client/Overlays/ShowHealthIconsSystem.cs
Normal file
77
Content.Client/Overlays/ShowHealthIconsSystem.cs
Normal file
@@ -0,0 +1,77 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Overlays;
|
||||
using Content.Shared.StatusIcon;
|
||||
using Content.Shared.StatusIcon.Components;
|
||||
using Robust.Shared.Prototypes;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Client.Overlays;
|
||||
|
||||
/// <summary>
|
||||
/// Shows a healthy icon on mobs.
|
||||
/// </summary>
|
||||
public sealed class ShowHealthIconsSystem : EquipmentHudSystem<ShowHealthIconsComponent>
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
|
||||
|
||||
public HashSet<string> DamageContainers = new();
|
||||
|
||||
[ValidatePrototypeId<StatusIconPrototype>]
|
||||
private const string HealthIconFine = "HealthIconFine";
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<DamageableComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
|
||||
|
||||
}
|
||||
|
||||
protected override void UpdateInternal(RefreshEquipmentHudEvent<ShowHealthIconsComponent> component)
|
||||
{
|
||||
base.UpdateInternal(component);
|
||||
|
||||
foreach (var damageContainerId in component.Components.SelectMany(x => x.DamageContainers))
|
||||
{
|
||||
DamageContainers.Add(damageContainerId);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void DeactivateInternal()
|
||||
{
|
||||
base.DeactivateInternal();
|
||||
|
||||
DamageContainers.Clear();
|
||||
}
|
||||
|
||||
private void OnGetStatusIconsEvent(EntityUid uid, DamageableComponent damageableComponent, ref GetStatusIconsEvent args)
|
||||
{
|
||||
if (!IsActive || args.InContainer)
|
||||
return;
|
||||
|
||||
var healthIcons = DecideHealthIcons(damageableComponent);
|
||||
|
||||
args.StatusIcons.AddRange(healthIcons);
|
||||
}
|
||||
|
||||
private IReadOnlyList<StatusIconPrototype> DecideHealthIcons(DamageableComponent damageableComponent)
|
||||
{
|
||||
if (damageableComponent.DamageContainerID == null ||
|
||||
!DamageContainers.Contains(damageableComponent.DamageContainerID))
|
||||
{
|
||||
return Array.Empty<StatusIconPrototype>();
|
||||
}
|
||||
|
||||
var result = new List<StatusIconPrototype>();
|
||||
|
||||
// Here you could check health status, diseases, mind status, etc. and pick a good icon, or multiple depending on whatever.
|
||||
if (damageableComponent?.DamageContainerID == "Biological" &&
|
||||
_prototypeMan.TryIndex<StatusIconPrototype>(HealthIconFine, out var healthyIcon))
|
||||
{
|
||||
result.Add(healthyIcon);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user