125 lines
4.3 KiB
C#
125 lines
4.3 KiB
C#
using Content.Shared.Atmos.Rotting;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Overlays;
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using Content.Shared.StatusIcon;
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using Content.Shared.StatusIcon.Components;
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using Robust.Shared.Prototypes;
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using System.Linq;
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using Content.Shared.Damage.Components;
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using Content.Shared._Offbrand.Wounds; // Offbrand
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using Content.Shared.Mobs; // Offbrand
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namespace Content.Client.Overlays;
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/// <summary>
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/// Shows a healthy icon on mobs.
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/// </summary>
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public sealed class ShowHealthIconsSystem : EquipmentHudSystem<ShowHealthIconsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
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[ViewVariables]
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public HashSet<string> DamageContainers = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageableComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
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SubscribeLocalEvent<ShowHealthIconsComponent, AfterAutoHandleStateEvent>(OnHandleState);
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}
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protected override void UpdateInternal(RefreshEquipmentHudEvent<ShowHealthIconsComponent> component)
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{
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base.UpdateInternal(component);
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foreach (var damageContainerId in component.Components.SelectMany(x => x.DamageContainers))
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{
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DamageContainers.Add(damageContainerId);
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}
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}
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protected override void DeactivateInternal()
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{
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base.DeactivateInternal();
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DamageContainers.Clear();
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}
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private void OnHandleState(Entity<ShowHealthIconsComponent> ent, ref AfterAutoHandleStateEvent args)
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{
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RefreshOverlay();
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}
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private void OnGetStatusIconsEvent(Entity<DamageableComponent> entity, ref GetStatusIconsEvent args)
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{
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if (!IsActive)
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return;
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var healthIcons = DecideHealthIcons(entity);
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args.StatusIcons.AddRange(healthIcons);
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}
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// Begin Offbrand
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private List<HealthIconPrototype> DecideBrainHealthIcons(Entity<BrainDamageComponent, BrainDamageThresholdsComponent> ent)
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{
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if (ent.Comp2.CurrentState == MobState.Dead)
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{
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return new() { _prototypeMan.Index(ent.Comp2.DeadIcon) };
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}
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var current = ent.Comp1.Damage;
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var max = ent.Comp1.MaxDamage;
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if (ent.Comp2.CurrentState == MobState.Critical || ent.Comp1.Oxygen == 0)
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{
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var amount = ent.Comp2.CriticalDamageIcons.Count;
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var idx = Math.Clamp((int)Math.Floor(amount - (amount / max.Double()) * current.Double()), 0, amount-1);
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return new() { _prototypeMan.Index(ent.Comp2.CriticalDamageIcons[idx]) };
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}
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else
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{
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var amount = ent.Comp2.AliveDamageIcons.Count;
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var idx = Math.Clamp((int)Math.Floor(amount - (amount / max.Double()) * current.Double()), 0, amount-1);
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return new() { _prototypeMan.Index(ent.Comp2.AliveDamageIcons[idx]) };
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}
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}
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// End Offbrand
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private IReadOnlyList<HealthIconPrototype> DecideHealthIcons(Entity<DamageableComponent> entity)
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{
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if (TryComp<BrainDamageComponent>(entity, out var brain) &&
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TryComp<BrainDamageThresholdsComponent>(entity, out var thresholds))
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{
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return DecideBrainHealthIcons((entity.Owner, brain, thresholds));
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}
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var damageableComponent = entity.Comp;
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if (damageableComponent.DamageContainerID == null ||
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!DamageContainers.Contains(damageableComponent.DamageContainerID))
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{
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return Array.Empty<HealthIconPrototype>();
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}
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var result = new List<HealthIconPrototype>();
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// Here you could check health status, diseases, mind status, etc. and pick a good icon, or multiple depending on whatever.
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if (damageableComponent?.DamageContainerID == "Biological")
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{
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if (TryComp<MobStateComponent>(entity, out var state))
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{
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// Since there is no MobState for a rotting mob, we have to deal with this case first.
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if (HasComp<RottingComponent>(entity) && _prototypeMan.Resolve(damageableComponent.RottingIcon, out var rottingIcon))
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result.Add(rottingIcon);
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else if (damageableComponent.HealthIcons.TryGetValue(state.CurrentState, out var value) && _prototypeMan.Resolve(value, out var icon))
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result.Add(icon);
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}
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}
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return result;
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}
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}
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