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;
///
/// Shows a healthy icon on mobs.
///
public sealed class ShowHealthIconsSystem : EquipmentHudSystem
{
[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
public HashSet DamageContainers = new();
[ValidatePrototypeId]
private const string HealthIconFine = "HealthIconFine";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnGetStatusIconsEvent);
}
protected override void UpdateInternal(RefreshEquipmentHudEvent 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 DecideHealthIcons(DamageableComponent damageableComponent)
{
if (damageableComponent.DamageContainerID == null ||
!DamageContainers.Contains(damageableComponent.DamageContainerID))
{
return Array.Empty();
}
var result = new List();
// 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(HealthIconFine, out var healthyIcon))
{
result.Add(healthyIcon);
}
return result;
}
}